*Playable mod map for PC only estimated to be released for Farming Simulator 25 in February 2026.

Visual Flow Chart Blender > GIANTS Editor > FS25
1 – 3D Mesh (Blender)
2 – Materials (Blender, Paint.NET, Materialize and GIANTS Texture Tool)
UV Mapping (Blender)

3 – i3D Export (Blender)
i3D Import (GE)
Placement/Testing (GE)
Environment Art and Level Design (GE)
Test Run (Farming Simulator)
Project Blog Feed
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GIANTS Editor 10.0.6 Out Today
Almost a day after the new update for Farming Simulator 25, GIANTS Software released a new version of the editor used by many to create mods for this popular game. This update includes several features and improvements that enhance the modding experience, allowing creators to unleash their creativity and build more exciting gameplay elements. As…
Assets per Blender File v34.02.07.25 + Mod Details
Total # of assets in Blender: | 448 with instanced objects |
Total # of i3D files (assets) created: | 181 |
Total # of tri-mesh/triangles in Blender: | 604 095 |
Total # of texture maps in use: | 77 |
Blender software version: | 4.4.3 |
Blender i3D Addon: | Blender i3D Addon 5.0.0 Alpha (Stjernelidioten/GitHub) |
GIANTS Editor version: | 10.0.5 |
Mod file size (RAW + i3d import files): | 346 MB |
Mod map’s main i3D file size: | 2.12 MB |
Template map (FS25): | AlfaMods Big Map (mapAS) *modified* |
Mod errors/debug (GIANTS Editor/FS25): | Functional with no critical errors in the debug console. |
Map size: | 4 x 4 km |
modDesc version: | 98 |
Placeables: | TODO |
NPC traffic: | TODO |
Train system: | TODO |
Pedestrians: | TODO |
Player start farms: | TODO |
Project Changelog July 2025
- Trees for the main forestry area (farmland 5) are being placed. These are vanilla FS25 trees from stage 2-4.
- Placeable Shader (placeableShader.xml) was applied to several road assets using Terrain VT shader variation. Some of these roads will get another wet layer mesh surface when it rains. Possibly also for snow (experimental), since the effect from the shader is hardly visible.
- Several adjustments made to environment.xml for seasonal weather effects.
- New decorative cliff meshes placed at several locations that also use Placeable Shader.
- Zielonka River is now using a flow map for flowing, dynamic water.
- New lake 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 core of the city.
- New backdrop mesh made with GAEA, using another shader. This decorative background is visible outside the map’s borders.
- Several landscape/terrain changes made to fit forestry roads and paths.
- Terrain decals placed at several locations to give the impression of rocky/cliffy surfaces.
- Some new roads made and placed, including minor adjustments to road systems.
- Land roads for the whole map is still under construction.
- New civilian house models will likely be designed within 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 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 road sides *lee 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 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 kilometer 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 a interactive, fictional city scenery based on a futuristic timeline somewhere after year 2050.
- Blend in and use Polish signs and some of the 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 a part of the Farming Simulator videogame.
- Add custom-animated NPCs to make the city feel dynamic and alive.
- Adjust the farmland accordingly to assets placed onto the terrain plane.
- Make the city lit up at night and add variations that suit the year’s seasons.
- End the project with a final alpha/beta test on a low-end system for final optimisation before the final release.
Secondary Goals (Visuals)
- Re-create the Zielonka River into a flowing, dynamic river, not a static water surface mesh *experimental*.
Add trees to a specific area of the map that is forestry-friendly.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 shaders included with the GIANTS Engine.
- Make dynamic animated objects such as various factory machinery (robotic), rotating fans, doors, etc.
- Use occlude meshes to optimize 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 various player-placeable assets with triggers that are 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: 02.07.2025.