Jump to content

Recommended Posts

Posted

FS25 Import Placeables

 

This is an updated version of the FS22 script which allowed the import into a map of all the placeable items in the placeables.xml (placeables.xml can be from a save game or another map)

Original available here https://farmerboysmodding.com/index.php?/topic/2480-import-placeables/

With the changes made to placeables in FS25 the script will only import placeables that are not already in the map i.e. those who have not been preplaced using the

placeables.xml    <placeable isPreplaced="true" , any subsequent changes made to position/user attribute etc will still have to entered manually in the placeables.xml or by the Placeables Toolkit.

However it will list all preplaced items in alphabetical order with their corresponding nodeId's for reference after the filepaths of the non preplaced items  are printed in the console log.

There are no requirements for setting any filepaths using the Script Editor.

 

Installation and Use

 

To use the script unzip the FS25_Import_Placeables.zip (available at the end of this tutorial) and copy/paste the folder to the location of your  GIANTS Editor 64bit 10.0.4/scripts folder in this case it is,

 C:/Users/*****/AppData/Local/GIANTS Editor 64bit 10.0.4/scripts (replacing the *** with your computer name)

 

Open GE and  Select -- Scripts --FS25 Import Placeables

When the script is first executed a check will be made to see if a 'placeholders' TG already exisits and if there is one or more instances of 'placeholders' TG's then a Warning will appear in the log with the duplicate

'placeholders' TG  nodes for reference and investigation (if needed).

A new placeholders TG will also have been created in the Scenegraph complete with the correct User Attributes (Placeholders.onCreate)

With the  Placeholders.onCreate added it will allow the placables to be seen in GE, the new placeable imports will be ignored when the map is opened in game and the placeables/preplaceables will be loaded as normal from the placeables.xml

The script treats the preplaced placeables and normal placeables (those not preplaced and with a filename) in different ways.

Normal placeables are loaded into placeholders TG in the Scenegraph and a print out of the file path to each one loaded will appear in the GE Console log.

The name of each individual placeable in the Scenegraph will be its xml/i3d name not its placeable folder name.

Preplaced placeables (if listed in the placeables.xml) are listed in the console log in alphabetical order together with their name and node Id's for reference (after the normal placeables filepaths).

 

The following popup panel will also appear.

Screenshot2025-04-19140147.png.e6e710e72e61089646bc67694307867e.png

Mod Folder

Select the folder icon at the end of the Mod Folder line a file browser will appear navigate to where the folder containing any mods required by the map.

For example if the map uses any external mods ( Required Mods ) in the normal My Games folder then the path would be :-

C:/Users/****/Documents/My Games/FarmingSimulator2025/mods   (obviously *** would be replaced by your computers name)

Or if the mods folder is located elsewhere then something like this

D:/Farming Simulator/FS25_mods

Or if just importing from a map with no Required Mods

D:/Farming Simulator/FS25_mods/FS25_SuperMap

Basically the Mod Folder  is the map/mods path where the placeables to be imported into the map are located.

Note: All mods/maps must be unzipped for this to work correctly.

Map Placeables XML Path

Opening the file browser as before (selecting the relevant folder Icon) navigate to where the maps placeables.xml is located and select it.

With the placeholders TG selected in the Scenegraph, select the Import Placeables button (move mouse away from the popup panel and wait for the Import Placeables button to turn back to white).

The placeables will have been imported into the map at their relevant positions and a print out will appear in the consol log detailing the placeables file paths and also any preplaced placeables with their corresponding nodeId’s for reference.

Some examples below the first using the default EU map (Zielonka) and the second using the Alma Missouri map

EU map (Zielonka)

eu_3.thumb.png.f16aef3e102cc82f62950b5aa954f972.png

Alma Missouri

alam_4.thumb.png.354f66c2b1ebdebc3e6d2e3bcc637e4d.png

 

Limitations:

Where fences/hedges/power lines have been created using the in game construction tool and then copy pasted into the placeables.xml from a save game these will not appear in their assigned position as any editing/deletion must be carried out in game and the placeables.xml manually adjusted from a new save game.

The script relies on the placeables.xml being created correctly either by the Placeholders Toolkit or manually using the correct FS25 format (preplaced  items must be created using the Placeables Toolkit to get the correct uniqueId)

Script will only import placeables from i3ds so any placeables.xml script that does not have an i3dPath in its base.filename will not be loaded and an error message with the problem xml's filePath will be printed in the console log error message will also be printed if the mod directory doesn't have a mod associated with that map.

The script will continue running until all placeables/preplaced types listed (including error messages) in the placeables.xml have been loaded

 

It is possible to import all the placeables from one map into another (or even from a savegame) by opening the map in GE that is to receive the placeables and setting the Mod Folder to the donor maps filepath and Map Placeables XML Path to the donor maps placeables.xml then with the placeholders TG selected, select Import Placeables, placeables will be imported into the new map at their original positions. Placeables filepaths will still refer to the original map so adjustment will be needed if items kept.

 

 

 

FS25 Import Placeables.zip

  • Like 3
  • 1 month later...
Posted
22 hours ago, FlashGorden3D said:

Das wird fantastisch und wird mir sehr helfen. Ich habe gerade mit der Kartenerstellung begonnen. Danke 

Must aber beim Script noch Einstellungen machen  

  • 2 weeks later...
Posted

Funktioniert soweit gut mit importieren

Wen man Map abspeichert und dann  ins Spiel geht  Alles ok

Wen man dann zb. Spiel Speichert und aus den Spiel geht und dann wieder rein geht ins  Spil was man gespeichert hat 

Stürtzt das Spiel bei ca 50% ab 

Mache das jetzt immer so Platzierbare Objekte importieren im Giants Editor  

Richtig hinstellen  und was dazu gehört 

Dann wen Fertig die ganze TG löschen  speichern und is Spiel gehen

Dann kann man Speichern  und später wieder das savegame Starten ohne Probleme 

Beide GE probiert 10.4 und 10.5 

Und benutze nur den 10.4 GE 

Weil beim 10.5 GE wen der auf ist und Ich zb. die Fenster Rechts oder Links breiter ziehen möchte  hängt der 10.5 GE sich auf 

Das passiert beim 10.4 GE nicht 

 

Posted

You do realise that GE 10.4 doesn't work correctly with the latest version of the game (1.9.0.1) due to changes in the terrain shader and other items.

Regarding loading crashes, what if anything is shown in the games log.txt

Posted
Vor 4 Stunden sagte WrinkleysRule:

Ihnen ist bewusst, dass GE 10.4 aufgrund von Änderungen am Terrain-Shader und anderen Elementen mit der neuesten Version des Spiels (1.9.0.1) nicht richtig funktioniert.

Was wird in Bezug auf Ladeabstürze ggf. in der log.txt des Spiels angezeigt?

Da wird ja Nichts in der Log-Datei angezeigt

Geht nur ein Fenster auf mit Fehlerbericht senden 

Und GE 10.5 ist das gleiche Problem nach dem Speichern und erneut ins Spiel geht Stürtzt das Spiel ab 

Und da gibt es noch mehr Probleme mit dem GE 10.5  

Werde mir FS25 noch diesen Monat anschauen 

Dann gehts wieder in den FS22

Habe ja noch alte Fertige Map da funktioniert das mit den Script  ohne abstürtze  

Wurde ja noch mit GE10.3 gebaut

Aber  gibt ja möglichkeit das zu umgehen 

Posted
Am 15.6.2025 um 20:24 schrieb WrinkleysRule:

Verstehe ich richtig, dass Sie FS25-Skripte und GE 10.4/5 verwenden, um eine Karte für FS22 zu erstellen???

Nein 

Ich gehe wen das so weiter geht mit FS25 wieder zurück nach FS22  

Werde mit dem FS25 nicht warm Funke springt nicht rüber  

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now