Update 5.3.2025 - timetable decooker released So after long time working on that decooking tool i decided to release Timetable Decooker for now and the rest will come when its ready. For timetable decooker you can download it here: https://www.trainsim.cz/?mod=article&showid=2823 Its complete pack with Cooking and Decooking too as i start to call it Editor Tools. So to install you copy everything what is there into your TSW editor and you overwrite existing files. Once its done, you start the editor with included StartEditor.bat, and in the editor toolbar you will see new button Timetable Decooker. You click on it, new window with all timetables will popup, you click on the timetable which you want to decook and new file will be created with the same name in the same folder like the original timetable is with prefix Decooked_. Before you got too excited, many timetable creators asked me how they can block their TT to be decooked as they dont want other users to decook it, add some service, cook it back and release it like its their timetable. So i decided to remove some part from decooking ... everything what is in default layer will be decooked (mostly timetables for scenarios got one default layer), other layers are ignored so if you create timetable and you dont want other users to decook that timetable then dont leave anything in default layer. The tool is not for stealing timetables, its for beginners to learn how they can create timetables for scenarios or 24h timetable so they can explore uncooked ones. More stuff will come: CSV Export, CSV import, Simugraph Decooker -------------------------------------------------------------- Many of you asked how to do timetable, how to do simugraph.... and because DTG dont really share any tutorials then i decide that i will create something better then just Cook/pak/distribute mod for editor. And here am i with my decooker module which will decook timetables and simugraphs in official TSW5 editor... yeah and its not gonna be only like text decooking, you will see nodes, you can edit them, save it, remove what do you want and simulate it So far decooking timetable is almost done, missing just few parts like connecting formations to services, dependancies and couple/uncouple logic. Rest is done and you can see it here: Basically you click on Decook timetable button, it will open Route Timetable Definition window with all timetables, and there you just click one time and the timetable will decook But for me timetables are easy to make, you cant really messed up something with connecton, its just follow like it is... worst is Simugraph... and its even worst to make it decook too There i got nodes done but im still trying to figure out how is SimulationGraph working inside that asset. Its completely different then timetable because when timetable is created it already include graph inside but when is Simulation Asset created and directly saved without opening then it dont include graph inside. Its added when the simulation asset is open so im still trying to figure out how to hook it. Once its done then the worst part will come... figuring out the pins connection between the nodes. Here is just small WIP screen: Like i wrote, it is still WIP, and it will take some time but i will keep you updated when i will make some bigger progress.
Would this allow for station directories to be decooked and edited so PIS can be expanded in timetables?
You can already edit Station Directories if you just make a copy of them. The problem is "only" replacing the original one with your edited file.
Has anyone made a tutorial for replacing the station directory with a modded one? I know some people have published modded station directories but I've never seen how they modify them.
Just checking in to keep up to date with this topic, because I'm interested in both the ability to decook and the ability to modify the station directory too.
To use your own station directory when Playing in Editor, you just need to make duplicates of the Station Directory and Route Definition. Point your timetable at the duplicate Route Definition; point the duplicate Route Definition at the duplicate Station Directory. Now you can add as many new destinations to the Station Directory as you like. I've not tried cooking any of those files yet, but as long as you put them into your own plugin I don't see why you shouldn't be able to.
Well it's the cooking part that would interest me. I've had success with copying and modifying the station directory, but that's only useful if you can ship it with the timetable to make it work in game.
I believe Matt said that having two versions of the station directory in the game will result in the route showing up twice, which is why I haven't tried copying it.
Personally I'd try it and see what happens - you can just remove the mod .pak if something goes wrong.
Yes, you would need to do it as a "classic" mod overwriting the asset. But some kind of decooker wouldn't help here in any way.
You don't need to "decook" anything to get timetable information as a text file. Just export the timetable file from the Editor and you'll get a file with a ".COPY" extension which you can open in any text editor.
Ok so i got little update on my decooking stuff so you dont think that the project is death Its taking little bit longer then i expected but here is small report what is done: Timetables are working fine, they even compile and you can simulate them without any problems. There is still one little problem with decooking and that is layers. As formations and services still carry on the layer name, problem is that im not getting extra graphs for each layer so its a little mess to have all services on one graph but im still working on it to make them standalone layers I added even extra function for the timetable and that is Import and Export CSV file: which means that you can prepare basic stuff in excel file, export it into the csv and then import it into the editor into the selected TT. Here is my csv test when i tried export formations to csv from one scenario: This screen is from testing how that will work... that feature is still WIP but it can make creating TT more fun as you will just prepare stuff in excel and then fix it inside the editor (for good TT you are creating stuff in excel anyway so). And of course everybody is even waiting for Simugraph decooker, im still hard working on that one, it got tons of pins to setup for each node so its much more complex then timetable. With Simugraph there is a lot of crashing, so its really taking a lot of time to keep restarting editor, recompiling code, etc... Main problem is that Simugraph is like runtime, so every change there crash. So while with decooked timetable im able to edit nodes, do changes, add more services, etc... then with Simugraph what i can do is only touch the node... cant save that, cant copy that ... and thats the main part first to figure out how to make it work without crashing to be able to save it, edit it.... then i will continue with pins and then connections...
the only way to update / edit replace the Station directory is to create a new Route Definition, and then a new Station directory, i have done this, but because the i can't get the editor to cook, I'm unable to test this!
Looks very exciting !!! Can you please asssit me with the cooking in the TSW5 PC editor, i've download and installed your version 2.11, but when i cook, i get a error with DLCs being referenced by other assets, is there a way to fix this? Many thanks and keep up the great work!
That is normal and doesn't affect the cooking process or the finished mod. The Editor can not read the cooked RVD files and gives that error message.
i've been trying to cook , but it fails, so there's no PAK file after cooking , so i can't package a failed cook, are you getting a complete PAK file after cooking, and if so how ?
You need to pak it yourself with unreal pak tool. All the cooking is doing is compiling the uncooked stuff into cooked format. Luckily DTG are working on a cooking interface for the editor, when it releases i'm not sure.
so the Czech sim tools plug in for the editor doesn't work? So i have to cook via the editor and manually pak the file ?
There is 3 buttons man, one is to create plugin, one is cook the plugin and the 3rd one is called Distribute and thats for .paking. So if you just cook then of course its not creating .pak, you need to do distribute to create .pak.
I've been using the cook buttons(V2.11) and, but How do I get rid of the "DLC is being referenced by another asset" error which causes the cook to fail?
the cook always fail, point is if you do Distribute button and you see your plugin there then its cooked. I got many errors about asset is referenced too when i cook my stuff, like some other user explain here, its because other stuff is cooked so editor is just skipping that with errors.
Many thanks, i was so used to the TSW 4 editor cooking, its my first time cooking in TSW5, i get it now, sorry about my confusion, many thanks for all your help!!!, keep up the good work!, looking forward to the Simugraph Decooker when you get it working! , díky moc! (i hope the google translation has worked correctly!)
not on my machine! every cook "cook completed successfully" in happy green writing!!!, although i had to re-install the editor many many of times clear a stupid "bookmark errors" during cooking, my timetable was complex and featured reskins on asset's. If i had red messages during cooking, i would re-install the editor and get "cook completed successfully", which is why i questioned why this cook process isn't working in the same way, so when i cooked ECML timetable, it never failed. strange how it does now ?
So after long time working on that decooking tool i decided to release Timetable Decooker for now and the rest will come when its ready. For timetable decooker you can download it here: https://www.trainsim.cz/?mod=article&showid=2823 Its complete pack with Cooking and Decooking too as i start to call it Editor Tools. So to install you copy everything what is there into your TSW editor and you overwrite existing files. Once its done, you start the editor with included StartEditor.bat, and in the editor toolbar you will see new button Timetable Decooker. You click on it, new window with all timetables will popup, you click on the timetable which you want to decook and new file will be created with the same name in the same folder like the original timetable is with prefix Decooked_. Before you got too excited, many timetable creators asked me how they can block their TT to be decooked as they dont want other users to decook it, add some service, cook it back and release it like its their timetable. So i decided to remove some part from decooking ... everything what is in default layer will be decooked (mostly timetables for scenarios got one default layer), other layers are ignored so if you create timetable and you dont want other users to decook that timetable then dont leave anything in default layer. The tool is not for stealing timetables, its for beginners to learn how they can create timetables for scenarios or 24h timetable so they can explore uncooked ones. More stuff will come: CSV Export, CSV import, Simugraph Decooker
Awesome work! Tried to decook some timetables and all is working. So handy I understand your decision to only be able to decook the default layer, however in some timetables I'm missing a lot of traffic because it's in additional layers. I was hoping to be able to "upgrade" the official timetables released by DTG, adding extra traffic etc. However, with the future option to export to / import a CSV file, things should be a lot easier. Thank you for your hard work!
(I'm sure a billion other people have asked you this, so i'm sorry, but. . .) Hows the simugraph decooker going?