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From fs25-modding
Guides FS25 map mod creation and modification, configuring map.xml, terrain heightmaps and layers, ground types, farmlands, placeables, fruit types, and environment settings.
npx claudepluginhub paint-a-farm/fs25-skillsHow this skill is triggered — by the user, by Claude, or both
Slash command
/fs25-modding:fs25-map-modThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Guide for creating and configuring FS25 map mods — terrain, placeables, farmlands, and environment setup.
Guides creating and modifying FS25 vehicle mods via XML, including specializations, attacherJoints, wheels, movingTools, movingParts, lights, and sounds.
Generates Dungeondraft battle maps with procedural terrain, rectangular rooms, corridors, and polygon layouts from scene descriptions via YAML configs.
Integrates Mapbox MCP DevKit Server patterns for AI-assisted style management, token management, validation workflows, and documentation access in Mapbox development.
Share bugs, ideas, or general feedback.
Guide for creating and configuring FS25 map mods — terrain, placeables, farmlands, and environment setup.
FS25_MapName/
modDesc.xml
map/
map.xml # Main map configuration
map.i3d # Scene graph (3D world)
map01.i3d # Terrain
map01_dem.png # Height map (16-bit)
map01_densityMap_fruits.gdm
map01_densityMap_ground.gdm
map01_densityMap_stones.gdm
config/
environment.xml # Weather, daylight
farmlands.xml # Farmland parcels
items.xml # Savegame items
placementCollisionMap.grle
vehicles.xml # Starting vehicles
data/
fruitTypes.xml # Custom fruit types
groundTypes.xml # Terrain layers
<map>
<terrain rootNode="terrain"
heightMapFilename="map01_dem.png"
mapSize="2048"
heightScale="255"
unitsPerPixel="2" />
<farmlands filename="config/farmlands.xml" />
<vehicles filename="config/vehicles.xml" />
<items filename="config/items.xml" />
<placeables>
<placeable filename="placeables/sellingStation.xml"
position="100 0 200" rotation="0 90 0" />
</placeables>
<environment filename="config/environment.xml" />
</map>
pixels × unitsPerPixel = metersDefined in groundTypes.xml or the map's custom fruitTypes.xml:
<farmlands>
<farmland id="1" pricePerHa="50000" areaInHa="12.5"
defaultFarmProperty="true" showOnMap="true" />
<farmland id="2" pricePerHa="40000" areaInHa="8.0" />
</farmlands>
farmland.grle info layerdefaultFarmProperty="true" — owned at game startnpc="true" — NPC-owned, cannot be purchasedPlaceables are objects the player can build/place:
map.xml or placed by player in-gamedataS/data/placeables/dataS/scripts/placeables/specializations/The game ships XML Schema files (in the game's shared/xml/schema/ directory) that define every valid element and attribute. Use these as the authoritative reference:
| Schema | Covers |
|---|---|
shared/xml/schema/mission00.xsd | Map XML (map.xml) structure |
shared/xml/schema/farmlands.xsd | Farmland definitions |
shared/xml/schema/fruitTypes.xsd | Fruit type configuration |
shared/xml/schema/fields.xsd | Field definitions |
shared/xml/schema/foliageType.xsd | Foliage types |
shared/xml/schema/densityMapHeightTypes.xsd | Density map height types |
shared/xml/schema/stones.xsd | Stone system |
shared/xml/schema/aiSystem.xsd | AI system paths |
shared/xml/schema/trafficSystem.xsd | Traffic configuration |
shared/xml/schema/placeable.xsd | Placeable XML structure |
When unsure about valid attributes or value ranges, read the XSD — it's more reliable than guessing from examples.
dataS/data/maps/)map.xml with terrain settingslog.txt for missing references