Regarding Mods & Testing - What You Should Know

2. April 2025

Article Summary (tl;dr)

⚠️ This article addresses recent discussions about mod testing times. It explains why we supports mods, how we test them, and what makes our approach unique. You will gain insights into the modding process, testing procedures & common issues, including mod conflicts and console limitations. FAQs clarify basics for newcomers and more for experienced modders.

Recently, there have been some discussions around recent mod testing times among our friends in the modding scene and the general community. We listened to the feedback, as always, and want to provide you some insights!

Since many of our players do not use, let alone make, any form of modifications, we also want to take the chance to provide some basic information on how Farming Simulator modding works and what the differences to other games are in that sense.

Article Contents

👉 Jump to Why do we support mods?

👉 Jump to How do we support it?

👉 Jump to How are mods tested?

👉 Jump to Modding FAQ

👉 Jump to Start Modding with GDN

 

Why Do We Support Mods?


While various (but sadly increasingly less) gaming companies allow and support modifications to customize the experience yourself (for a variety of legitimate reasons), we believe in two things: 

A) letting players do even more with the game than what we offer ourselves and

B) that our efforts are worth it to actively (instead of just passively) support it are worth it for everyone.

The history of Farming Simulator and GIANTS Software is rooted in modifications that have been not only allowed, but encouraged from the start. Some of our most dedicated and long-time colleagues started exactly there: on the forums, in the modding scene. Which is the reason why mods are and will always be an important part of Farming Simulator.

 

What's Different In Our Approach?


Most games that support mods have some form of official platform. Some are hosted by the developers themselves, some are handled through an external infrastructure like the Steam Workshop, others are uploaded to a variety of privately organized platforms.

Most of them, wether official or not, only curate submitted mods - if at all. Automated processes will check for basic functionality of the mod itself, not for the functionality of its parts or the overal quality. We want to do more than just check for viruses and the ability to load the mod! That's why...

  • We created the official ModHub - for safe, functioning mods
  • We not only curate, but hands-on test mods in our QA department
  • We support console mods if platforms/restrictions allow it
  • We offer support to our modders and created ways to contact us
  • We offer monetary rewards to ModHub modders 
  • We reward success with physical awards (number of downloads)
  • We allow modders to donate earnings (and match the sum on our end)
  • We provide official modding tutorials with every major release
  • We dedicate a significant portion of FarmCon to modding
  • We connected modding to our Partner Program with more benefits
  • We offer mods on our own and convert older content faster and for free

 

Let's Look At The Testing Processes


Testing, no matter what, takes up quite a lot of time. Whether it's a game, a DLC, or a mod. So far, we have tested over 1,500 modifications since Farming Simulator 25 was released.

This is done by our QA team alongside testing of patches, free content, upcoming content, and a lot of other responsibilities of game testers (other than analysing and collecting bugs - they do way more!). Here's what the usual testing loop looks like:

Step 1: Mod Creation & Self-Testing

  • Modder creates a mod and tests it on his own system to make sure it works as intended.
  • Once satisfied, the modder uploads the mod to ModHub and submits it to the queue for testing.

Step 2: Queue & Initial Verification

  • Our ModHub team processes mods in the order they were submitted or last modified (no reservations, if a modder recalls their mod, it goes to the back of the queue).
  • Basic check is performed to see if the mod meets basic submission standards:
    • Does it have proper screenshots? 
    • Does the modDescription and modIcon look correct?
    • Does it appear to have been tested by the author?

Step 3: PC Testing

  • If the mod passes the initial review, it moves on to PC testing, where the test team evaluates functionality, stability, and compliance.
  • If problems are found, the following actions are taken:
    • Minor problems (e.g. outdated modDesc version) will be fixed internally.
    • Major issues are reported to the modder, who can fix and resubmit.
  • Resubmitted mods go into a shorter queue specifically for fixes, ensuring that they are processed faster than new submissions.

Step 4: Console Testing (if applicable)

  • Once a mod passes PC Testing, it moves to Console Testing (if it is compliant for consoles).
  • The console testing phase checks:
    • Shader compatibility (any issues must be resolved before approval).
    • Slot count calculations, which are handled automatically.
    • Textures / files being loaded without issues.
  • Mods with shader issues may be sent back for fixes, entering again the shorter queue for resubmissions after being corrected.

Step 5: Final Approval & Release

  • If a mod passes both PC and console testing, it is moved to Pending Release status.
  • It then waits to be released in the next scheduled ModHub update, alongside PC-only mods that have also passed testing.

 

We Answer Some Questions


 

Don't know anything about mods?

Start here! Modder Questions below!

 

What are mods? I know nothing!

Nice of you to ask! Modifications are, first and foremost, user-generated (items, features, enhancements, etc.) and created by the community, not the developer of a game.

But here's an exception: We as developers publish some content for free and use our own ModHub, too because it allows us to quickly bring content to you. But mainly, mods still refer to community creations. Hence, we usually call our content "Free Content" and not mods, even if it appears on the ModHub.

What's ModHub?

It's our own, official platform for mods in Farming Simulator. Modders can submit their creations, we test them (which is not the norm in the industry), and you can download them directly in-game. But you can check the ModHub out on our website as well.

I installed dozens or hundreds of mods - why doesn't it work?

With the base game, we have to make sure it works as intended (which sometimes requires patches due to the complexity that is software development).

However, when players install mods, they are essentially modifying the game in ways we cannot predict or control. Expecting the game to work perfectly with an unlimited number of mods is unrealistic because each mod changes the game’s code, sometimes in ways that conflict with other mods.

That’s why we can’t guarantee stability when mods are used. The more you modify a system, the more unpredictable it becomes.

Why can't you make sure that all mods are compatible with each other?

This is simply not possible, because it's too complex: Each mod is developed independently, meaning it's designed to work with the base game but not necessarily with other mods. Since different creators may alter similar game elements in their own ways, conflicts can arise when mods interact.

There's no centralized testing or standardization across all mods, and we would have to impose a LOT of strict (read: restricting) rules to modders to decrease conflicts, but it still wouldn't be possible to achieve overall compatibility.

Let's use an example of how mods alter the game!

Imagine you buy a car from a manufacturer. It has been tested, fine-tuned, and its base functionality works as intended (might require a firmware update for the AC to work or something, though).

Now, let’s say you decide to customize it. You install a new turbocharger, replace the suspension, swap out the dashboard electronics, and add a custom exhaust. Each modification might work on its own, but when combined, they might interfere with each other - causing malfunctions, performance issues, or even making the car undrivable because they are too heavy for the chassis.

Can you give an example for a mod incompatibility?

Imagine one mod changes how the weather works by adding dynamic rain patterns, while another mod also tweaks the weather to make it more realistic but in a different way. Both mods are compatible with the base game, yet when installed together, they might conflict because each one alters the same weather settings.

This can result in unexpected behavior, like erratic weather patterns or crashes, because there’s no built-in guarantee that these independently developed mods will work well alongside each other. This is a very simple example, the complexity of the issue goes much further - affecting many things that do not seem connected on the surface.

Why are some mods not available on consoles?

All mods are automatically tested for console release, but there are guidelines by console manufacturers. Scripts are not allowed and licenses have to be represented by the game - brands not licensed for Farming Simulator are not able to be added on consoles through mods. 

But scripts from partners/DLCs seem possible!

We are responsible for the code included in such cases, as allowing mods on consoles was already a privilege which console manufacturers never had to allow.

It was only through lengthy negotiations and agreements to respect the security of these consoles that we (and other game companies) were allowed to have mods at all.

 

Questions from Modders

About Testing Mods

 

Where can I see how long mods are currently being tested and how many mods are currently being tested?

You can check the forums to find out how long processing times for mods currently look like. This is variable and depends on a lot of factors. We update the estimate regularly. 

While newly submitted mods may take a few more business day to get tested, mod updates and resubmittals after failed tests are processed quicker to ensure a quick turnaround on feedback for modders.

Are there priorities in how and which mods are tested and if yes, why?

Yes, there are priorities: Bugfixes (especially post-patch), maps and resubmitted mods are usually priotized over new mods and updates that are not crucial. 

Why is there no detailed overview of every mod that has been submitted?

It would slow the process. We rather spend our time on processing more mods. We decided to communicate the position in the testing list as a progression indicator instead. While we understand the wish for even more details and transparency, we want to keep it simple.

Why are some new submissions tested before older ones without explanation? 

They are generally not. But there are exceptions with a reason: In some cases we are using some newer submissions to test automation workflows or specifically against upcoming updates to see if they would break - because we know they are a perfect use case to test something in particular which might not be the case with other mods currently in the pipeline.

Why is it that a mod appears to be skipped or delayed?

Mods are usually not skipped or delayed by more than a day. These short skips are usually because of batch processing to make our workflows more efficient. Meaning, this happens due to the overall efficiency of the process.

Is there a way for players to report broken mods directly via the ModHub?

We're always looking at social media channels, Discord, the forums, but most importantly, the feedback we get from our partners - whether it's other modders or media partners for issues.

Here is a challenge: Players often confuse "mod not working" with "mod conflicts with some other mod". The first is a valid issue, the other one is not (read more below).

There is no capacity to handle such an inbox unless we dedicate some of the mod testing ressources towards them. It is also not possible to reach everyone to explain this logic and prevent these kinds of reports that are not relevant here.

Will mods with game-breaking errors be temporarily disabled until the modder fixes them?

This is handled on a case by case basis, there have only been a handful of mods disabled due to issues in the past, we always try to contact the modder first and work with them by providing relevant information about the issues the mod is causing, working closely with the modder ensures the mod is fixed quickly and players can enjoy playing the mod.

Why are mods with known errors allowed to remain in ModHub?

Some problems are not big enough to be harmful to keep in players' savegames. Also, if we were to remove mods, players might tend to disable the mod or not be able to re-download it for multiplayer. This will cause the mod to disappear - which will damage the player's savegame.

How can GIANTS improve the feedback quality when mods are rejected? 

Modders can open a ModHub ticket if their feedback is not qualitative enough. We are always trying to improve our response templates. We cannot give detailed feedback on every little detail, but we still want to process the mods.

Why do minor issues cause mods to be delayed again for days? 

Whether a problem is minor or major makes no difference. The delay is due to the amount of mods currently being submitted; once the resubmission queue is close to the ideal 1-2 business days, this will no longer be an issue.

Trivial issues are usually fixed by the ModHub team directly. But additionally, analysing, rating, and prioritizing the severity of an issue would overall mean more time - slowing down the process. 

Why doesn’t GIANTS support modders more actively?

We have to strike the balance of working on the game, working through ModHub and other priorities with a small team. We are not a large studio and the community outgrew the team size, so unlike the early days we cannot give out support to everyone personally and have to be more broad with tutorials or communication.

We cannot just scale up the overall team in the company, as this will have an impact on many levels that come with certain risks. In addition, we feel that we are still on the more proactive side of modding support when looking at the industry as a whole, and we want to stay that way - but in a secure and efficient fashion. That does not mean, that we're not trying to continously improve our workflows and communication amidst changing circumstances! 

Why does every word in a mod title need to be capitalized?

Example: brand names that are lowercase by design (e.g. "demeter"). If demeter would be in the modTitle, this is something the modder can discuss with the ModHub team during the submission phase. This has never been an issue in the past. Regional language conventions (uppercase/lowercase) are also not considered in ModHub naming policies - the rule here is for readability and consistency.

 

Start Modding Yourself!


If you want to dive into modding yourself, you can! In the GDN (GIANTS Developer Network), there are basic information, documentation and a variety of video tutorials!

👉 Go to GDN

 

Modding @ FarmCon 25


Like every year, we will meet fans, players, modders, and influencers at our very own convention - FarmCon! This year, we will gather at the Lindner Innovations Center. Located in the historic market town of Kundl, Austria, it's hard to find a more charming and tranquil place for farming fans to gather. When? July 5th & 6th! Get your tickets!

👉 Get your Tickets!

 


We're Looking, By The Way...

But wait! You're already part of the gaming industry and need a change of scenery or want to find your way in? Good! Because we're hiring! Currently, we have a variety of open positions, that includes game testers in our QA department!

 

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