Vector Mapping Collections

How vector mapping rules classify OSM-style features into layers, categories, colors, textures, and saved tags.

What vector mapping does

A vector mapping collection is a rule set for turning vector feature tags into editor meaning. When you import or create vector layers from an OSM-style asset, the Editor can match each feature against the active mapping collection and use the winning rule to decide which layer, category, color, texture, and saved attributes should represent that feature.

This is why vector mapping is separate from assets. The asset contains the raw roads, fields, forests, buildings, water, and other features. The mapping collection explains how those raw tags should become usable Editor layers for a target game.

Rule fields

Each mapping rule has a name, source name, layer, optional category, optional color, priority, optional texture asset, matching tags, and saved tags. Name and layer are required in the custom collection dialog; empty rules are not saved.

Source name defaults to the rule name when omitted. The backend also uses source name to reuse default texture references when a custom rule has the same source name as a built-in/default mapping rule and no explicit texture asset was selected.

  • Name: human-readable rule name shown in collection previews.
  • Source name: stable source key for matching or inheriting behavior from default mappings.
  • Layer: the editor layer name that matched features should belong to.
  • Category: optional grouping inside the layer.
  • Hex color: optional #RRGGBB presentation color used when the layer/category is displayed without a texture.
  • Priority: integer from -10000 to 10000; higher priority wins when multiple rules match.
  • Texture asset: optional texture reference, usually from a ground texture collection.
  • Tags: the feature tags this rule matches.
  • Saved tags: source tag keys that should be copied into the editor attributes for matched features.

How tag matching works

The Editor builds an index from every mapping rule that has tags. A rule tag written as key=* matches any feature that has that key. A scalar value such as highway=primary matches only a feature with that exact key/value pair. Multiple values are written with pipes in the UI, for example highway=primary|secondary.

When a feature is processed, the matcher looks at the feature tags and collects every rule that matches either an any-key condition or an exact key/value condition. The candidates are sorted by priority descending. If priorities tie, the earlier stored rule wins. The first candidate becomes the rule used for the feature.

  • Use broad tags such as landuse=* only when the rule priority is lower than more specific rules.
  • Use exact tags such as natural=water or highway=primary when a feature must land in a specific layer/category.
  • Use priority to break overlaps deliberately instead of relying on rule order.

Presentation and saved tags

A matched rule can provide layer/category presentation. When the Editor needs to display a vector layer/category, it first looks for an exact layer plus category rule, then falls back to any rule in the same layer. That rule can supply a color, texture asset, and rule identity.

Saved tags copy selected source tag values into the feature's editor attributes. For example, if save tags contains name,surface and the original feature has those primitive tag values, the Editor stores them under its editor attributes key so they remain available after import.

Create a custom vector mapping collection

Open Dashboard -> Collections, select Farming Simulator 25, and click New collection. The dialog has three steps: Basics, Access, and Builder. Basics sets the collection name, optional description, fixed game, fixed collection type, and optional source collection. Access chooses public or private visibility. Builder edits the mapping rules.

When you choose an existing source collection in the dialog, the UI copies that collection's rules into the builder so you can edit them before saving. Choosing From scratch starts with one blank rule. Saving sends the complete rule list to the API as the new custom vector mapping collection.

Private visibility is disabled in the dialog unless the active team tier supports private collections. This uses the same team access model described in Collections Overview.
  • Name must be 2 to 80 characters.
  • Description is optional and can be up to 280 characters.
  • A collection can contain up to 250 rules.
  • A rule name can be up to 120 characters.
  • Layer is required and can be up to 80 characters.
  • Category is optional and can be up to 80 characters.
  • Hex color must use #RRGGBB format when provided.
  • Saved tag names can be up to 80 characters each.

Edit, publish, and delete

Open a custom vector mapping collection you can manage and choose Edit collection. The edit dialog opens directly on the Builder step with the current rules. Saving replaces the stored rule set with the rules currently in the form.

Changing visibility from private to public publishes the collection for other users to discover. Deleting a custom collection removes the collection and its rules. Existing projects that referenced the collection may need a different mapping collection selected before future vector imports or exports behave the way you expect.