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.
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
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.
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.
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.
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!
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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