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A Farming Simulator map handcrafted by one man…

11.04.2026: The project is now in its silent mode phase, and no more changelogs will be published publicly. However, some blog reports may be released as the project continues. This Farming Simulator mod is to be released within 2026/2027.

Project Summary For Blender File V78

Project Changelog February 2026

  • Variations of a 4-lane (type: Concrete Barrier) Highway made for the transition between a 4-lane and a 2-lane street (lane4str162l).
  • Far-distance cliff meshes were created, but will not be added now, as they interfere with the mesh brush in GIANTS Editor 10.0.11 when painting several trees in the editor. These cliff meshes are very large landscape meshes with up to 100 000 triangles.
  • Several new office/skyscraper buildings were added, with lit floors inside for nighttime visuals.
  • Assets for a new wide highway system capable of speeds up to 120 km/h were developed. This system also features a very large, modern highway bridge that is currently under development.
  • Several other props were made for road systems.
  • Various landscaping, terrain sculpting, and vegetation.
  • Adjusted sun angle, which has a default value in environment.xml set to 40.6. This was changed to 5.6 for a longer daylight cycle, where the sun crosses the Zenith point. The Sun’s latitude doesn’t affect farmland crops or daytime/nighttime temperatures in FS25. This is ONLY a visual feature set in the configuration file environment.xml.
Image source: Wikimedia Commons

Project Changelog December 2025

  • Major material cleanup is underway, adding shaders for rain/snow that work properly (graphics).
  • Placed a bunch of trees (gameplay).
  • Several new office buildings added, some with LODs (visual assets/props).
  • Updated terrain decals and shader for Zielonka River (visual assets/props).
  • Placed several new rocks along the Zielonka River with new materials and better meshes.
  • Replacement of cliffs with new sharp-edge meshes (visual assets/props).
  • Renewed the side road system and the highway system. The side-road system now uses terrain decals. (gameplay).
  • Landscaping the southern part of the map for the new highway (gameplay).

Project Changelog November 2025

  • Various material clean-ups regarding normal maps due to recent discoveries about their usage.
  • Improved UV mapping on several previously made assets.
  • A new, improved backdrop terrain sculpted in Blender.
  • New towering skyscrapers and office buildings.
  • Improved street materials for snow/rain effects.

Project Changelog October 2025

  • Added a bunch of forestry trees in the hilly region of the map.
  • Various landscaping, vegetation and terrain painting.

Project Changelog July 2025

  • New skyscraper – Office 13 with night lighting effects.
  • Decorative snow layer (not “plough snow”) covering 80% of the whole map, including terrain surface variation, using transparent decals (shader-based).
  • Several visual adjustments were made to terrain decals for transparent texture blending.
  • Several visual adjustments were made for snow/rain/wetness effects on several roads (to be continued).
  • Trees for the main forestry area (farmland 5) are being planted. These are vanilla FS25 trees from stage 2-4.
  • Placeable Shader (placeableShader.xml) was applied to several road assets using the Terrain VT shader variation. Some of these roads will get another wet layer of mesh surface when it rains. Possibly also for snow (experimental), since the effect from the shader is hardly visible.
  • Several adjustments were made to environment.xml for seasonal weather effects.
  • New decorative cliff meshes are placed at several locations that also use Placeable Shader.
  • The Zielonka River now uses a flow map to model dynamic water flow.
  • A new lake was added to the west of the city near the main forestry area.
  • New paintable rock texture to paint on terrain in Giants Editor.
  • A landmark in Poland is under construction near the city centre.
  • New backdrop mesh made with GAEA, using another shader. This decorative background extends beyond the map’s borders.
  • Several landscape/terrain changes were made to fit forestry roads and paths.
  • Terrain decals are placed at several locations to give the impression of rocky/cliffy surfaces.
  • Some new roads were built and installed, along with minor adjustments to the road system.
  • The land roads across the whole map are still under construction.
  • New civilian house models will likely be designed by July.

Project Changelog June 2025

  • Added two new mega skyscrapers (over 100 m tall) to the city area.
  • Added a new 4-lane bridge crossing the Zielonka River (base model).
  • Starting the project stage to add several types of roads and intersections to all of the land outside of the city area.
  • Terraforming the map’s terrain to fit the new land road system.
  • Added a parking house (base model).
  • Added two forestry areas using the vanilla trees.
  • Added several terrain decals to give the illusion of cliffy mountains.
  • Added several intercity roadside walls (concrete and stone blocks).
  • New grass texture (darker variant) for base layer grass01.
  • New simple backdrop (outside map’s boundaries) mesh added, currently with a simple texture.
  • Added a new lake to the south of the Zielonka River.
  • Terrain painting and vegetation painting.

Project Changelog May 2025

  • Made some buildings (offices and residential).
  • Campus area (educational building complex).
  • Modern church (under construction, base/interior/exterior model).
  • One kilometre-long 4-lane highway tunnel (base model).
  • One new modern civilian house (base/exterior model).
  • Decorative trees (vanilla) and street lamps.
  • Another road bridge.
  • Parking spot for NPC static cars.
  • ZCorp (sports car dealer) skyscraper (under construction).

Project Main Goals

  • Design an interactive, fictional cityscape set in a futuristic timeline around the year 2050.
  • Blend in by using Polish signs and some Polish language on buildings and advertising signs.
  • Blend in and use some modern Asian buildings and architecture amidst the European farmland.
  • Design interactive infrastructure and objects, typically part of the Farming Simulator video game.
  • Add custom-animated NPCs to make the city feel dynamic and alive.
  • Adjust the farmland based on the assets placed on the terrain plane.
  • Light up the city at night and add variations that suit the seasons.
  • End the project with a final alpha/beta test on a low-end system to optimise before the final release.

Secondary Goals (Visuals)

  • Re-create the Zielonka River into a flowing, dynamic river, not a static water surface mesh *experimental* -COMPLETED
  • Add trees to a specific area of the map that is suitable for forestry. -COMPLETED
  • Replace the NPC traffic and pedestrian system with a simplified traffic system.
  • Create some static and dynamic NPC vehicles and machinery inside city districts, some of which are trigger-animated based on the player’s position.
  • Use static lights based on alpha-emissive texture maps for better performance (experimental).
  • Make dynamic lights (neon boards, city night effects, etc.) by using the shaders included with the GIANTS Engine.
  • Make dynamic animated objects such as various factory machinery (robotic), rotating fans, doors, etc.
  • Use occlude meshes to optimise distant assets (long-distance view/level of detail) and use close clipping to render simplified 3D meshes for large superstructures *experimental*.

Secondary Goals (Triggers)

  • Ensure that interactive zones (trigger points) work correctly for production facilities and sellpoints.
  • Create a vehicle shop where vehicles and tools spawn inside the superstructure.
  • Create player-placeable assets with triggers unique to the mod, especially futuristic agricultural farms, buyable housing, and so on.
  • Do LUA scripting if needed.
  • Use simple trigger markers where sellable goods can be sold, but also experiment with the visual design of these visuals.
  • Add various collectives unless the ‘known golden apple’ will be the only collective asset for the mod.
  • Trigger-animations.

Third Goals (Experimental/Vehicle Modding and more)

  • Design various vehicles and tools included with this mod based on fictional, modernistic machinery design (aka. sci-fi).
  • Wildlife.
  • Player missions.

The average development time for this project per day is about 4-9 work hours per day at its most intense due to assets that are being created from scratch. All work is done voluntarily for the Farming Simulator community.

Last updated: 11.4.2026.