READ THIS FIRST
There seems to be a lot of confusion around how the settings are saved and loaded:
- If you already have a vehicle on a savegame before adding UAL, then you ned to purchase another copy of the same vehicle to create the setting, and then restart the save game you want to use. You can buy it in any savegame, just the act of buying it will create a global default for that vehicle.
- At the moment the configuration file is updated/saved (in mod settings) when you BUY a vehicle or when you apply changes to a vehicle in the workshop (e.g. just change the number plate). This is a temprary workaround until I add a proper button to “apply” the new settings.
- In multiplayer games all clients can edit vehicles when they buy one, but the configuration is saved ON THE SERVER only. So the server default will be set by the last player to adjust it. Invividual vehicle settings should persist for the rest of that game until the server is restarted, after that the default is applied to all. I need to design a better system with permissions and a proper GUI menu.
If you are having issues with a vehicle not loading pallets at all then there are a few things to check
- If you do not see a loading zone with the debug display (shift-ctrl-F12) then the most likely thing is that the entry for that vehicle is corrupted in your mod settings file. Try deleting the file completely, or look for the vehicle you are having trouble with and delete the entry for that one.
- There is an issue saving configurations when the game installation path has wide chars in the path (unicode/non-ascii) e.g. Russian or chinese characters. When this happens, you will get the issue of loading volume not showing up at all. I don’t fuly understnad the cause, but I will work out a solution.
- It is also possible you simply don’t have the trailer selected/active in game. Press “G” to cycle the selected implement from your tractor/truck.
SUMMARY:
- Single player is working as it should for BALES, PALLETS, BIG-BAGS and LOGS
- Multiplayer loads without crashing so far BUT I have only done basic testing. USE AT YOUR OWN RISK
- Any new vehicles will get autoload after purchasing in the shop (see below)
- Any valid vehicles in a savegame will load settings if available
NEW FEATURES:
- All pallets, big-bags and bales supported by default
- Automatic detection of trailer loading zones (in shop)
- UI to adjust size of loading zone in shop before purchase
- No external configuration files required!!
TO CONFIGURE LOADING ZONES:
- Use middle mouse click in the shop to activate editing
- Right click drag to move individual faces
- ALT-right click drag to move opposing faces (use this for width)
- SHIFT-right click drag to move the whole zone
- CTRL with any of the above for fine control
- SHIFT-CTRL middle mouse click to auto-calculate the zone from scratch (if you mess up)
- Configuration can be edited in mod settings XML (if you know what you are doing)
PLANNED FEATURES:
- Menu for global settings
- Show debugging display in multiplayer
KNOWN ISSUES:
- Existing trailers on a savegame will not get autoload added (until restart with valid settings)
V0.3.2.6
Fix for #205
This was a test for adding a global “Mod Settings” menu and I thought I had commented it out before release
V0.3.2.5
Partial fix for #198
This only prevents the error, but still doesn’t actually detect the loading area because the tension belts are in a vertical plane
There is also something really weird going on with a delay when switching to this platform for the first time
I’ve added some timestamps to help debug, but it seems to happen between onLoad and doUpdate..
V0.3.2.4
Fix for #196
Should fix uneven loading of mixed length logs
Now stores previous loaded length in savegame file
NOTE: issue can still happen when loading an old savegame (since previous length is not known), but should not happen after loading any future save games (that are saved after unloading and re-loading the trailer).
V0.3.2.3
Fix for #185
Changed default for loadingFilter from true to false
Should make this setting save properly now
V0.3.2.2
Added a button to save the autoload configuration without purchase
Now you can save settings (to local file in SP, or to the server settings file in MP) with a button from the shop settings menu
At the moment all previous methods to save configs are still active (buy/lease/workshop) – I’m open to suggestions of if we should keep all of these methods, or remove some. Maybe it could even be a global setting of how the local settings are saved?
Hopefully I didn’t break anything this time…
V0.3.2.1
Fix for #182
Sorry, I forgot to test the shop as well as the workshop!
V0.3.2
A few quality of life changes:
fix for #177 – added logic for when useConfigName is missing from settings file
added new default configs for Riedler TimberTrailer3A
partial fix for #178 – enable “apply config” button in workshop for all autoload vehicles (changes no longer needed)
V0.3.1
Autoload can now be Enabled/Disabled
“Enable/Disable Autoload” button in the shop now actually works
Added new console command ‘ualResetConfigurations’ (experimental feature)
Create a default configurations file if no mod settings file exists yet (useful for new users)
Clear all load areas from config file before updating with a new one
NOTES:
Disabled trailers should work just like they would without UAL installed. You can enable it again by going into the shop or workshop like changing any other UAL feature/setting. (I’m now waiting for all the bugs where people tell me that autoload is not working… lol)
Use the new console command with CAUTION – it will erase all of your existing configurations and replace the whole file with defaults. It will not preserve any that are missing, especially already configured mods since they obviously won’t be in the defaults. This was added for troubleshooting, not intended for use when everything is working. Maybe useful to reset broken settings files on servers (UNTESTED).
There was a bug when updating a config with fewer areas, the old ones would still exist in the config. Now we remove all previous areas before saving, but the downside is that there is now a higher risk of corrupting configs with no load areas (i.e. if something goes wrong during saving).
V0.3.0.3
Improved ualAddLogs console command
Added more log types to the ualAddLogs console command
Improved log loading where previously it would skip some places
V0.3.0.2
Fixed LEASE button – see #168
V0.2.2.4
Menu button is working again!
V0.2.2.3
Controller “BACK” button should now work for Autoload menu
Any set input for “MENU_BACK” should now work to exit the menu
Removed test global menu again
V0.2.2.2
Added more console commands
ualAddBales
ualAddLogs (only TRANSPORT LOGS for now)
ualClearLoadedObjects
V0.2.2.1
Added some more things to the menu
Fixed “Open Menu” button moving around
Removed OK button and renamed back button as “Close”
Enable/Disable autoload still does not do anything (apart from hide the menu)
New menu items should be self explanitory (NOT FULLY TESTED!)
V0.2.2
Added some actual MENU functionality!!
New menu should work for all items:
Set bale/log/box/curtain trailer types
Horizontal Loading
Side Manual Loading Triggers (“Enable side loading”)
Rear Manual Loading Triggers (“Enable rear loading”)
Front/Rear Unloading
NOTE:
Enable/Disable Autoload doesn’t actually disable anything yet
Manual loading ONLY works with forklift (not with super strength)
Added warning about renaming bad config names from earlier versions (see e.g. #127 / #140)
v0.2.1.4
No feature changes
Fixed an issue where the menu button was not shown in the correct place when changing between different vehicles
Added a little easter egg for the third-party mod sites..
v0.2.1.3
Fix for #130
One line change to prevent error on detecting bales
Have also put some more bales in my main test savegame
v0.2.1.1
Fix for #124
now should clean the xml path for mods and dlcs when saved in the settings xml
mod can still read full paths from old settings
new paths will be replaced with the shortened version
v0.2.1.0
– Added template for shop configuration menu
Added an empty menu (it doesn’t actually do anything)
Menu close and accept buttons work, but only when clicking (not with keys)
Added a load of language stuff – don’t translate yet as things may change or not be needed
Partial fix for #112 Removed debugging text apart from when debugging mode is active
Fix for #120 Similar to fix for selling logs, we just listen for any logs that are cut
NOTES:
If you can get the items working on the menu for me I will send money for beer
Anyone who makes a bug asking why “the menu doesn’t show any settings..” gets banned from using UAL đ
V0.2.0.1
Should fix #113 / #115
sold wood was not detected as leaving the trigger, so now we look for anything that is deleted and check if it was loaded
NOTE: A reminder to remove any previous settings for log trailers (or bale trailers) from your mod settings file if you had previously bought and configured them before v0.2.0.0
V0.2
Finally Added LOGS!!
Log loading is now working (without any collision detection)
A “log factor” allows for logs to take up less space than if the bounding boxes were stacked
Also added a speed check to help avoid #108
Don’t expect ALL log trailers to work properly – it should be added for those in WOODTRANSPORT and FORESTRYFORWARDERS categories. I guess some of those shouldn’t actually have it. As before with curtain and bale trailers, you should remove any entries from the settings file if you have configured them previously.
You will also have to RESIZE the box yourself. Log trailers are mostly air with no flat surfaces, so it is difficult to find the loading space programatically.
V0.1.0.1
Should fix #35
Added margin around triggers to prevent detection of items outside the defined volume
Fixed a bug that prevented loading other items when the biggest one didn’t fit
Now restraps tension belts after partial unloading
NOTE: this should fix some of the “item can’t be loaded” bugs, but there is a chance of the telefragging pallets type of bug coming back.. Those two bugs are in opposition to each other!
V0.1
Bumped the version up to v0.1.0.0
Automatically identify bale and curtain trailers
Added a message to the readme to see if the third-party mod sites actually read anything they scrape before they post it..
NOTE: Your local settings will still override anything automatic, so use the the new detection of bale and curtain trailers the easiest thing is to remove your mod settings file and buy them all again (as you did when you started). OR otherwise you can edit the settings file to remove those trailers that you want to be reconfigured.
V0.0.0.18
Trying to confuse the scraping sites by multiple releases every-day
Always load longest items first – see bug #43
Clean up key-binding conflict warning messages
key binding conflict messages should now only appear once per game and look like, e.g.:
UAL – key binding for UNLOAD_ALL failed to register
removed conflicting action: CRABSTEERING_ALLWHEEL
*** Please re-bind one of these actions to prevent this message ***
V0.0.0.17
I remebered to update the version in moddesc this time..
Some extra validation to prevent #99
Fix for bug #72 – Don’t stack sapling pallets
V0.0.0.16
Fix for #94
The issue here was a key binding conflict of “UAL unload” with “Crab Steering (All)” – both using shift-I
I have made a compromise where UAL overrides the other bindings if they are either one of ‘TOGGLE_TIPSIDE’ or ‘CRABSTEERING_ALLWHEEL’. This seems reasonable, since we want to use our own tip-side command and you can still change the crab steering using toggle (ctrl-Y). If you change your key bindings so they don’t conflict, then nothing gets overridden anyway.
Note: you will get some log entries like:
UAL – key binding for UNLOAD_ALL failed to register
removed conflicting action: CRABSTEERING_ALLWHEEL
UAL – key binding for SELECT_ALL_MATERIALS failed to register
conflicting action is: TOGGLE_CRABSTEERING
This is to help with debugging any unforseen issues and I’ll remove it once it seems to be working.
V0.0.0.15
It has been 2 days – so it must be time for a new release!
Added other train carriages (see bug #84 )
Handle configs and configSets (see bugs #21, #55)
Some refactoring and extra debugging to help identify what is going on with the loading bugs
NOTE: if you already own the International CV Series truck, you will probably have to re-configure it in the shop or workshop. BUT at least now it will recognise the different size options for the cab.
V0.0.0.14
Some QoL Changes
Updated most of the language PRs
Set horizontal loading default key to INSERT
Added new messages for “trailer full” vs “item too big”
Logic change when loading that should prevent bugs like #53
Set moddesc version back to 92 because I am bored of answering bugs about the game not loading for people who have not updated yet..
V0.0.0.13
Actually fixed the loading bugs.. (MAYBE..)
Removed references to “partially” unloaded for now
The real fix was to treat loading the same way as bale collection mode – since that does not rely on collision detection, which is currently not active
V0.0.0.11
Hopefully fixes #63
Removed train carriages for now so the missing load area messages will not be shown for those
Prevented two errors reported by PARADOX070 when restarting after the settings file is removed
V0.0.0.10
Mostly UNTESTED lunch time release..
(I checked that it loaded into the game, but please test changes for me if you are able to)
Added “*** LOAD AREAS MISSING ***” warning to help identify bad configurations. If you see that warning, please check (or delete) your mod settings file
Shortened strings for bug #51
Most recent configuration now restored when re-entering the shop
Resetting (shift-ctrl-click) is only saved when the vehicle is bought, leased or changed
Add “area full” flags for each loading area – related to e.g. bugs #9 and #60
Only display warning messages for players who are in the current vehicle – see #59
Display simple addExtraPrintText with loaded count for debugging in MP (will add more features over time)
V0.0.0.9
Left some debugging prints in the last version by mistake!
V0.0.0.7
TEMPORARY fix for issue with loading on most vehicles
I realise now that the current issue is because loading triggers cannot be resized
I have made a temporary change that should improve loading for all previously existing vehicles on a savegame
Newly purchased ones will likely still have issues
V0.0.0.6
Added some checks to prevent #26
I think that #26 was caused by missing settings, so should not happen anymore
I will add further validation of settings before applying them in a future update
Credits:
loki79uk
I cant open side on krone trailer and load
what a crap mod!! his third party bullshat messed up my pc. had to restart it to get anything to play again. I wouldn’t download anything from this clown on any site.
It’s been working great until today, autoload won’t work at all. Tried deleting the mod settings xml already, changing the plate number, and buying the same trailer on a different save game. If I check with the debug mode, I can see the autoload and unloading zones fine, but it just won’t load or unload my palettes. đ
Latest version of Autoload 0_2_2 gives this message when loading a game/joining multiplayer:
PLEASE DON’T USE SCUMMY THIRD-PARTY MOD SITES
Added a little easter egg for the third-party mod sites..
so where should it be downloaded from, if not here ??
his github page
added script into mod so you cant even buy a base game vehicle in latest update. why isn’t his mod available on modhub if he doesn’t want it on third part mod sites then!
We’re having trouble getting it to work in multiplayer. The autoload menu doesn’t show in shop on our existing savegame but it works fine when we create a new savegame. Is there a specific folder I should remove or edit or something?
How can I remove the upload limit?
I voted 1 star 10 times, fuck autoload.
Tell us how you really feel
If you don’t like autoload, just igone it not spam negative stars because you don’t like it
womp womp
true testament to your commitment to modding Loki. well done sir.
nothing works for me above the first version. the game crashes after a while
Still no option to load wood onto forestry vehicles đ , but otherwise working well on both single and multi player.
Same it says load area missing.
wait, it s currently disabled
im reallly liking the configure in the shop when purchasing and it worked great autoloading big bags of seed. but is the bale collection auto load disabled. i can not seem to get it to work using the left cntrl+left shift and r combination. glad to have this mod in fs 25 though its a real time saver
Its not bad but classic autoload is best, just start loading and drive around bales and load them. This one must stop and always hit SHIFT+R its boring to stoping and 10 times hiting SHIFT+R
With the latest update this mod is now Working very well on multiplayer servers. So thank you very much for your time and effort Loki, i anxiously await the addition of wood (logs etc) to be added to this mod.
I can’t get lumber to load. Anyone else have the same issue?
Lumber is currently disabled, its noted in the planned features under log trailers
Does it work if you merely LEASE a trailer after configuring in the shop?
Yes
OMG! YES! YES!!! YESSSS!!!!!!
Thank you for your time and effort Loki i have been anticipating the release of this awesome mod, however it would seem it doesn’t work in multiplayer at all, it’s loaded, you can see the auto load symbols on vehicles in the shop and adjust the load area etc, the controls are listed in the settings for the game however there are no controls shown in the f1 menu and even if you approach a bag or pallet and use the controls for auto load it does not pick up. So visually it is there and on the game but it does not function on new or existing vehicles , i have tried it on multiple trailers and trucks however the results are the same, Hopefully this can be fixed and you don’t pull out too much of your hair in the process.
It is working for me.
1) buy a new Farmtech DPW 1800 it will come with autoload features.
2) drive next to pallets you want to pick up, push “T” to select Euro Pallets
3) push shift + R to autoload, before moving use “L” for straps
4) at sell point push “L” again to unstrap and it should auto sell.
Good Luck 2 you.
Thanks so much loki79uk yo are da man!
Thanx Any one have a problem with the multiplayer
i have its not working đ
The weeks of suffering are over, thanks man!
Thank God! Now if autodrive, courseplay, & the original guidance steering would follow suit, things would be perfect!!
..and a few good 4x, or 8x Maps would show up too ..then it would be Glorious..!
Richmond is good map, simple and clutter free.
Also map objects hider too
Thanks man! The most expected mod!!!
I have been praying for you.