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.