FS25 Default Types V1.0.1

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This is a little addon that changes the way fill types and fruit types are loaded. Normally, xml files from the game install folders load first, then the map information is loaded and added to those existing entries.

Changes in this version 1.0.1:
Configuration change, now all configured in the <thDefaultTypes> section of the map xml
Added ability to re-route densityMapHeightTypes
Added ability to re-route storeItems
Added blackList capabilities
Added backwards compatible code

Update v1.0.0.5:
Updated the way defaults are loaded, should be more efficient now
Added a check for double registered fill types
Minor bug fixes

V1.0.0.3
– Uploaded older version that still had a code type. This should now be fixed.

That is fine in most cases. But there are cases where map makers would like to change or remove things that normally cannot be changed or removed.

That’s where Default Types comes in. It allows map makers bypass certain game install xml files in favor of the ones embedded in their map. This allows complete control over the configuration process. More control, however, comes with increased difficulty.

For example, in a default game a xml mistake would just cause the game to (often silently) to revert to the already loaded default value for that setting. When you override the defaults, there is no fallback or safety net. The value (or fruit type, fill type, etc.) may not load at all. Keep that in mind.

Currently supported:
maps_fillTypes.xml (fill type configuration)
maps_fruitTypes.xml (fruit type configuration)

Activating is as simple as copying the configuration xml file(s) from your game install folder to your map, then using the thDefaultTypes key in your map.xml file. Examples are included in the sdk folder of this mod.

Examples:
<fruitTypes filename=”path/to/maps_fruitTypes.xml” thDefaultTypes=”true”/>
<fillTypes filename=”path/to/maps_fillTypes.xml” thDefaultTypes=”true”/>

Also, and this is just the vanilla load process, when you specify an external filename (i.e. maps_fruitTypes.xml or maps_fillTypes.xml”) you also have to copy all related information from your map.xml to the file you specified as well. The game, by default, loads from either the file you specify -or- the map.xml not both.

For example, everything in the <fruitTypes> section (other than the filename pointer and thDefaultTypes key) would need to be copied to your map embedded maps_fruitTypes.xml file. In addition, things normally found in maps_fruitTypes.xml like <fruitTypeCategories> would need to be copied from your map.xml to your maps_fruitTypes.xml as well.

Finally, the $data filename constant does continue to work as far as I can tell. You don’t have to copy over all foliage and textures files or anything like that. Just the main configuration xml(s) and go from there.

Note: This also addresses the current fruit type double registration issue when trying to change vanilla fruit/fill type values. Double registrations will show a warning and try to self correct if this mod is enabled. You do NOT need to edit a map for this functionality. This is enabled just by activating the mod.
 
Thank you for sharing this detailed information about the Default Types addon for FS25. It seems like a powerful tool for map makers to have more control over the fill types and fruit types in their map configurations.

The ability to bypass certain game install xml files and use the ones embedded in the map is indeed a great feature. However, as you mentioned, this increased control also comes with the risk of potential errors due to mistakes in the configuration.

It is helpful that you provided examples of how to activate the addon by copying the configuration xml files from the game install folder to the map and using the thDefaultTypes key in the map.xml file. The caution about ensuring all related information is copied over correctly is important to avoid issues with loading.

The warning and self-correction feature for double registrations of fruit types is a nice addition, as it helps map makers identify and resolve potential conflicts more easily.

Overall, the Default Types addon seems like a valuable tool for enhancing customization options for map makers in FS25, but it does require careful attention to detail to ensure smooth functionality.
 
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