manual:subwaysim:getting_started:modding_framework_explained
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| manual:subwaysim:getting_started:modding_framework_explained [2025/12/11 13:45] – created dcs | manual:subwaysim:getting_started:modding_framework_explained [2025/12/12 12:32] (current) – dcs | ||
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| These components form the foundation of every modding workflow. | These components form the foundation of every modding workflow. | ||
| - | {{: | + | {{:manual:subwaysim: |
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| More information can be found here: | More information can be found here: | ||
| - | [[handbuch: | + | [[manual: |
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| Inside **SubwaySim_Extern**, | Inside **SubwaySim_Extern**, | ||
| - | {{: | + | {{:manual:subwaysim: |
| A very important rule for working with the plugin system: | A very important rule for working with the plugin system: | ||
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| To continue with the modding workflow, you will need to create your own plugin where all your assets and logic will be stored. | To continue with the modding workflow, you will need to create your own plugin where all your assets and logic will be stored. | ||
| - | Instructions on how to create a new plugin can be found here: [[handbuch: | + | Instructions on how to create a new plugin can be found here: [[manual: |
| ---- | ---- | ||
| With this understanding of the Modding Framework, you are now ready to dive deeper into the modding tools and begin building your own content for SubwaySim 2. | With this understanding of the Modding Framework, you are now ready to dive deeper into the modding tools and begin building your own content for SubwaySim 2. | ||
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| + | {{page> | ||
manual/subwaysim/getting_started/modding_framework_explained.1765457153.txt.gz · Last modified: by dcs
