With the release of Farming Simulator 19, Giants published new guidelines for modders who would like to send their mods to the official platform and thus have the chance (or not) to see the fruit of their work displayed on console. Let's take a closer look at the complexity of the process.
"Best mods" section of modhub
Modding teams or simple modders who stay in touch with the GIANTS ModHub teams, and who are known for their “dedication” to releasing quality mods over long periods of time, can receive “Top Mod” status for their creations. Mods using the new material system in place with FS 19 will also be preferred.
Head to the consoles
All mods are subject to release to consoles, after GIANTS Software approval, if they meet basic requirements (no shader fails, etc.). Files intended for consoles must not include external scripts or brands that GIANTS does not have a license for.
Here is an overview of all these requirements. And you will understand why mods are trickling in.
Metadata
Icons, screenshots, and description cannot contain logos, watermarks, links, or credits. Before submitting a mod, check the following:
- Checking icons, screenshots and description.
- Descriptions in French as a copy of the English text are not allowed. If the tags are missing they will be automatically created from the tags .
- No white background in the screenshots.
- No version number on the screenshots.
- Modular folder structure is ok (no shaders / shared folder used, file paths are linked to basegame files if needed).
The mod will be accepted if ...
- Contains no logo, watermark, link, version number or text credits.
- The screenshots comply with the requirements (eg Aspect Ratio).
- Presence of useful screenshots (eg not just use of store icon image).
- The screenshots do not have a white background.
- is not a copy of .
The name of the archive
Before sending your mod check the following points:
- Check if the file name is in English
- No version number in the file name
The mod will be refused if ...
- The name of the file is in German (for example, externKonto.zip).
- Version number in the file name.
- An exception will be allowed if it is the name of the brand, manufacturer or product
The ModDesc.xml
Before sending your mod check the following points:
- DescVersion 41
Correct description of a mod:
- Initial letter in uppercase for each word.
- Use CDATA for the description.
- Use four digits for the version (for example 1.0.0.0).
- Have a detailed description.
The mod will be refused if ...
- The mods use a different DescVersion
- No detailed description
- No CDATA used for description
- The initial letters of each word are lowercase
- Wrong version number format
The log
Before sending your mod check the following point:
- Load the map into the game and analyze the log file
The mod will be refused if ...
- An error or warning appears in the log file
The collision of objects
Before submitting your mod, perform the following test:
Option A:
- Press F5 in developer mode in-game to view collisions.
- Use Fly mode to examine the map and test for collisions.
Option B:
• Open the GIANTS editor and go to View -> Show -> Physics and press the PLAY button
The mod will be refused if ...
- The collisions have been moved,
- Collisions are placed without matching the visual model.
- Exception of triggers which can be separated.
- No objects floating on the maps are allowed
File size
Before submitting your mod, check:
- Check the size of map.i3d
- Open the map with GIANTS Editor and save it.
- Review the size of the map.i3d file and compare
The mod will be refused if ...
- File size difference> 5MB
Test a map solo
Before submitting your mod, perform the following test:
- Play in single player mode for at least 30 minutes
- Check the description of the map / loading screen
- Test all points of sale
- Test all game functions (cultivating, plowing, sowing, fertilizing, threshing, refueling / buying / selling at store trigger, biogas plant, animal husbandry, etc.
- Check for errors in AI traffic (for example, at junctions)
- Adequate performance (use of FPS and VRAM)
The map will be refused if ...
- an error is found on the map
Test your mod in multiplayer
Before submitting your mod, perform the following test:
- Play in multiplayer mode for at least 30 minutes
The mod will be refused if ...
- Multiplayer game error found in mod
The folder structure
Before submitting your mod, perform the following test:
- The paths in the i3D must be correct (example: for Shader ...)
- Archives cleaned up
- No unnecessary files
The mod will be refused if ...
- Additional / shared folder is available but not required
- The Extra / shaders folder is available but not needed
- Lost file
- Unnecessary / duplicate files in archives
Using scripts
Custom scripts with new functions are not allowed on consoles. These guidelines were defined by Sony and Microsoft.
The mod will be refused if ...
- The scripts are present
- No exceptions will be possible
Manufacturer licenses
Licenses from manufacturers that are not in the base game, DLC or addons are not allowed on consoles. NoName / Fantasy brands are allowed.
Creativity
Optimization for consoles:
- VRAM and memory usage
- Using diffuse, specular, and normal maps
- No alpha Channel for specularMaps without colorMaskShader
- AlphaBlending for decals
- DXT1 and DXT5
- Only shaders available in the base game
- Materials use emissive or diffuse textures
The mod will be refused on consoles if ...
- DXT3 is used
- alphaChannel without colorMaskVariation
- No normal Maps defined
- diffuseColor and Texture are defined at the same time
- Additional shader are used
- emissiveMap and diffuseMap used in the same material