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manual:subwaysim:getting_started:modding_framework_explained

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manual:subwaysim:getting_started:modding_framework_explained [2025/12/11 14:04] dcsmanual:subwaysim:getting_started:modding_framework_explained [2025/12/12 12:32] (current) dcs
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 More information can be found here:   More information can be found here:  
-[[manual:subwaysim:map_construction:prepare_map|Prepare Map for SubwaySim]]+[[manual:subwaysim:map_construction:build_mod|Build Mod to Pak-File]]
  
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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:subwaysim:getting_started:create_plugin|Creating a Plugin]]+Instructions on how to create a new plugin can be found here: [[manual:subwaysim:getting_started:create_plugin|Creating a Plugin]]
  
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 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:footer}}
  
manual/subwaysim/getting_started/modding_framework_explained.1765458283.txt.gz · Last modified: by dcs

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