Crop Control Override V2.0.1.9
A lightweight Farming Simulator 25 script mod that disables selected crops for AI use globally — without editing the base game or map XMLs. Configuration is externalised to modSettings, with per-save files supported. Scope: AI-only toggle (useForFieldJob). No PDA re-ordering or hiding. Policy: New-save only for newly added fruits (engine limitation). Disable crops for AI: prevents them from being used in field jobs (useForFieldJob = false). Template + per-save configs Template: modSettings/FS25_CropControlOverride/config.xml Per-save: modSettings/FS25_CropControlOverride/saves/.xml Automatic config creation on first run (seeded from the map’s currently registered fruit types). Safe XML I/O via GIANTS XMLFile API (no io.open for config). Console helpers: ccoReload — re-read and apply the current save’s config. ccoWhichConfig — show which XML file is being used right now. ccoListAI — list all fruit types with their current useForFieldJob flag. Hooks into FSBaseMission:loadMapFinished and applies AI toggles once all fruit types are registered. Ensures a template exists at (a template is available for download from this repository, but is not included within the mod ZIP): Documents/My Games/FarmingSimulator2025/modSettings/FS25_CropControlOverride/config.xml Ensures a per-save config exists at: Documents/My Games/FarmingSimulator2025/modSettings/FS25_CropControlOverride/saves/.xml The per-save file (if present) is always used. The template is only a fallback/seed. ⚙️ Configuration Structure Crop names must match the fruitType name (case-insensitive). If you omit a crop from the XML, it defaults to enabled (AI uses the map’s original setting). For an existing save, edit: modSettings/FS25_CropControlOverride/saves/.xml For new saves, edit the template first: modSettings/FS25_CropControlOverride/config.xml (that file is copied when the per-save file is created on first load) Use ccoWhichConfig to confirm which file is active. ⚠️ Limitations New-save only for newly added fruits: When a map adds new fruit types, an old save won’t gain the new fruit density layers automatically. Those fruits will only appear in the PDA/machinery on a new save created after the map update. This is an FS engine limitation and out of scope for this mod. No PDA/UI changes: The mod doesn’t reorder or hide crops in the PDA. It only toggles whether AI can use them. ccoWhichConfig — shows the exact path the mod is currently reading. Edit that XML (enabled=”true/false”). ccoReload — reapply without restarting. ccoListAI — confirm the useForFieldJob flags changed. Drop the mod (folder or ZIP) into: Windows: Documents/My Games/FarmingSimulator2025/mods/ Enable Crop Control Override in the in-game Mod Manager. Start or load a save. The mod creates config files in modSettings on first run. Built for FS25 (no FS22 legacy hooks). Map-agnostic. Custom fruits are fine as long as they’re properly registered by the map. Coexists with growth/calendar/economy mods (those determine PDA/Prices). This update expands localisation support across Crop Control Override and prepares the mod for easier community translation contributions. Changelog Added external l10n file support using the standard Farming Simulator localisation file structure. Moved GUI-facing text into localisation keys where possible. Added English localisation file at l10n/l10n_en.xml. Improved support for future community translations without requiring edits to the main modDesc.xml. Updated GUI labels, button text, status messages, tab names, help text, validation text, and rule-state text to use localisation entries. Retained English fallback text in the Lua GUI code where appropriate. Updated internal mod version metadata for release 2.0.1.9. This release currently includes English localisation only. Additional language files can now be added more easily by contributors using the same external l10n structure, for example l10n/l10n_de.xml, l10n/l10n_fr.xml, or other supported language files. V1.0.0.5 Updated to support the new fruitType, ONION