Vectors and Collections

How FS22 and FS25 vector targets become forests, water, buildings, electricity, and decorations without losing the editable source geometry.

Choose the right target scope

The Layers and Objects windows let you work at three useful scopes. Select a vector layer to affect all eligible features in it, select a category for one mapped group, or select an individual object for a deliberate override. The active target is shown inside Modifiers and Collections before Apply becomes available.

Use layer or category scope for a consistent first pass. Use a single feature when replacing one building, choosing a different electricity model, correcting a water surface, or testing settings on a small target.

Create forests with Object Distribution and Trees

Select the forest layer, a forest category, or individual forest features. Open Modifiers, choose Object Distribution, and set the spacing and distribution options. Apply it first; the Tree collection deliberately stays unavailable until the target has an Object Distribution rule.

Open Collections -> Trees, choose a tree collection, select one or more model variants, and apply them to the same target. The distribution rule defines deterministic candidate positions and the selected assets define the model variants used at those positions.

Object Distribution supports polygons, buffered polylines, and points. A polygon creates an area distribution, a buffered line can create a tree belt, and a point creates a single deterministic placement. Keep spacing realistic: extremely dense rules create many exported nodes and can make both the Editor and the game unnecessarily heavy.

Carve and fill water

Water can target a Polygon or a buffered LineString. First select the water geometry and apply Depth. Depth is a one-shot terrain operation that carves the current working terrain under the footprint. Depth and steepness control the floor and edge transition.

Next apply the persistent Height Offset modifier. Height Offset is measured from the terrain surface at the original footprint level, not from the newly carved bottom. A negative value puts the water surface below that original terrain level; use the -20 m to +20 m slider and inspect the shoreline.

Finally open Collections -> Water, choose the water surface mapping, and apply it. The collection assignment creates the actual terrain-following water mesh. If the water surface is wrong, adjust Height Offset or the source footprint instead of compensating with a second unrelated mesh.

The Depth result changes terrain; Height Offset and the Water collection remain persistent feature settings. All three parts serve different purposes.

Grade flat foundations before placing buildings

Select the Buildings vector layer, a building category, or the individual building polygons you want to prepare. Open Modifiers -> Grade before assigning models from the Buildings collection. Grade is a one-shot working-terrain operation that flattens the terrain inside each selected polygon and blends the foundation edge into the surrounding terrain.

Median is a reliable default height mode because it is less affected by one unusually high or low terrain sample. Mean uses the average footprint height, while Minimum and Maximum intentionally anchor the foundation to the lowest or highest sampled height. Edge blend controls how far the transition extends outside the flat footprint.

Inspect the result from a low angle before placing models. If a footprint is incorrect, fix its vector geometry first and then apply Grade. Moving a building polygon later moves the assigned model, but it does not relocate the terrain change already baked into working terrain.

Apply Grade before the Buildings collection so the model is evaluated and reviewed on its finished flat foundation.

Place buildings

After grading the foundations, select the Buildings layer or a building category, then open Collections -> Buildings. Apply with no individual model selected to let the collection match building footprints automatically. Max size difference controls how far a candidate model may differ from the footprint; Strict category match limits choices to compatible categories.

For a specific building, select its polygon in Objects or the viewport. The collection shows the best footprint matches. Click a model to assign that exact asset, then inspect its rotation and footprint in the viewport.

Automatic matching is a starting point. Large halls, narrow sheds, L-shaped footprints, and buildings with unusual OSM orientation deserve an individual review before export.

Place poles and towers and show their wires

Select point features in the Electricity layer, a compatible category, or one point. Open Collections -> Electricity and apply the matching pole or tower model. Category-aware matching distinguishes ordinary poles from larger power-line towers when the mapping provides that information.

Power-line wires derive from line geometry and the ordered point carriers associated with it. Keep the line and carrier points in the corresponding electricity categories and use Show connections in the collection tools to preview spans. Hand-drawn data must still contain the relevant line and points; placing tower models alone does not invent a network route.

Place fences, gates, and rocks

Open Collections -> Decorations with a suitable vector target. Fence mode uses line geometry and the chosen panel, pole, and optional gate assets. Rock mode distributes selected rock assets on eligible targets.

Review sharp corners and short line segments after applying a fence. Choose assets and fitting behavior that make sense for the source length rather than forcing a large panel into every small segment. Use feature scope when one fence or rock group needs a different collection choice.

Review derived objects efficiently

Use Meshes for ordinary placed models and Dense Meshes for volumetric foliage. Increase draw distance only as far as needed for the current inspection. A higher limit is useful for a final forest overview, but it does not change stored placement data or export.

Move or edit the authoritative vector when the footprint is wrong. Reapply or override the collection when the model choice is wrong. This distinction keeps the editable geometry and its game-specific presentation understandable.