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(+1)

I am not entirely sure if it is Giants or my mod, I assumed it was because my mod uses overwrite coding which seems to be more or less deleting basegame info when it has an issue, but I also heard of someone else having this same fillType issue and he was not using any scripts that call the fruitTypeManager functions so who knows.

So, basegame with no DLCs or mods has about 170 fill types with 255 max. Bumping up to 511 should give more than enough but in theory it is just as easy to go to 1023 (going in between like 600 is actually harder lol). I thought that was a bit excessive and in theory, the bigger I make that limit there could be performance issues....in theory.

In theory. I will get the file edited and let you know how it goes.

(+1)

all you need to do is change the "NUM_BITS" in the LUA to 10. I doubt it will cause any noticable performance hit.

Works like a dream, thanks for the help. Also maybe update the info for the swathing plus mod to include the Fill Type Extender mod as a need for those running heavy moded game configs. 

(+1)

I initially opted to make the FillType code seperste so people who dont need it arnt forced too (especially if it has adverse performance). I really think there is 0 performance penalty from changing the bits so I am starting to think I will just include it in Swathing +.