fs25-map-mod
Use when creating or modifying FS25 map mods, configuring map.xml, terrain, placeables, farmlands, ground types, or fruit types.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
메뉴
Use when creating or modifying FS25 map mods, configuring map.xml, terrain, placeables, farmlands, ground types, or fruit types.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Use when working with I3D files, understanding the I3D scene graph, node types, materials, shapes, user attributes, collision flags, or transform hierarchy.
Use when debugging FS25 mods, reading log.txt errors, troubleshooting crashes, fixing common mod issues, or using console commands.
Use when working with FS25 textures, DDS formats, normal maps, specular maps, texture naming conventions, or resolution guidelines.
Use when creating or modifying FS25 vehicle mods, configuring vehicle XML, specializations, attacherJoints, wheels, movingTools, movingParts, lights, or sounds.
Use when working with fs-utils CLI tools — decompiling Luau/LuaJIT bytecode, extracting GAR/DLC archives, unlocking shapes files, or formatting XML.
Use when setting up a new FS25 mod for development, creating symlinks to the mods folder, packaging a mod as zip, or configuring modDesc.xml fields like author and descVersion.
| name | fs25-map-mod |
| description | Use when creating or modifying FS25 map mods, configuring map.xml, terrain, placeables, farmlands, ground types, or fruit types. |
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