
FS25 Default Types
A downloadable mod
Default Types:
Version 1.0.3.2
Updated for game update 1.7+ Configuration rerouting has been removed in favor of the new vanilla loading system, which does about the same as the old Default Types version did.
This mod is used, primarily by map makers, to remove vanilla items from the game to free up slots. For example, you could remove a crop along with store items that are specific to that crop to make room for a new custom one. Things of that nature.
This is done by embedding a small configuration file into your map and adding the following line to your map.xml file.
<thDefaultTypes filename="path/to/your/thDefaultTypes.xml"/>
From there, configuration is fairly simple. Each "type" has its own section and you simply list the items you want to remove. The mod does the rest. Some things will show warnings when removing vanilla types. These warnings are addressed by removing the entries from the corresponding configuration. For example, if you remove cotton, you could also remove the store items that may show warnings about the missing cotton fill type.
Finally, the new vanilla load system was not applied to fill type loading. For this reason, I've added an optional xml setting to your defaultTypes.xml that switches that behavior. The setting, <fillTypes loadMapFirst="true"> causes the game to only load fill types from the game install location if that fill type is not already defined in the map. It also causes the map configuration to load before the vanilla configuration like the fruit types do now, instead of the other way around.
Double registrations, while not as common as in previous game versions, are still addressed with this mod. You should see a warning if this happens for some reason.
Note: I originally left the old version up for maps that were configured to use it. This was actually causing too many issues for a variety of reasons. The vanilla double registration bug was fixed in 1.7 and the load order was changed. Because of that, you only need Default Types now if you want to remove vanilla items. In that case, it is recommended to update to the new version.
If your map no longer works with this update, you may have to make a slight map.xml change. This is for maps that used this mod to fix a vanilla bug that has now been fixed. First, open your map.xml. This file may also be named something like mapUS.xml, etc. It's usually in the maps folder of the map mod. Inside that file, find this section:
Above is the old configuration. Many maps no longer need default types, and I knew this would eventually happen when I wrote it. That's why I made an easy way to revert. Simply copy everything inside of the <thDefaultTypes> section and paste it directly in the map.xml like this:
Remove the <thDefaultTypes> lines and done. Just make sure you don't have multiple <fillTypes>, <fruitTypes>, <densityMapHeightTypes>, <storeItems> sections in your map.xml. If you do, the extra entries have to be removed. Now the map should work stand alone. The only issue you may run into is if vanilla items were removed. In these cases, contact me or the map author and let me/them know.
Also, if your map does not have a <thDefaultTypes> section inside the map.xml, you should be fine running without it.
That is all, have fun!
Updated | 1 day ago |
Status | Released |
Category | Game mod |
Rating | Rated 5.0 out of 5 stars (11 total ratings) |
Author | ThundRFS |
Tags | Farming Simulator 25 |
Download
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Development log
- Update v1.0.3.21 day ago
- Update v1.0.3.02 days ago
- Update v1.0.2.95 days ago
- Update v1.0.1.0Feb 06, 2025
- Update v1.0.0.5Jan 24, 2025
- Update v1.0.0.3Dec 22, 2024
Comments
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thanks! I was getting issues loading a save with last version but this one fixed it.
Hey Thundr, I'm using V1.0.3.0 and I'm getting freezing/crashing issues when entering vehicles that have a built in capacity like the base game Kubota side by side and the International CV when it has the tipper option selected. It appears to be creating an LUA callstack.
D:\auto_builder\cache\svn\b68cb144d6e2160d8eaba7cac57c4336\src\base\scripting\lua\LuauScriptSystem.cpp (1105): expectedType == Value::VoidType || expectedType == Value::ClassType2025-05-27 19:06:32.621
Script error: 'renderText': Argument 4 has wrong type. Expected: String. Actual: Nil
LUA call stack:
=[C]:-1 renderText
=dataS/scripts/gui/hud/FillLevelsDisplay.lua:191 drawFillLevel
=dataS/scripts/gui/hud/FillLevelsDisplay.lua:145 draw
=dataS/scripts/gui/hud/HUD.lua:299 drawControlledEntityHUD
=dataS/scripts/BaseMission.lua:1169 draw
=dataS/scripts/FSBaseMission.lua:2469 draw
=dataS/scripts/mission00.lua:694 draw
=dataS/scripts/main.lua:1324 draw
That's what I'm getting repeated in my log until I force close the game.
Also it causes crashes when using Power Tools Mod to fill implements.
It looks like you may have an old configuration or something that shouldn't be blacklisted is. I just bought all three of the vehicles you mentioned. I don't have power tools, but I feel like it would be the same result.
If your map.xml has a <thDefaultTypes> section with <fillTypes> <fruitTypes> and/or <densityMapHeightTypes> as sub-sections, you will have to convert those over to the vanilla format. There are some instructions on the download page on how to do that. It's pretty straight forward, you're basically just switching back to a more vanilla config.
Ok, I'll have a look. My gut feeling is that something that was in the game is now missing or something to that effect.
Is anything blackListed? And what is the default types configuration for that map.xml? Just want to make sure it's not using the old configuration or anything.
I found the issue I think and am looking into a fix. For some reason, only in some cases, the UNKNOWN fill type is not being created. It's a dummy fill type for a placeholder when things are empty. If that is not created, you get the error you have. It doesn't happen all the time or on every map, which is why I almost missed it. Should have it fixed soon.
Hello Thunder, I downloaded the newest version and since replacing in my mod folder I now have my game freezing on loading.. This was in the error log. Map is FS25_Old_Coastlands_4X
2025-05-26 10:28:08 ** [FS25_TH_DefaultTypes]: ERROR: Invalid argument "baseDirectory" (false) in function call
2025-05-26 10:28:08 LUA call stack:
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/core/utilities/THUtils.lua:106 errorMsg
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/core/utilities/THUtils.lua:142 argIsValid
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/THMain.lua:363 updateFruitTypesXML
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/THMain.lua:1087
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/core/utilities/THUtils.lua:211 protectedFunc
=[C]:-1 xpcall
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/core/utilities/THUtils.lua:213 pcall
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/core/utilities/THUtils.lua:221 call
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/THMain.lua:1084 inj_loadFruitTypes
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/core/utilities/THUtils.lua:1077 callbackFunc
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_Amazone_Condor_by_Torakin/loadFruitTypes.lua:8 registerFruitTypes
=dataS/scripts/utils/Utils.lua:601
=dataS/scripts/fruits/FruitTypeManager.lua:112 loadMapData
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/THMain.lua:1079 inj_loadFruitTypeMapData
=C:/Users/okpre/OneDrive/Documents/My Games/FarmingSimulator2025/mods/FS25_TH_DefaultTypes/scripts/core/utilities/THUtils.lua:1077 callbackFunc
=dataS/scripts/mission00.lua:232
=dataS/scripts/async/AsyncTaskManager.lua:43 runLambda
=dataS/scripts/async/AsyncTaskManager.lua:129 runTopTask
=dataS/scripts/async/AsyncTaskManager.lua:157 update
=dataS/scripts/main.lua:1164 update
Ok thanks for the head's up! I'll have a look and see what's happening.
The mod FS25_Amazone_Condor_by_Torakin is running a script called loadFruitTypes.lua. Inside of that script is a call to the FruitTypeManager.loadFruitTypes function that passes incorrect arguments. This is causing Default Types to bug out because it is expecting a string or nil for the base directory. That mod is passing false, hence your error.
I will put in an extra check that should at least make the error go away.
OK thanks, I will remove that mod for the time being since I do not use it currently. I appreciate you looking into it..
Does this work on Alma, MO?
Does it require it, no. Can it be used with it, yes if you set it up.
sweet thanks!
Anyone know if this works on Montieth?
I actually know the creator of that map fairly well. The map itself does not require default types anymore I don't think, but it might require a slight map.xml change to work. Maps that were only using it to fix the vanilla double-registration bug (that has now been fixed) can be adjusted to work stand alone now. Only maps that remove vanilla items in favor of new custom items require this new version of Default Types.
I will post some instructions on how to update the map.xml for maps that still use the old Default Types.
Thank you! I only ask cause ive been trying to edit crop harvest and planting times but i see no change when i edit his and the giants crops. So i have 0 idea which crop i should be working on to make my edits. Joys of modding i guess. Thank you again for the great mods. They will work themselves out im sure.
This new update keeps crashing my gam
What map are you playing on, and are there any messages in your log? If your map was set up for the old default types, it may need to be updated to the new version.
Hi.I got a question.I wasn't using your script at first. Was deleting Rice and Ricelong and also cotton. Also in the cutter and chopper.xml, in the filltype.xml i deleted all stuff for rice ( like the saplings,bags). But it shows in the pricetable the products. Is there an easier script for this? I mean, filltypeloader or so?
Hello,
The older versions of the game had a different load process than the newer (1.7+) versions of the game. I have a new Default Types coming out soon that will use this new system instead of the old one.
Because the new FS25 load process covers some of what the current Default Types does, the new one is primarily for blacklisting things and will be much easier to configure.
Hi :) Since Patch 1.7.0 your Script isn't working anymore :(
We mostly used it to hide crop types that we won't be using (such as cotton, grapes, sugarcane, rice and long-grain rice, olives). At the moment, we have to show all crops again and disable your script. Will you be releasing an update for your script?
Yes, I am planning on getting back to things this weekend. The reason is because they changed how the crops are registered with the new patch and I have to go in and adjust for those changes. There should be an update soon.
When I downloaded this mod, the grains in my combine and cart turned black.
Hi @thundrfs, can i enable this mod also in default's map (example Riverbend Springs) with last updated v1.6.0.0??
Just a warning I noticed if you use this with Realistic Gaming Crews maps it breaks them turns their dirt into TMR and stone and coal into lime and if you save no way to un do it
Thank you again for bringing your mods into fs25!
Hello there
Is it possble to include the maps_densityMapHeightTypes.xml too?
That would be very important , too add heightypes for fruits.
Its works all in SP and MP but not on dedicated server.
I have inckuded it to my map xml but it loads onlx the one out of the basegame.
I know from Giants the maps_densityMapHeightTypes.xml are loaded over the
DensityMapHeightManager. but we have no acces to it.
Its only a question.
thanks for your script by the way.
With regards Jimkerk
Yes, I have a version in the works that will include the densityMapHeightTypes as well as the ability to remove store items from the game. Still have more mp testing to do but, as far as that goes, I'm not sure yet why the load process would be any different. Once I figure out what loads differently there, I'll make the necessary adjustments.
Oh yes you are a God...Hopefully we got it soon
Thank you
and i got another problem.
The maps_weed.xml has for me loaded separately , because i deletet Olive and Grape from my map and now i get warings about weeders etc.
hope you can help.
with regards
I apologize ahead of time for my question. This is the first time I have ever attempted to edit a map xml. I downloaded your mod, but when I copied the xml file over, I clearly didn't understand because the map no longer showed up. So i'm not exactly sure if i'm just copying the single file from your mod or the entire folder. Also where exactly do I past it. I know how to edit the fruit type within the xml. I'm just not sure where to put it first. If this is annoying and you don't want to walk me through it, I completely understand.
Thank you in advance for your time and all the effort you put into modding
The process is the same as editing any mod map. You don't need to take any files from the Default Types mod, you copy them from the game install folder and place them inside of your map mod zip.
The two main files are maps_fruitTypes.xml and maps_fillTypes.xml. These can be found in your game install data/maps/ folder. From there you reference these files the same as you would with any other mod map inside of the map xml file for your map mod. The only difference is the addition of the "thDefaultTypes="true" part.
That activates the process. From there you just edit your values in the map embedded xml files you copied over.
You really only need it for maps that either do things that the vanilla game does not allow, or to fix double registration issues currently on some maps. The second issue, however, I imagine will be fixed next week because it is a game bug.
Hope that helps!
Thank you. I appreciate your help
Having an issue getting a new FruitTypeCategory to load. I have this mod in my folder, added the proper line to the map.xml under the fruitType section, but its not acknowledging a new category. Not sure if you had tested that yet.
Thanks
Did you add it to your maps_fruitTypes.xml or to the <fruitTypeCategories> section of the map.xml? It may be skipping the map.xml location in favor of the maps_fillTypes.xml information.
I'll do some testing and see what I can figure out, thanks for letting me know!
I did it in the maps_fruitTypes.xml and when it wouldn't read it there I added it to the map.xml, neither wanted to pull that info it seems.
Thanks