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The Farming Simulator 25 modding pipeline: GIANTS Editor, the Blender exporter, modDesc.xml, specializations and TestRunner

John Deere WTS / W / T Series
Pictured: John Deere WTS / W / T Series, from the ModsDrop library.

Farming Simulator 25 is built to be modded: GIANTS publishes its editor for free, provides official exporters, documents the scripting API, and runs ModHub as the official route for tested mods. Here is how the pipeline fits together, from a model in Blender to a zip in the mods folder, so that you know what each tool is for before you open it.

The pieces

What a mod is made of

A typical workflow for a vehicle

  1. Model in Blender, UV and texture, export with the GIANTS exporter.
  2. Open the result in GIANTS Editor, set up the hierarchy, wheels, attachers, lights and collisions, and check materials under the game’s lighting.
  3. Write the vehicle XML: specializations, configurations, fill units, attacher joints, store data. Starting from a similar base-game vehicle’s XML, as a reference, saves days.
  4. Write modDesc.xml.
  5. Zip with a plain name (no spaces or brackets), put it in the mods folder, start a test savegame, read log.txt.
  6. Run TestRunner and fix what it reports.

Scripts

Script mods use Lua against the game’s API, which the Developer Network documents. The API changes between game generations and occasionally within one: patch 1.24 disabled loadstring for security reasons and announced the removal of getUniqueUserId(), and patch 1.25 added a requiresPower option for moving tools. Read each patch’s modding notes; script mods are the first to break and the first users report.

Maps

Maps are built in GIANTS Editor: terrain, ground types, foliage, farmlands, fields, sell points and productions. They are the biggest projects in Farming Simulator modding, and the ones where changes after release hurt most, because a field layout change requires players to start a new savegame. Plan the layout before publishing, and mark any later layout change clearly in the changelog (why).

ModHub or your own release

ModHub brings testing, console availability and automatic updates, at the cost of guidelines and a review queue. A manual release is immediate and unrestricted but PC-only and untested by anyone but you. Many authors do both. ModHub or manual explains the trade-offs from the player’s side.

Before you publish

A clean log, a clean TestRunner report, a plain zip name, a modDesc.xml with the right version and multiplayer flag, and a description that lists requirements and the tested patch. The release checklist applies in full.

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