modHubGuidelinesENv59-1
modHubGuidelinesENv59-1
1 EN 05/06/2023
1 Overview
Submitted mods are thoroughly tested on the ModHub prior to publishing. Testing takes place in
accordance with the guidelines in this document.
Mods that are dealt behind Paywalls such as Patreon or similar sites, and therefore break our Terms of
Service, are rejected immediately.
https://www.farming-simulator.com/termsModHub.php
Please try packaging applicable mods accordingly to mod packs and don’t submit them as single pieces
since this is a whole submission process for each mod.
An Update for mods should only be done to fix game-breaking issues – otherwise there is a grace period
of two weeks before we consider a submitted update for anything less than that (minor fixes, smaller
feature additions, etc.). Do not submit an update to only change small things like the modDesc version.
With the exception of team pages, partner pages and the ModHub, mods may only be offered on other
web pages if linked directly to the original ModHub mod page. Certain downloads portals may be
exempt from linking (e.g. portals featuring layer / pop-up ads). Direct downloads and external original
links are only permitted on team pages after coordinating with GIANTS Software.
Before submitting a mod, always be sure to read through and download out public Testing Tool from
our forum here and checking for errors yourself:
https://forum.giants-software.com/viewtopic.php?t=187502
When submitting the mod, check again whether any other mods are absolutely required. Then add
the modHub link to the mod within the submission comment field & set the "dependency" in the
modDesc.xml accordingly. Unnecessary mods or links to your own mods will not be permitted unless
there is a valid justification for this.
Remember: The better prepared a mod is before you submit it, the quicker the testing time will be
until it’s released.
All newly submitted mods must support the following guidelines, excluded from this are only
updates of already released or tested mods.
Already released mods are obviously excluded from guideline changes, so there may be mods on
modhub which do not comply with the latest guidelines. Updates should try to implement changes.
2 Mod Exclusivity
Mods can get the promoted status if they are published exclusively in the ModHub and our ModHub team
deems it special enough to be featured for its quality or innovation. Furthermore, mods can be selected based
on their visual presence.
Self-Test
(Test Tool)
Data Check Review
(Test Tool)
Pass Fail
Testing
Pass
Console
Testing
4 Crossplay Mods
All mods are subject for release on consoles after approval of GIANTS Software if they are in compliance with the
base requirements (no shader fails, etc.) for this. Console mod (version) must not include any external scripts or
feature any brand GIANTS Software does not possess the license for.
Fantasy brands (as manufacturer, in modDesc, etc.) are not allowed anymore due to licensing issues, please use
“Lizard” instead wherever possible or use one of the available brands. See Guideline Item 8.3 for further details.
5 Meta Data
Guideline Item 5.1 Icons, Screenshots and description may not contain logos,
watermarks, links or credits. Modfolder structure is ok.
• Check of icons, screenshots and description
Test Method: • The modTitle as a copy of the English one is not
necessary, because in this case the system takes the en
description by itself.
• Your mod must have at least three screenshots, one of
which shows the machine or tool in an actual work
environment.
The first one shall never have text on it.
• Texts in icons or screenshots must be English
• No white background/versionNumber in screenshots
• Mod folder structure OK paths refer to the baseGame,
unless the corresponding files have been specially
adapted.
• ModIcon must be saved as icon_*.dds (BC1 without
mipMaps, with the template background) in 256*256
format.
• StoreIcon must be saved as store_*.dds (BC3 / BC7
without mipMaps), without background and in 512*512
format.
• Brand icon must be saved as brand_*.dds (BC3 / BC7
without mipMaps), without background in 512*256
format.
• ModIcon should be present in the root folder.
• Textures or other references with youth endangering
contents, as well as alcoholic products, or similar are not
allowed.
Pass:
Pass / Fail Determination: • Contains no logos, watermarks, links, version numbers
• Contributors are only allowed within the modDesc’s
<contributors> tag or at the end of the mod’s description.
• Screenshots comply with requirements (e.g. aspect ratio).
• Text in icons and screenshots are in English.
• Useful screenshots (e.g. not just use of the store image
icon), not enough screenshots
• First screenshot must not include any HUD
• ModIcon uses the template background and correct
compression format.
• StoreIcon has alpha channel and the correct format
• Description of other languages are not copies of <en>
• Mod folder structure is ok, shaders/shared-folder only
used for customized files.
• Modell is placed in the center of the modIcon
• Mod does not use any fantasy brands.
Fail:
Pass / Fail Determination: • No changelog in description.
• Missing _update/_crossplay in filename.
• Usage of a different “_prefix” in the filename.
Exception: None
Modtype descVersion
Test Method:
Mod for game-version 1.10.X.0 75
Prefabs 1
Fail:
Pass / Fail Determination: • Uses a different descVersion
Exception: None
6 Maps
Guideline Item 6.1 Log file error free
Test Method: Load map into game and analyze the log file
Fail:
Pass / Fail Determination: • Errors or warnings in the log file
Exception: Warnings that are caused by files directly from the installation
directory.
Guideline Item 6.2 Collisions and Occluder meshes must match visual Objects
Fail:
Pass / Fail Determination: • Collision meshes are misaligned.
• Collisions are placed separately without any
corresponding visual model
• Occluder meshes are unresponsibly detailed.
Fail:
Pass / Fail Determination: • Floating objects
Exception: None
Pass:
Pass / Fail Determination: • Must have the phrase “map” in it’s filename as one word,
e.g.:
elmcreekMap.i3D / mapElmcreek.i3D / map.i3D
Fail:
• mapfile is named without “map” in it’s filename, e.g.:
Elmcreek.i3D / terrain.i3D / m_a_p.i3D
Exception: None
Fail:
Pass / Fail Determination: • Single player gameplay error found in map
Exception: None
Fail:
Pass / Fail Determination: • Multiplayer gameplay error found in map
Exception: None
Exception: None
Guideline Item 6.8 Building Array Usage (obsolete for FS22 standard)
The mod MUST NOT include any $data links to the buildingArray
Test Method: files from the baseGame nor include them in any renamed form.
Fail:
Pass / Fail Determination: • Mod is using $data links to buildingArray files or they are
part of the mod itself
Only Exception: A converted map may use ONE building array. But
Exception: not for placeables!
Fail:
Pass / Fail Determination: • Errors or warnings in the log file
Exception: None
Guideline Item 7.2 Store text, icon, manufacturer, description, price and stats.
Exception: None
Pass:
Pass / Fail Determination: Collision meshes are adequate and have set the correct
bit-flags
• Invisible collisions do not have shaders, materials or
textures assigned.
Occluder meshes are adequate, under 30 verticies and
properly named “Occluder” with the correct attributes
set.
• clipDistance is set to max. 800. (if possible 300 and clip sub
meshes earlier)
Decals should have a clipDistance of ~50 (depending on
the size it’s permitted to exceed this)
• Poly count is adequate & no major unnecessary polys are
used, compare to similar basegame machines
• Number of objects is justified. (No unnecessary
submeshes)
• VRAM storage use is adequate.
• Number of textures is reduced to a minimum (No separate
texture for each small object, if everything could fit on one
atlas)
• Only one material per mesh (soon to be enforced!)
Make sure to plan ahead with new mods.
• Component amount is adequate for the model size.
Exception: None
Pass:
Pass / Fail Determination: • Only necessary files. (.i3d, .xml, .lua and .dds)
• No .png, Maya, Max or similar files unless they are needed
for the mod’s functionality.
• Number of textures reduced to a minimum. (No separate
texture for each small object, if everything could fit on one
atlas unless there is a reason against it.)
• No advertisements or links.
• Sound files MUST be in .ogg or. gls format – no
.wav/.mp3/other format is allowed
Fail:
Pass / Fail Determination: • Multiplayer gameplay error found in mod
Exception: None
8 Crossplay Mods
Guideline Item 8.1 Structure of folder
• Shader and shared files are linked into the basegame with
Test Method: $data (no custom shaders, old FS19 shaders, scripts, or
unlicensed brands used)
• Cleaned archive.
• No unnecessary files.
• Assigned shaders should match modType
placeable -> placeableShader
vehicle -> vehicleShader
…
Fail:
Pass / Fail Determination: • Custom shaders folders, scripts, unlicensed brands are
available.
• Misplaced folder
• Unnecessary/doubled files in archive
Exception: None
Fantasy brands outside of the modDesc, XML & Texture file aswell
as the modhub modPage are allowed if they do not have a direct
connection to the modding team.
Fail:
Pass / Fail Determination: • Usage of unlicensed brands or fantasy brands
Fail:
Pass / Fail Determination: • BC2 is used (DXT3)
• alphaChannel without colorMaskVariation
• No defined Normalmaps
• Additional shaders are used.
• Used emissiveMap and diffuseMap in same material
• Default_normal / _vmask used for other then small
decorative objects.
• Generic / non fitting normal / specular map used
Exception: None
Pass:
Pass / Fail Determination: • FS19 Basegame vehicle/equipment conversions are
generally allowed, including any mods prior to FS19, but
must support general FS22 features such as GearShifting,
addition of new Tirebrands, hoses where needed,
Licenseplates, they must work with the AI Go-To
feature (if applicable to your mod) and have an animated
part. (For example the gearshifting)
Fail:
• Missing key features on conversions.
• Very limited selection of wheelbrand configurations
modTitle should be formatted in example: BRAND VEHICLETYPE e.g., Fendt Vario 700X
Cake:
2 Flour, 2 Sugar, 2 Milk, 2 Eggs, 2 Butter, 2 Strawberries yields
5 Cakes (2160 Cycles / Month | 60$ / Month))
Description should have a nice, detailed description about the map. At least 3 sentences location, environment, inspiration,...
Description should have a short, but descriptive overview what the mod adds, changes or removes, how to use it & any
“Important” Informations for the users.
Any Hotkeys defined by the scriptmod should be explained per Action. (Ideally, also for Controller, if applicable)