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Error: Fillable.registerFillType too many fill types. Only 64 fill types are supported

Forum Overview >> Farming Simulator 15

CategoryFarming Simulator 15
Created24.03.2015 22:09

Ismael Artacho Angel (Unknown) 24.03.2015 22:10
No 64 in total, is not even 50 including original.

Emil Drefers (Unknown) 25.03.2015 09:19

the computer is always right ;)

Somewhere there are more ffill types ...

Not only wheat is a fill type, but also wheat_windrow.
Also, milk, water, seeds, wool, ...

You might cout wrong, or there are more fill types which you don't take into consideration!


Ismael Artacho Angel (Unknown) 26.03.2015 13:24
This is log:

GIANTS Engine Runtime 6.0.2 64bit (Build Date: Feb 5 2015)
Copyright (c) 2008-2014, GIANTS Software GmbH (, All Rights Reserved.
Copyright (c) 2003-2014, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2015
Main System
CPU: Intel(R) Core(TM) i5-4690 CPU @ 3.50GHz
Memory: 8133 MB
OS: Windows NT 6.1 64-bit
Physics System
Version: 5.9.4
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Name: Xbox 360 Controller
Number of Axes: 5
Number of Buttons: 14
Sound System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Max. sources: 256
Render System
Driver: OpenGL
Card Vendor: NVIDIA Corporation
Renderer: GeForce GTX 760/PCIe/SSE2
Version: 4.5.0 NVIDIA 347.88
Shader Version: 4.50 NVIDIA
max_texture_layers: 16
OpenGL initialization successful
Hardware Profile
Level: Very High (forced)
View Distance Factor: 1.300000
Shadow Quality: 2.000000
Skip Mipmaps: 0
LOD Distance Factor: 1.300000
Terrain LOD Distance Factor: 2.000000
Foliage View Distance Factor: 1.600000
Volume Mesh Tessellation Factor: 0.750000
Tyre Tracks Segments Factor: 4.000000
Farming Simulator 15 INT
Version: 1.2.1RC11
Available Languages: en de fr es it pl cz hu nl ru jp pt cs ct br tr ro kr
Language: es
Game vehicle types loaded
Mod directory: F:\My Documents\My Games\FarmingSimulator2015\mods/
Load dlc: pdlc_itRunnerPack
Load mod: aaa_ROS_Krone_Emsland
Load mod: AAA_UniversalProcessKit
Load mod: AnimationMapTrigger
Load mod: CompostMaster_Transportmulde
Load mod: FS15_kirovetsK700A
Load mod: Gilibert_1800_Pro_v5
Load mod: Kotte_Garant_SlurryTanker
Load mod: kw900_v3
Load mod: Low_Loader_GalTrailer_USA
Load mod: man_tgs_41480_8x8_v5_5
Load mod: MapBuyableObject
Load mod: MapFruitTrigger
Load mod: MilkTruckTriggerP
Load mod: NH_T6160SCv15
Load mod: No_Collision_Camera_FS_2015
Load mod: Paraguas_olivas
Load mod: pisty_trailer
Load mod: PlayerCamera
Load mod: Schmitz_SKO_Cool_Edeka_H97
Error: invalid key 'BUTTON_3' for input event 'door'
Load mod: teletransportacion
Load mod: SampleModMap
Load mod: WaterMilkZunhammer
Load mod: Zunhammer_Diesel
Load mod: ZZZ_ChoppedStraw
Load mod: ZZZ_compostSoil
Load mod: ZZZ_fastForward
Load mod: ZZ_GuelleMistMod
Register vehicle type: pdlc_itRunnerPack.hookLiftTrailer
Register vehicle type: pdlc_itRunnerPack.hookLiftContainer
Register vehicle type: pdlc_itRunnerPack.hookLiftContainerTrailer
Register vehicle type: pdlc_itRunnerPack.hookLiftContainerDynamicMountAttacher
Register vehicle type: pdlc_itRunnerPack.hookLiftContainerManureBarrel
Register vehicle type: pdlc_itRunnerPack.hookLiftContainerManureSpreader
Register vehicle type: CompostMaster_Transportmulde.compostMaster
Register vehicle type: FS15_kirovetsK700A.KirovetsK700A
Register vehicle type: FS15_kirovetsK700A.BuyableTwinWheels
Register vehicle type: Kotte_Garant_SlurryTanker.garantSlurry
Register vehicle type: Low_Loader_GalTrailer_USA.gondola_truck_usa
Register vehicle type: man_tgs_41480_8x8_v5_5.MAN_SZM 8x8 V5.1
Map: Buyable Objects(Buyable) v3.1 by Bluebaby210 loaded!
Map: Buyable Objects(Icon) v3.1 by Bluebaby210 loaded!
Map: Buyable Objects(Master) v3.1 by Bluebaby210 loaded!
Map: MapFruitTrigger v1.1 loaded
Register Variable: BaseMission.modMapShovelTrigger
Loaded: noCollisionCamera
Register vehicle type: Paraguas_olivas.paraguas
Loaded: PlayerCamera
Register vehicle type: Schmitz_SKO_Cool_Edeka_H97.Schmitz_SKO_Cool_Edeka_H97
Script WaterMod v3.1.5 by Marhu loaded!
Script SchweineZucht v3.2.7 by Marhu loaded! Support on
*** ChoppedStraw fruittypes registered!
[_MultiFruitUtil] Register fruit type: sorghum
[_MultiFruitUtil] Register fruit type: fertilizer
[_MultiFruitUtil] Register fruit type: kalk
[_MultiFruitUtil] Register fruit type: limestone
[_MultiFruitUtil] Register fruit type: sunflower
[_MultiFruitUtil] Register fruit type: rye
[_MultiFruitUtil] Register fruit type: rye_windrow
[_MultiFruitUtil] Register fruit type: hemp
[_MultiFruitUtil] Register fruit type: cotton
[_MultiFruitUtil] Register fruit type: cotton_windrow
[_MultiFruitUtil] Register fruit type: oat
[_MultiFruitUtil] Register fruit type: oat_windrow
[_MultiFruitUtil] Register fruit type: dinkel
[_MultiFruitUtil] Register fruit type: dinkel_windrow
[_MultiFruitUtil] Register fruit type: hops
[_MultiFruitUtil] Register fruit type: beer
[_MultiFruitUtil] Register fruit type: sand
[_MultiFruitUtil] Register fruit type: gravel
[_MultiFruitUtil] Register fruit type: cement
[_MultiFruitUtil] Register fruit type: tomato
[_MultiFruitUtil] Register fruit type: cucumber
Time Controlled Gates Loaded Successfully
Register vehicle type: WaterMilkZunhammer.MilkTrailer
Register vehicle type: Zunhammer_Diesel.DieselTrailer
FruitType registered: compost_soil
F:\My Documents\My Games\FarmingSimulator2015\mods//SampleModMap/map/sky/sky_day_night_4Fach.i3d (136.63 ms)
data/sky/rain.i3d (1.19 ms)
data/sky/hail.i3d (0.94 ms)
data/sky/dust.i3d (0.89 ms)
Tierras Del Sur Ibérico 1.5: Register Fill type: Oliva, Ternero, Cerdo, Cordero, Gallina, Semillas (2), Semillas, olivaoil,
F:\My Documents\My Games\FarmingSimulator2015\mods//SampleModMap/map/SampleModMap.i3d (27262.55 ms)
Script WoolPaletteCollector v2.2.1b by Marhu created id 109670! Support on
Error: failed to load particle system data/vehicles/particleSystems/wheatParticleSystemLong.i3d
*** ChoppedStraw v15.0.03 specialization loading ***
--- fast Forward Mod V1.3 loaded --- (by upsidedown)
Disabled withering for: wheat, barley, rape, maize, sugarBeet, sorghum, sunflower, rye, hemp, oat, dinkel, tomato, cucumber
F:\My Documents\My Games\FarmingSimulator2015\mods//Gilibert_1800_Pro_v5/Gilibert1800Pro.i3d (138.69 ms)
F:\My Documents\My Games\FarmingSimulator2015\mods//NH_T6160SCv15/NHT6210SC.i3d (286.45 ms)
dataS2/character/player/player.i3d (241.09 ms)
F:\My Documents\My Games\FarmingSimulator2015\mods//WaterMilkZunhammer/zunhammer18500PE.i3d (62.50 ms)
data/vehicles/tools/suer/suerSB1000.i3d (9.44 ms)
F:\My Documents\My Games\FarmingSimulator2015\mods//aaa_ROS_Krone_Emsland/kroneEmsland1.i3d (320.70 ms)
F:\My Documents\My Games\FarmingSimulator2015\mods//kw900_v3/kenworth.i3d (44.58 ms)
F:\My Documents\My Games\FarmingSimulator2015\mods//Schmitz_SKO_Cool_Edeka_H97/Schmitz_SKO_Cool_Edeka_H97.i3d (105.26 ms)
F:\My Documents\My Games\FarmingSimulator2015\mods//SampleModMap/map/models/natural/trees/Olivos/olivaTree.i3d (54.85 ms)
dataS/character/player/playerCCT.i3d (4.94 ms)
MapBuyableObjects: Savegame states was loaded.

I only removed a fillType to avoid error.

They summing these more fillType own game, are 64 in total?


Ismael Artacho Angel (Unknown) 01.04.2015 02:11
In 2013 make Hagenstedt VQ2 with 22 crops, for 2015 converted Iberian Southland with less crops and If I add soil mod to map, show this error:

Error: Fillable.registerFillType too many fill types. Only 64 fill types are supported

You have changed something and not work the same.

What is the correct valor in this line for 17 crops?

numChannels="X" numTypeIndexChannels="X"

Emil Drefers (Unknown) 01.04.2015 09:27

allthough I am not completly sure about all changes the soil mod does.
But it seems that you have to adjust something.

Anyhow, the limitation of 64 fillTypes is hard coded, which means you can't change it except you know how to write a script ... and exactly know what you are doing/changing.


Ismael Artacho Angel (Unknown) 01.04.2015 12:25
Well... I'm not a programmer, but in 2013 it was not, I do not like this change in 2015, severely limits the game.

fillType counts as chopped straw, guelle mist mod, ... that are not load types, the logs are not marked on trailers not marke kgs. or quantity.

Original filltype:
wheat_windrow (barley)
grass ?¿?¿ where the grass is loaded???
drygrass ?¿?¿ where the hay is loaded???
logs ???¿¿¿
cow ?¿?¿
sheep ?¿?¿
chicken ?¿?¿?

Added filltype:

------ guelle mist mod ?¿?¿--------

------ chopped straw mod ?¿?¿------

Unknown 02.04.2015 22:11
The max 64 fill-types limit also exist in FS2013. - If you take a look at the source for Fillable.LUA, in the method registerFillType() you will see the hardcoded limit check.

And yes, there was a mod for FS2013 which managed to "increase" this limit, but at the cost of being a not very stable mod, when combined with other mods.

Now, there are some things you could do to "clean up" the number of fill-types.

First of, when using SoilMod, the GuelleMistMod should not be used as it will conflict with SoilMod. So do not register any of the manureSolid*, manureLiquid* nor kalkSolid*.

If you want your map to support both GuelleMistMod and SoilMod, may I suggest that you make two-maps-in-one-mod, and do not use the <extraSourceFiles> for registering new fruits, but instead via the 'source(...)' in SampleModMap.LUA.

Next, could it be possible to reduce some of the animal-mods' fill-types? 'Lamb', 'beef' and 'chicken2' are basically just 'sheep', 'cow' and 'chicken' to be "filled" into a trailer for transport, so maybe the mod-author(s) of the mod could use the game's default fill-types?

And when I think about it, maybe the chopped straw mod actually do not need to register those three chopped* types anyway, if it instead could detect and setup its foliage-layers in the same way as SoilMod does for its 'weed' (which is not a fill-type in SoilMod.) Then there will be some other changes required in ChoppedStraw.LUA to know what preparing-output-id to use for what, but I guess it shouldn't be too difficult to change.

Lastly, I too hope that GIANTS will reconsider increasing this fill-type limit in any future FS game. Though that will unfortunately also increase the requirement of the players' gaming-computer, as more textures-and-data need to be loaded into RAM.

Ismael Artacho Angel (Unknown) 09.04.2015 01:07
I have prepared a mist guelle specific mod and chopped straw to my map, indicating in their own moddesc the extrasourcefiles. So one must add these mods if you want to use them instead of using soilmod.

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