Leider kann ich da nicht viel machen. v1.0.3.4 wurde nicht richtig geladen, deshalb ist dieser Fehler nicht aufgetreten. Da EasyDevControls jetzt richtig geladen ist, referenziert es viele Fülltypen im Code. Wenn Sie also einen dieser Fülltypen entfernen, treten solche Fehler auf.
Der Fehler entsteht beispielsweise dadurch, dass Baumwolle aus dem Spiel entfernt wurde. Baumwolle lässt sich nicht entfernen, wenn EasyDev installiert ist. Ich könnte nur fehlende Fülltypprüfungen in den EasyDev-Code integrieren, werde aber die Arbeit anderer nicht ändern.
Entschuldigung, ich habe dafür Google Translate verwendet, daher bin ich mir nicht sicher, ob es richtig ist.
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.
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
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.
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.
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?
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.
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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OK ... Danke für die Antwort
Ich habe leider ein Problem mit der neuen Version
My Games/FarmingSimulator2025/mods/FS25_EasyDevControls/scripts/gui/EasyDevControlsObjectsFrame.lua:844: table index is nil
mit der 1.0.3.4 gehts
Leider kann ich da nicht viel machen. v1.0.3.4 wurde nicht richtig geladen, deshalb ist dieser Fehler nicht aufgetreten. Da EasyDevControls jetzt richtig geladen ist, referenziert es viele Fülltypen im Code. Wenn Sie also einen dieser Fülltypen entfernen, treten solche Fehler auf.
Der Fehler entsteht beispielsweise dadurch, dass Baumwolle aus dem Spiel entfernt wurde. Baumwolle lässt sich nicht entfernen, wenn EasyDev installiert ist. Ich könnte nur fehlende Fülltypprüfungen in den EasyDev-Code integrieren, werde aber die Arbeit anderer nicht ändern.
Entschuldigung, ich habe dafür Google Translate verwendet, daher bin ich mir nicht sicher, ob es richtig ist.
Do we need to download the xml as well as the zip for vs 1.0.3.4 ?
The xml is more of an example or something you can use as a start point.
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