ModHub Guidelines & Waiting Times [EN] - Farming Simulator 25

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MrMarcel5
GIANTS Software | QA Analyst
Posts: 190
Joined: Thu Jul 21, 2016 3:08 pm

ModHub Guidelines & Waiting Times [EN] - Farming Simulator 25

Post by MrMarcel5 »

Updated 03.02.25

Informations: ModHub & you

ModHub is the official platform for sharing user-generated content within Farming Simulator, offering a curated space that ensures mods meet quality and performance standards.
By submitting to ModHub, creators gain access to improved visibility, monetary rewards, physical achievements and cross-platform releases which includes consoles.


Website Promotion & Benefits
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  • Featured
    Image
    Mods can get the featured 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 and at max only 3 mods of an given author can be selected for this; to give some spotlight to other smaller modders.
  • Powered By Banners
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    Mod-Accounts or Teams with more than 2.000.000 Downloads are qualifying to request the "Powered By" banner.
    The banner will show up on all mods viewed within the official farming simulator website.

    If you think you qualify for this please send a request through the modHub messenger.
    • When opening the request please provide the following:
      Image link to your banner in 172x47 pixel resolution saved as .jpg
      Optionally a weblink to your social media or website. (Content must be viewable without login)
  • Awards
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    If you gathered a good amount of downloads you may be eligible to claim a physical award.
    Depending on the tier of the award they come in different colors and will be personalized with your Author name in the higher tiers.

    These are sent out to you as soon as possible if all orders before yours are shipped aswell.
  • Rewards
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    In addition to these benefits, modders are able to receive financial rewards from their uploaded and released work to ModHub.
    How much money they get depends on the type of mod, number of downloads and the rating it received from the players.

    At the start of each month we automatically transfer the money to their provided bank account details.
    If the balance is above 25€ also please stay patient as wire transfers can take a few business days to arrive.

    Modders can also choose to donate their earnings to charity, and GIANTS will double the donation, creating a rewarding system for both creators and the community.


Mod Guidelines
The following guidelines aim to ensure that mods released in ModHub meet the required standards for quality, legality, and playability across all platforms.
The goal is to ensure a smooth submission, testing, and release process of mods for the community, the Mod creator, and the testing team.
For detailed legal information on creating and distributing mods, including rules on user rights, content ownership, liability, and the prohibition of commercial use without permission, refer to the official ModHub Terms and Conditions. Mods must be freely available, and GIANTS Software retains rights over user-submitted content. Visit the full terms here:
https://www.farming-simulator.com/termsModHub.php
  1. Testing Process Stages
    Submitted mods will be queued up within the Pending state.
    There are 2 different Pending queues for completely new submissions and mods which already were tested atleast once.
    So already tested mods benefit from a shorter delay.
    Before mods are released, they go through several stages of testing:
    Image
    1. Self-Test (Test Tool)
      We are using the official testing tool (available here: viewtopic.php?t=187502) to check for the most common fail reasons.
      Ideally this was also pre-Checked by you.
      Ask other friends, players or modders for a second pair of eyes on your mod.
    2. Data Check (Internal Tool)
      Compliance check on metadata, structure, dependencies and visual modPage
      Screenshots and modIcon composition are also checked in this stage.
    3. Testing Queue / PC Test
      Testing refers to the stage where mods are forwarded to be tested. In this stage are usually more than one mods so your mod may rest in this stage.
      Mods are always handled in order – first in | first out
      In-game test on PC includes procedures for functionality, visual quality, and playability.
    4. Console Testing Queue / Console Test
      Console Testing refers to the stage where mods are being prepared and forwarded to be tested. In this stage are usually more than one mods so your mod may rest in this stage.
      Further – on console testing is done to ensure compatibility with console requirements.
    5. PC / Console Release
      Mods that pass the testing for the respective platform are approved and published on ModHub.
      The release usually happens on the same day but could also be postponed to the next weekday or at a later date depending on various factors.
  2. General Compliance Guidelines
    1. Packaging Mods
      • Whenever possible, package mods into bundles rather than submitting them individually.
      • Mods that rely on other mods must include proper dependencies in the modDesc.xml.
    2. Updates
      • Updates should include meaningful changes and the changelog must specify these in a reasonable detail.
        (modDesc version increased does not need to be in the changelog)
      • Wait a minimum of 4 weeks before submitting minor updates such as smaller feature additions or bug fixes.
      • Updates fixing major issues can be submitted earlier and don't have to comply to the 4 weeks (e.g. game-breaking issues).
    3. Featuring on Website
      • Mods published on external sites should always link back to their original ModHub page.
      • Certain download portals (e.g., those with pop-up ads) may be exempt from this rule after coordinating with GIANTS Software.
  3. Metadata and Branding Requirements
    1. Icons and Screenshots
      • Screenshots are uploaded in 1600x900
        At least 3 screenshots are required
        First Screenshot should never show UI elements
        Second Screenshot (for maps) must show the 2D map overview
        Machinery must be displayed in actual fieldwork environment within the first 3 screenshots.
        Artistic effects are permitted if not overdone
        Screenshots must fill the full resolution – e.g. no mosaic or collages
      • Icons should be saved in the correct format
        • ModIcon as icon_*.dds in 512x512 (BC1 without mipMaps)
          modIcons display machinery with the template background, machines are aligned in the middle
        • StoreIcon as store_*.dds in 512x512 (BC3/BC7 without mipMaps)
          storeIcons display machinery with a transparent background, machines are aligned to the bottom.
        • BrandIcon as brand_*.dds in 512x256 (BC3/BC7 without mipMaps)
          Brandicons can have the logo with a transparent background or be fully covering the image
    2. Descriptions
      • The mod description must be clear about the mod content and detailed in all supported languages.
        See "6. Description Templates" for an guide on what we expect at minimum from a mod description.
    3. Filenames
      • Mod filenames must start with the 'FS25_' prefix.
      • Avoid using version numbers or non-English characters in the filename.
      • only use _crossplay if your mod has a PC only variant, otherwise excluding this to the filename is not necessary.
      • always make sure your updates are submitted with the same filename as your live mod, just add _update at the end:
        FS25_exampleMod.zip -> FS25_exampleMod_update.zip
    4. modDesc.xml
      • modDesc Version should be representative of the current game version the mod was submitted for.
      • Game-Mods for players to download and play with.
        Game Version 1.5.0.0 | 1.5.0.1
        <modDesc descVersion="95"
      • Prefabs for other modders to reuse.
        Editor Version 10.0.1
        <prefabDesc descVersion="1"
  4. Platform-Specifics (Crossplay)
    Mods intended for crossplay must comply with specific requirements for console compatibility.
    These requirements ensure that console manufacturer rules are ensured.
    1. Console Mod Requirements
      • Mods must not contain any extra lua scripts.
      • Fantasy brands are prohibited; use 'Lizard' as a placeholder for unlicensed brands.
        Exception hereby are only Maps which can make use of fantasy brands to ensure an consistent experience
      • Only shadercombinations used in the basegame can be utilized, any issues will be sent back in a detailed report.
        What shader issues are and how to generally fix them can be read here: viewtopic.php?p=1097575
      • Mods must pass an extra console-specific testing stage where the above requirements are verified.
  5. Description Templates
    On Mod Packs it is expected to provide the following Template for each included machine if applicable. In this case, please specify the Machine Title above the Shop Category.
    You can use the following Templates for your mods, just remove lines not applicable and replace values suitable to the respective machine.
    For some mod types the TestRunner is also able to automatically generate these texts.
    1. Vehicle/Equipment Mods

      Code: Select all

      <en><![CDATA[
      BRAND MODELTYPE MODELNUMBER (e.g., Fendt Vario 700X (for mod-packs only))
      Category: (e.g., Medium Tractors)
      Price: $100,000
      Power: 100 hp
      Required power: 100 hp
      Max. speed: 10 kph
      Working width: 10m
      Working speed: 10 kph
      Capacity: 1000 L
      ]]></en>
      <de><![CDATA[
      HERSTELLER MODELLTYP MODELLNUMMER (z.B.: Fendt Vario 700X (nur bei Packs relevant))
      Shopkategorie: (z.B.:  Medium Tractors)
      Preis: 100.000€
      Leistung: 100 PS
      Benötigte Leistung: 100 PS
      Höchstgeschwindigkeit: 10 km/h
      Arbeitsbreite: 10m
      Arbeitsgeschwindigkeit: 10 km/h
      Kapazität: 1000 L
      ]]></de>
      
    2. Placeable/Production Mods

      Code: Select all

      <en><![CDATA[
      BRAND MODELTYPE MODELNUMBER (e.g., Groha Variko (for mod-packs only))
      Category: (e.g., Sheds)
      Price: $100,000
      Monthly upkeep: $100,000
      Production Recipe: (List materials ratio required and produced)
      Configurations: Color selection, solarpanels, ...
      ]]></en>
      <de><![CDATA[
      HERSTELLER MODELLTYP MODELLNUMMER (z.B.: Groha Variko (nur bei Packs relevant))
      Category: (z.B.: Hallen)
      Preis: 100.000€
      Monatliche Unterhaltskosten: 100.000€
      Produktionsrezepte: (Ein- /Ausgangsübersicht an waren)
      Konfigurationen: Farbwahl, Solarpanele, ...
      ]]></de>
      
    3. Map Mods

      Code: Select all

      <en><![CDATA[
      Description: (A brief description of the map, including location, environment, and key features or notable places.)
      Number of purchasable fields:
      Average acre size:
      Number of purchasable forestry land:
      Water retrieval sources (e.g., lakes, rivers, watertanks)
      Seasonal growth plan (If changes were made compared to the default experience)
      ]]></en>
      <de><![CDATA[
      Beschreibung: (Eine kurze Beschreibung der Karte, einschließlich Lage, Umgebung und wichtiger Merkmale oder bemerkenswerter Orte.) 
      Anzahl der kaufbaren Felder: 
      Durchschnittliche Hektargröße: 
      Anzahl der kaufbaren Waldflächen: 
      Wasserentnahmestellen (z.B. Seen, Flüsse, Wassertanks) 
      Saisonaler Wachstumsplan (Falls Änderungen im Vergleich zur Standarderfahrung vorgenommen wurden)
      ]]></de>
      
    4. Script Mods

      Code: Select all

      <en><![CDATA[
      Description: (Briefly describe the mod’s functionality, what it adds/changes.)
      Hotkeys: (Clearly define any hotkeys or actions required to use the script. Keyboard / Mouse and Controller if applicable)
      GitHub link: (Optionally if available. | Permitted for mods developed on open-source platforms.)
      ]]></en>
      <de><![CDATA[
      Beschreibung: (Beschreiben Sie kurz die Funktionalität des Mods, was er hinzufügt/ändert.) 
      Tastenkombinationen: (Definieren Sie eindeutig alle Tastenkombinationen oder Aktionen, die zur Verwendung des Skripts erforderlich sind. Tastatur / Maus und Controller, falls zutreffend) 
      GitHub-Link: (Wenn verfügbar - kein Requirement | Erlaubt für Mods, die auf Open-Source-Plattformen entwickelt wurden.)
      ]]></de>
      
User avatar
MrMarcel5
GIANTS Software | QA Analyst
Posts: 190
Joined: Thu Jul 21, 2016 3:08 pm

Re: ModHub Guidelines & Waiting Times [EN] - Farming Simulator 25

Post by MrMarcel5 »

Updated 12.02.25 17:07

Currently estimated waiting times
  • For newly submitted mods: 22 workdays
  • For submitted mod updates: 7 workdays
  • For failed & resubmitted mods: 5 workdays
Estimates will change regularly on working days and are based on the distance to the oldest applicable mod in the backlog and respective throughput / prioritization of submission type. The posted information's are only valid in that very moment. Working days usually Monday to Friday, excluding vacations.
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