Collections in the Editor

Assign current game collections for trees, buildings, electricity, foliage, roads, road furniture, water, gameplay zones, decorations, and models.

On this page

Open Collections and choose a target

Open Windows -> Collections. Tabs appear only for collection families supported by the project game and your team access. The current set can include Trees, Buildings, Electricity, Foliage, Roads, Road Furniture, Water, Gameplay Zones, Decorations, and Models.

First select a compatible layer, category, feature, road slot, or placement in Layers, Objects, or the viewport. Then open the matching collection tab, choose a collection and its asset or preset, and select Apply or Assign. The target summary at the top is the final check that you are changing the intended objects.

Clear or Remove assignment removes the collection choice from the current target; it does not normally delete the source vector geometry. A blocked private collection must be made accessible or replaced before it can be selected.

The first time you select a custom road or vector mapping collection, choose Add to project to create a private project copy, or Cancel to keep your current choice. This also applies to collections your team created. The copy is available only within this project and stays usable when the original is changed or deleted. Selecting it again reuses the saved copy. Built-in and default collections remain ready to use without a copy.

Project copies are available on every tier, count toward team storage, and do not use a custom collection slot. If copying fails, your selection stays unchanged; free storage if needed, then try again. View copies in Resources -> Assets as Project collection. Copies cannot be edited. A copy cannot be deleted while it is assigned to roads, junctions, imported layers, features, or railway bridge materials. Remove those assignments first and wait for project tasks, exports, backups, or version operations to finish, then delete the unused copy. Deleting the project also removes its copies. Project backups and versions include them.

Existing projects also receive copies of custom collections that are still available. A collection already deleted before its project copy was saved cannot be recovered this way. Replace its affected assignments with an available collection, such as the default road collection, before exporting.

Wait for saved placements to load

When opening a large project, wait for its saved objects to finish appearing before applying, moving, or removing collection assignments. If one object group cannot be loaded, the Editor keeps the groups that are already visible but pauses placement changes until the complete saved state is available.

If a placement action says the project connection is not ready, stop editing placements and reopen the Editor after the connection recovers. Saved placements remain in the project, and export continues to use the last successfully saved state.

Trees

Select point, line, or polygon features prepared for Object Distribution, open Trees, choose the game collection and desired tree assets, then Apply. Distribution settings control deterministic density, spacing, scale, rotation, and placement behavior; the collection supplies the actual tree models.

Inspect forest borders, roads, water, steep slopes, and gameplay clearances after applying. The preview can be reduced with Dense Meshes settings without removing exported placements.

Buildings and electricity

For Buildings, select building polygons, choose a building collection, then choose a specific matching asset or the automatic match options shown. Review strict matching when it appears: stricter matching avoids unrelated categories but can leave unusual footprints unassigned. Apply and inspect orientation, scale, terrain contact, and road clearance.

Use the Height range above the building search to limit model height in meters. Move the upper handle down for low buildings, or the lower handle up for taller buildings. Both endpoints are included. The full range is selected initially; narrowing it filters the model list, Best matches, and automatic placement for a polygon, category, or layer. Models without a known positive height are excluded while the range is narrowed. Height refers to the collection model at its original size; matching does not resize it.

Changing Height clears the selected model and returns the list to its first page. It does not change buildings already placed. Click Apply to assign eligible models to the current target; unmatched polygons keep their existing assignments. If no models fit the height range, Apply is disabled: widen the range or choose another collection. Changing collections or reopening the Editor restores the full range. Saved placements survive reopening and can be undone or redone during the editing session. Wait for saving to finish before exporting.

For Electricity, select compatible pole or line features, choose the collection and model or matching option, and Apply. Check pole positions, spans, connections, height, and collisions. Correct source geometry before repeatedly reassigning the collection.

Foliage and water

For Foliage, select the intended indexed raster, choose the game foliage collection, map raster values to the listed foliage types, and Apply. A value without a mapping exports as empty or according to the target format, so review every value used by the raster.

BeamNG.drive uses separate Foliage and Foliage Density rasters. Its collection contains grass and flower styles; unassigned painted indices block export. Density controls bare, sparse, medium or dense cover. See Grass and flowers for the value ranges, previews and export limits.

For Water, select compatible water polygons or buffered lines, choose the water collection or surface, and Apply. Height Offset moves the visible water surface relative to its footprint; Depth changes terrain below it. Water polygons follow local shoreline heights in the Editor preview, so a river polygon can follow sloping terrain. Long buffered waterways also follow local bank heights when the selected game permits sloping water. This preview does not change saved water geometry or game export behavior. Inspect shoreline contact around the complete footprint before export.

Farming Simulator 22 and Farming Simulator 25 support detailed water polygons with holes for islands. Check the outer shoreline and every island boundary after applying Water, then inspect them again in the exported map.

Roads and road furniture

Roads styles buffered line features with a surface, lane count, lane directions, markings, gutters, curbs, sidewalks, intersections, decals, ends, and islands. Road Furniture has Signs, Lights, and Guardrails categories. Signs and lights use circular slots at intersections, islands, road ends, and lane extensions; guardrails use roadside segments.

This is a multi-stage workflow rather than a single Apply action. Follow Road Constructor, Junctions, Islands, and Furniture for the complete FS22 and FS25 instructions.

Gameplay zones

Create a Gameplay Zones layer with New Layer, select it, then open Gameplay Zones in Collections. Choose a preset supplied for the project game. Draw switches to the placement behavior expected by that preset, often a single point click.

Fill the attributes requested after placement, including identifiers or game-specific choices. Some required presets may be allowed only once. Check the project game guide for mandatory objects such as the SnowRunner Starter Truck Spawn.

BeamNG.drive presets include configurable Fuel Bay, Charging Bay and Parking Bays. Parking can contain a row of spaces with individual outlines. Editing a BeamNG bay’s dimensions and options is one Undo/Redo action. See the BeamNG.drive guide for native size limits, energy choices and game settings.

Decorations: fences and rocks

Open Decorations and choose Fences or Rocks. For a fence, select a line, choose the collection and family, choose Inside when panels must stay within the endpoints or Cover ends when the run may extend to cover them, then select panels and optional poles or gates before applying.

Selected lines that share an endpoint are fenced as one continuous run, so panels carry on across the joint and the shared corner keeps a single pole. Lines that close a loop are fitted as a loop instead of two runs with loose ends. Where three or more lines meet, each run stops at that point and they still share one pole.

For rocks, select compatible features, choose one or more rock assets from the collection, and Apply. Distribution and source geometry determine where repeated rocks appear. Inspect roads, fields, water, and gameplay areas for unwanted obstacles.

Team models

Select one compatible vector feature and open Models. Choose a Ready model from the active team library. The Editor centers and rotates it against the selected polygon while preserving the model's original size. If no suitable model exists, use Generate with integration and follow the provider prompt flow.

Use Select or Transform to correct supported placement after assignment. Remove assignment detaches the model without deleting it from the team library. Delete a library model only from the Models page after checking every project that may use it.

Assigned Ready team models export to FS22, FS25 and BeamNG.drive. Check the game guide for model and material restrictions; the BeamNG.drive guide explains its static-model requirements. Seeing a model in the Editor does not establish export support for other games.