




FS25 Savegame Mover v1.1
What it does
FS25 has no built-in way to move a farm between maps. This tool reads your existing savegame, lets you point at a fresh save on the new map, and rewrites the new save with your farm — placed exactly where you click on the PDA-style overview. This is not Dummy proof, some common sense is needed.
This is a EXE file, on first launch you will get a windows prompt from windows defender, as this is read and writing to folders, Click on More Info and run anyway
Migrates:
– All vehicles & equipment owned by your farm (farmId=1)
– Snapped to the ground via the target map’s heightmap
– Rotated to face one direction (N / E / S / W)
– Arranged in a configurable grid (default 10m × 10m)
– Attached implements automatically detached so each unit lands individually
– Bales, pallets and other items sitting in the world (items.xml)
– Bales & pallets in auto-storage sheds ()
– Animal herds (cows, sheep, pigs, chickens, horses, etc.) merged into target pens you pick
– Pen-internal storage — food (hay/grass/silage/TMR/grain/forage), bedding (straw), water, and produced outputs (slurry / manure / milk)
– Loose grain / diesel / fertiliser / seeds / lime stored in silos — both and shapes
– Farm money and loans
Same-map version upgrade mode
When the source and target savegames reference the same mapId (e.g. you were running v1.0 of a map mod, the author released v1.1 with savegame-breaking changes, and you’ve started a fresh save on v1.1), the wizard detects this and flips its defaults to preserve everything the new map version can still handle:
– An orange “Same-map version upgrade detected” banner appears on the Target page.
– Vehicle positions are preserved — every vehicle, hitched implement, and multi-component rig keeps its exact source coordinates. The drop-zone / heading / spacing controls on the Assign page are hidden.
– Player-placed placeables are copied wholesale — your built silos, sheds, pens, and the animals / grain / bales / pallets inside them are deep-copied into the target save. No re-purchasing on the new map version.
– Silo / pen / storage dropdowns auto-pre-select the matching uniqueId on the target (when present), since same-map preplaced placeables retain their IDs across versions.
– Map-bound mod files default ON on the Mod files page (Courseplay courses, AutoDrive routes, precisionFarming nutrient maps, mapObjectsHider state, etc.) since the underlying terrain hasn’t changed.
Doesn’t migrate:
– Bunker silo silage — the visible mound is runtime physics state that XML can’t recreate. Optionally cashed out: a toggle on the Assign page averages the source save’s silage prices from economy.xml and adds the proceeds to the target farm’s money instead of losing it.
– Placeables you’ve bought (sheds, silos, animal pens) — re-purchase on the new map. You can then migrate animals / grain / bales INTO them via the wizard.
Quick start
– Grab the latest FS25SavegameMover.exe from Releases on my Github. No Python install required.
– Start a fresh save on your target map in FS25 first. We use it to discover where the silos, animal pens and other points-of-interest sit on the new map.
– Double-click FS25SavegameMover.exe. The wizard opens maximised (10–15 s on first launch — PyInstaller unpacking).
– Walk through the 6 wizard pages (see below).
– Migrate. The tool writes a new savegame folder — your originals are never touched. Copy the new folder into an empty savegameN slot under Documents\My Games\FarmingSimulator2025\ to load it in-game.
What’s new
– Career statistics migration
– Source’s block (workedHectares, playTime, traveledDistance, fuelUsage, baleCount, missionCount, revenue, expenses, …) is now copied into the target’s farms.xml. Per-save animal-id counters (cowId, pigId, etc.) are deliberately left alone. Toggle on the Assign page; defaults on.
– Mod-specific savegame file migration
– New Mod files wizard page (between Review and Run) auto-detects mod-specific XMLs in the source save and offers a per-file checklist:
– Safe mod data (pre-checked): RedTape.xml, rm_RlAnimalSystem.xml (Realistic Livestock genetics), rm_RlSettings.xml, FS25_UnloadBalesEarly.xml, easyDevControls.xml.
– Map-bound (unchecked by default on cross-map): Courseplay.xml, AutoDrive*, precisionFarming.xml, mapObjectsHider.xml, treePlant.xml, treeMarker.xml, cropRotationPlanner.xml, npc.xml.
– Binary terrain caches (.grle / .gdm / densityMap_*) never offered — would break on a new map.
– Same-map version upgrade mode
– When source and target reference the same mapId (e.g. you’ve upgraded a map mod to a new version), the wizard flips defaults to preserve everything:
– Orange “Same-map version upgrade detected” banner on the Target page.
– Vehicle positions preserved exactly, hitched implements stay hitched.
– Player-placed placeables (your built silos, sheds, pens) copied wholesale with all their content.
– Silo / pen / storage dropdowns auto-pre-select matching uniqueIds.
– Map-bound mod files (Courseplay, AutoDrive, precisionFarming, …) default ON.
– Mod dependency list auto-merge
– Source’s entries in careerSavegame.xml are merged into the new save (deduped by modName) so FS25 prompts the user to activate missing mods on first load — instead of silently dropping any objects that depend on them.
Minor fixes
– Silo dropdown now picks up combined husbandry+silo placeables (animal pens with built-in grain storage).
– Husbandry food / meadow / production-factor migration handles all three FS25 storage element shapes.
– Identity-mapping skip in silo / animal / object-storage merges prevents content doubling when same-map mode copies placeables wholesale.








