Exports

Exports turn project assets, editor state, layers, modifiers, and collections into downloadable game-ready output.

What exports do

An export is the final processing step for a project. It takes the current project state, source assets, editor layers, vector features, terrain edits, modifiers, target game, and relevant collections, then creates downloadable output files.

Exports are not the same as source data processing. Source processing prepares inputs for editing. Export processing packages the edited project into the format expected by the selected target.

When export is available

Export is available when the project is ready enough for the selected target. The project must have the source assets and editor state the target requires, and the selected export target must match the project game.

Farming Simulator 22 projects use FS22 export targets, and Farming Simulator 25 projects use FS25 export targets. Minecraft projects use Minecraft export targets and require choosing Java or Bedrock Edition in the export dialog.

Choose an export size

Open Export on the project page and choose an available size card. The dialog keeps every size supported by the selected game visible. A size that is incompatible with the current project is disabled and explains why; the previous and next controls skip disabled choices. Select a smaller available size when the requested output would be too large or would not fit the project.

For Farming Simulator 22 and Farming Simulator 25, the number is output terrain resolution in pixels, not a requirement that the playable area have the same number of metres. MapToPlay checks the saved playable area in relation to the overall project area. A large playable area can therefore use 16,384 output, while a playable area that is small relative to the overall project may make only the highest choices unavailable.

Minecraft size is the maximum output edge in blocks and the selected project area is scaled to fit it. SnowRunner size is a physical square that must fit the playable area and its native terrain-block grid. RoadCraft size is a physical square that must fit the full project area and have a native Mod Editor template. Project Zomboid derives its fixed 300 m cells from the complete project area, while Terrain Mesh export chooses its scene size automatically.

Changing to a smaller output size changes resolution, not the saved project bounds or Editor content.

Export processing

Exports run as background jobs. A queued export waits for processing capacity, a running export is being generated, a retrying export is being attempted again after an error, and a completed export exposes download links on the export detail page.

The export worker can read layer metadata such as mapping collection IDs, vector bounds, terrain source information, modifiers, and collection data. This is how editor choices become game-specific output instead of a generic archive.

On the Exports page, search by ID, project, or export type; filter with Active only or Archived only and All statuses or one status. Use Select map exports with Archive selected for bulk cleanup, Refresh to reload, Export again to open a fresh configuration from an existing job, and Archive to hide a finished row from the active view.

Open an export row for Run summary, Live log, downloads, and exporter diagnostics such as DEM Info or Meter values when the target provides them. Export again never rewrites the existing export record.

Downloads and retention

Completed exports are saved against the project so you can open the export detail page and download the artifact. Download links are generated when you open the detail page and may expire, so reopening the page can create a fresh link.

Saved exports are limited by team tier, and starting an export uses the same hourly Task units balance as processing tasks. Older output files may also be purged after a retention period, so download important results when they are ready.

Export artifacts as assets

A completed export can expose its output artifact as an asset. That keeps exports connected to the same storage and download system used by source data assets.

If an export fails, open the export detail page to read the error message. The project state and source assets remain available, so you can fix the cause and queue another export when limits allow.