
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)
v1.0.2.8 – Fix for issue in #499
The unloading rotation/offset feature should have been SP only for now
Note: MP implementation requires synchronisation of server only values with client
v1.0.2.7 – Adjust Unloading Postion
Fix for #492
Fix for Stephan-S/FS25_AutoDrive#522
First attempt at adding features for #483
New key bindings added to adjust the unload position for each trailer
“Adjust Unload Position” should be activated before other keys (shift position and rotate) will work
Lateral shift is limited to half of the load volume length
Rotation is limited to 90 degrees (for now)
SINGLE PLAYER ONLY (since currently only the server knows about unload position)
Note: Version number is still out of sync with the latest ModHub hot fix v1.1.1.0
v1.0.2.6 – Fix for #489
The physics and tension belt issue in #489 was related to the auto save on MP games. When saving the game, pallets must be added back to physics, but now in this version they are removed again (if needed) after saving is complete.
Note: This fix is not included in the latest ModHub hot fix v1.1.1.0, but since it isn’t game breaking GIANTS will not want to do another update there. Please consider this release as the latest development release, once the physics issues are confirmed stable I will push another update to ModHub.
v1.1.1.0
– Fixed a bug where multiple pallets could be created in the shop
v1.1.0.0
– Added support for Highlands DLC
– Added global setting to toggle physics for loaded pallets (default off)
– Global settings can now be changed in MP by players with admin permission
v1.0.1.0
– Prevented some runtime errors
– Improved loading of shipping containers
v1.0.2.3 – Small tweak to last release
I think this will potentially have less impact on other uses of delete, since nodeId should always exist.
I’m not sure about dynamicMountTriggerId, there could be legitimate cases where it is not expected to be used.
v1.0.2.0 – Another fix for #476
Now correctly activates enable/disable physics for loaded pallets
Also correctly updates pallet positions when removed from physics (strapped)
showDebug and highPriority loaded from local settings file in MP
Other global setting values are loaded from server after connection
v1.0.1.9 – Fix for #476
Add server setting for “removePhysics” to Player.readStream/writeStream
Note: untested, but should work and low risk change
v1.0.1.8 – Better fix for #474
This should prevent the error after saving in #474
Loaded logs are not removed form physics anymore, but are now no longer disappearing after saving
v1.0.1.7 – Should fix #474
This should prevent the error after saving in #474.
I see that logs can disappear between savegames when loaded, but I don’t know why or where they go to. It could be related to the logs being removed from physics, but seems to happen in both cases. If anyone can shed some light please let me know!
v1.0.1.6 – Fix for #470
raiseObjectDirtyFlags for bales when ANY autoloading is active (including waiting for full trailer to stop)
v1.0.1.5 – fix for #466
Should be actually fixed this time…
Ensure delay is used when loading in auto-collection mode
The delay is required for pallets to be reliably added back to phyics again before attemtping to measure their position to find the next loading space
v1.0.1.3 – Some Experimental Changes
Possible fix for #463 and #465
Change DPW1800 default (see #459)
Added Danish translation from #456
Added global setting for toggle physics feature in #452
WARNING – I have tested in SP, but there is a risk I have missed something, especially in MP. Please report any issues!
New global setting to toggle physics when loading (default off):
v1.0.1.2 – Small update
Added Spanish translation from #428
Reduce debug keybinding priority – see #448
v1.0.1.1 – for real this time
Forgot to update moddesc version in the previous release
I will replace the binary there, but also this one is the same..
v1.0.1.1 – Highlands DLC
Added support for Highlands DLC
Added default configurations for new train carriages and cargo vessel
Corrected name of Timber Wagon train carriage (incorrectly named SugarBeet Wagon by GIANTS)
UAL will now search default configuration file for any undefined vehicles (mod settings file has priority)
Added ualRestoreDefaultConfigs console command – backs up existing settings file and replaces it with copy of defaults file only
Delay auto configuration in shop by 10 fames (some vehicles were not fully loaded when opening the shop, and therefore were not properly detected by the algorithm)
NOTE: it is currently possible to unload the entire cargo from the Aquaculture Vessel directly into the sea with one button – so please use with caution!
v1.0.1.0 – MODHUB UPDATE
Prevented some runtime errors (see v1.0.0.1)
Improved loading of shipping containers (see bug #429)
v1.0.0.1 – Add guards for unknown errors
There have been a few reported errors that I cannot reproduce
mods/FS25_UniversalAutoload/UniversalAutoload.lua:1342
Function setTranslation
Script error: ‘setTranslation’: Argument 1 has wrong type. Expected: Int. Actual: Nil
Location mods/FS25_UniversalAutoload/UniversalAutoload.lua:4507
Function testLocation
Message attempt to perform arithmetic (div) on nil and number
Location mods/FS25_UniversalAutoload/gui/GlobalSettingsMenuUALSettings.lua:292
Function inputEvent
Message attempt to call missing method ‘onClickSave’ of table
The added guards should prevent these errors from happening. There could be some unintended consequences, but I think it is low risk as the errors probably only happen when the load areas or triggers are not configured properly.
NOTE:
If you are able to reproduce any of these, please open a new issue and upload your log file. Also please report if this new version resolves the problem or not.
v0.4.9.9 – FINAL Pre-ModHub Release
Hide blue box in shop when UAL is disabled
Remove active vehicle debug display
NOTE:
This version still includes the fix for tension belts broken in v1.9.0.1 but it will not be active in any future game versions due to the condition:
if g_currentMission.missionDynamicInfo.isMultiplayer and g_gameVersionNotification == “1.9.0.1” then
Thanks to all the people who tested any of the previous 100+ versions!
v0.4.9.8 – Another fix for #401
Increase range of tension belts to match the height of the loading area
NOTE:
Not yet added as a menu setting, you need to set disableHeightLimit=”true” manually in your mod settings file to stack over 5 objects high. This can cause issues with unstable stacks, so use with caution!
v0.4.9.6 – Added “Extend Pickup Range” option
New option to increase the collection range for triggers
Set per vehicle in the shop menu (default is off)
Should work for feature request in #397
Reset tipside to “left” if loaded incompatible value from previous settings
v0.4.9.4
Actual fix for #396
Tested this time. Now adds TRIGGER flag to triggers if it is missing.
v0.4.9.2 – Better fix for #393
As before, but previous fix only applied to placeables loaded from the savegame
Now applies to new placeables via PlaceableLoadingData.onPlacableLoaded
Search all placeables for i3d nodes where the name contains the word “trigger” and therefore should be a trigger and not an object
Remove any of the object collision flags that UAL uses to detect a collision (PLAYER, VEHICLE, STATIC_OBJECT, DYNAMIC_OBJECT, TREE)
v0.4.9.1 – Fix for #393
Search all placeables for i3d nodes where the name contains the word “trigger” and therefore should be a trigger and not an object
Remove any of the object collision flags that UAL uses to detect a collision (PLAYER, VEHICLE, STATIC_OBJECT, DYNAMIC_OBJECT, TREE)
v0.4.9.0 – Fix (workaround) for #382
Objects not added as “loaded” when they intersect with both pickup and loaded triggers at the same time
Added as “loaded” when moving from both into the loaded trigger
Added as “available” when moving from both into a pickup trigger
Added some related visual debugging stuff
v0.4.8.9 – Fix for #391
Grouped too many state flags together in v0.4.8.8 which meant that a later logic statement could never be true
Also:
Changed price per loading to INT – will truncate any existing floats to int (round down)
v0.4.8.8 – ADDED ACTIVE VEHICLE DEBUG DISPLAY & NEW GLOBAL SETTINGS
Update README and modDesc
Reorder items in global menu
Add active vehicle debug display – shown when debug mode is active
Detect players on foot – key bindings are not active yet
Add loadingSpeed global setting – delay in ms between loading each object
Added lowRefreshMode global setting – enable if you experience lag on lower end sytems or servers
Added BR Translations – provided by Myiamoto86
NOTE:
Since v0.4.1.0 2f87757 UAL has been updating every 6 frames (onUpdateTick). Now the default is to update every frame.
If you experience lag (especially in MP) then please set lowRefreshMode = “true” (from the global menu) to revert to the 6 frame behaviour. Please let me know how much difference it makes. Maybe there is a case to update even less frequently than this.
v0.4.8.7 – Fix for #340
Added 10% margin for pallet detection
I assume this was just a rounding error, maybe worse when pallets are not properly centred on the root node.
v0.4.8.5
Added global minLogLength option (sets a minimum length for logs that will be autoloaded)
Added minLogLength to the global settings menu
Now displays existing values (minLogLength and objectSpacing)
Loads custom values from mod settings XML and round to nearest in the menu
Only apply 1.9 bug fix to version game version 1.9.0.1 (expecting that GIANTS will fix)
Note: I was in the middle of this when the 1.9 bug dropped and only just remembered what I was doing!
I think we are getting close to a v1.0.0.0 release…
v0.4.8.4 – Hopefully FINAL FIX for MP pallet bug
It looks like only pallets were affected by the bug anyway, not bales or logs
only add objects when the game is MP
only add objects if they are a “vehicle” (e.g. pallet)
only fix objects when they are no longer moving
clear table in case anything is added that shouldn’t have been or is later sold
Tested this time in MP with pallets, bales and logs:

Note: it seems like GIANTS may be calling link() for the pallets on the client, since the fix involves linking the object to the map root node (clearing the existing links) on the client. Calling the same code only on the server doesn’t change the behaviour.
v0.4.8.3
Prevent error when loading bales
Prevent error: UniversalAutoloadInstaller.lua:348: attempt to compare nil < number
Although bales will now not be fixed from the original GIANTS bug
Note: I don’t have any time to test this now, but those are my predictions! 😀
v0.4.8.2
FIX TENSION BELTS – broken again in V1.9.0.1
NOTE: THIS IS A FIX FOR THE NEW GIANTS MP BUG – see #374 (comment)
Probably only temporary until GIANTS rolls out another patch
Workaround that seems to fix the pallets being dragged along the floor in MP after unstrapping tension belts
Also:
Added objectSpacing to global settings
v0.4.8.1 – Prevent debugging print error when loading unconventional vehicles in the shop
Protect against variables being nil
Update Italian translations
v0.4.8.0 – Second attempt to refactor container dimensions (see #386)
Changes in advance that will allow modification of spacing parameter
Would be good to know if this breaks anything before I start making more changes..
Added DELTA to newLoadHeight to avoid occasionally skipping layers with round bales
Note: I still have no idea how these changes can affect #385
v0.4.7.9 – Refactor container dimensions
Changes in advance that will allow modification of spacing parameter
Would be good to know if this breaks anything before I start making more changes..
v0.4.7.7 – Check for rootNode = nil
I forgot about the issue with printing self.rootNode back in v1.5.0.0
prevents errors similar to:
FS25_UniversalAutoload/UniversalAutoload.lua:3749: attempt to concatenate nil with string
v0.4.7.6
Fix for #380
Do not apply velocity correction when auto collection mode is active (items not added to physics)
Update vehicle when on foot OR if auto collection mode is active (see #300/#308)
Identify items held by player for manual loading
Identify closest vehicle when on foot
Prevent updates of vehicle F1 menu when on foot
(could be causing occasional UI issues where buttons do not appear)
v0.4.7.5
Fix for #249
Added overlapping zones flag (prevents detecting trailer as full when zones are overlapping)
Added new default settings for 2017 lizard pickup
Increased max loading zones/areas to 5
v0.4.7.4
Fix for #194 / #245
Added a new shop configuration menu item to select the length axis from available i3d nodes

ALSO:
Debug info now only printed when debug mode is active
(please let me know if you are missing some debug information that was helpful before!)
v0.4.7.3
Edited functions for AD (see bug #211)
Now using totalUnloadCount (all loaded items) instead of validUnloadCount (UAL filters)
Also:
Removed debugging box on detection of new objects (see #321)
v0.4.7.2
Fix for #307 – SAVE GLOBAL SETTINGS
Now can save/load global settings between save games
Should work for SP and player hosted MP (not tested in MP)
Still need to edit mod settings file directly for dedi servers
v0.4.7.1 – ADDED TRAIN
Added base game train carriages from EU and US maps (requeted in #376)
Updated lanugage files from various pull requests #320, #325, #317, #319, #351, #375
NOTE:
You will need to add the new TRAIN configurations to your mod settings file.
(because trains cannot be configured in the shop)
Either:
Delete your old mod settings before launching the game (new one will be created)
v0.4.7.0 – Apply velocity correction to trigger positions
New strategy to fix #108 (and probably quite a few others)
Should help with any bugs where the detected number of loaded pallets is incorrect
ALSO:
Added new functions for AD (see bug #211)
v0.4.6
Fix for #346
Some other small changes too:
Fix for #327
Calculate log length for currently selected zone
Remember existing settings in shop
Check for MESH_SPLIT_SHAPE when identifying spawned logs
Width-ways loaded trigger margin increased again (3.33 -> 3.50)
Use config name “design” for dpw1800 in defaults
Update l10n_cs.xml
v0.4.5.8
Further reduce loaded trigger width
Width-ways loaded trigger margin increased by ~10%
Prevent possible error in debugging display when container type is unknown
Cleaned up some debugging texts (ATTEMPT RELOAD printed when AD or CP was active)
v0.4.5.7
Partially revert change from v0.4.5.5
Trigger boundaries were too small after the last change, causing some pallets to not be detected and also for the triggers to detect pallets as leaving the trigger when the vehicle is moving.
Reduced trigger delta offset (0.2 to 0.1)
Decreased loaded trigger width (to reduce chance of detecting items outside the trailer)
Increased loaded trigger length (to reduce chance that triggers detect objects leaving the trigger when moving)
v0.4.5.6
Fixed an issue where loading zones could only be adjusted in one direction
Mistake was introduced in v0.4.5.4 to prevent divide by zero errors
v0.4.5.5
Should help with various loading bugs (e.g. #288)
Increased the margin for triggers (should get less false detections of loaded items)
Reset loading area if loading is complete but nothing was loaded
v0.4.5.3
More changes for bug #177
Prevent changes to saving settings after applying settings for the first time
Added extra message to remind users that saving settings does not apply immediately
NOTE: still need to delete/remove unused settings somehow. Maybe a “clear settings” button, or a pop-up when selecting “ALL”
v0.4.5.2
Changes for bug #177
Simplify configuration selection
Only one “useConfigName” allowed per vehicle (will be locked in shop menu once selected)
Remove hard coded “useConfigName” (e.g. ‘enterablePassenger’ for International CV Series)
Remove “replaceConfigId” previously used as a workaround for missing configs
Also added missing strings to language files
v0.4.5.1 – Update to Global menu and more options for exporting settings
Select selectedConfigs and useConfigName (optional) in the shop UAL menu when saving
Add price per item to global options (experimental)
Update UK, RU and IT languages
NOTE:
– Be very careful changing the save options (especially useConfigName) since this can overwrite settings for other configurations.
– I also need to consider deleting or rearranging superseded settings, e.g. if we select to save “ALL” it will only be used if it appears first in the settings file list (before another valid configuration). I’m nervous about deleting all other settings though in case it was a mistake. Maybe best to add a confirmation dialog for this.
– Still need to decide how to handle setting global settings in MP (permissions?) and to save them between games (see #307).
v0.4.5
Added feature from #186
Can now add or remove loading areas (up to a maximum of three)
“Add” area will split the previous one into two
“Remove” will expand the previous area by the deleted width
*** NOTE: NOT TESTED IN MULTIPLAYER ***
Example Screenshots


Also:
KRONE default config now has rear loading and side loading
Possible loading logic improvement for issues like #288 and #290
v0.4.4.6
Should resolve #292
Now checks every time we open the menu in case the shop GUI has been recreated by another mod
v0.4.4.5
Possible fix/extra debugging for #288
Attempt to remove pallet from all vehicles when deleted (e.g. sold)
Prevent unloading bale collection mode bales while moving
Fix for #287
Wait until GUI is closed before updating F1 menu
v0.4.4.3 – MODIFIED LAYER LOADING
Hopefully improved layer loading with mixed pallets
Comparison of layer loading in recent versions
V0.4.4.2
Fix for #283
Fixed error when loading wood that was introduced in v0.4.4.1
V0.4.4.1
Some refactoring before planned change to loading logic
Reduced chances of pallets loading in positions where they can fall over in layer mode
BigBags shouldn’t stack anymore in layer mode
V0.4.4
Reverted change from #241
The change of moving to the next available position when a space was partially blocked has caused too many issues, so now going back to searching vertically for the next available place. I will have to look at other solutions for #241.
NOTE: I have tried to make it a bit more efficient by starting at the current layer height instead of searching the whole available height, so that does mean it probably won’t stack very well when you load items with mixed heights in layer mode.
v0.4.3.6
Hopefully a fix for #239
I think that CONFIG array was initialised on client but not server
(Was working on my test setup because both installations share the same config directory)
v0.4.3.5
Pre-emptive protection for missing rootNode
It seems that something to do with patch 1.5 means that sometimes self.rootNode is nil. I didn’t think that could be possible, but here we are. This version should protect against this case producing any game breaking errors.
Also a fix related to #239 if the config group is completely missing
v0.4.3.3
Possible fix for #239
I think this should solve the issues with vehicle settings in MP
(e.g. #239, #258, #264, #266)
v0.4.3.2
Fix for #266
autoloadDisabled flag was not being sent back from the server
v0.4.3.0 – Added GLOBAL SETTINGS MENU

Added a global settings menu (more items to follow)
Open with a key binding from vehicle (default: SHIFT-CTRL-A)
I will try to move to the actual settings menu, but happy just to get it working for now..
Fixed an issue where autoloadDisabled was not restored from settings
v0.4.2.5
A bit of a fudge for #257
This will make PREFABWALLS load for now, but needs fixing properly later..
Also added a whole load of language PRs (that took me about 90 minutes!!)
v0.4.2.4
Fix for #253
Static collection mode working again in MP
Stupid mistake. Didn’t use find replace in all files..
v0.4.2.2
Fix for #251
Added “unload” option to stop pallet loading mode and unload with a single key press
v0.4.2
EXPERIMENTAL NEW FEATURE – STATIC PALLET LOADING MODE
Similar to Bale Collection Mode – we can now enable “collection” mode and it will load pallets without pressing “R”
Automatic tension belt behaviour should be improved (only restrapping if not already strapped)
Increased number of items in F1 menu (see #200) – let me know if it helps or causes new issues..
Changed implementation of fix for #43 – should improve loading of pallets when sizes do not match perfectly
NOTES FOR PALLET LOADING MODE:
Pallet collection mode only works when not moving (as with loading pallets before)
The same keybinding (SHIFT-CRTL-R) is used to enable both bale mode and pallet mode
Whichever item (BALE or PALLET) is detected first will determine which mode becomes active
v0.4.1.3
Actual fix for #246 (last commit should have said #245)
Don’t mind me, just adding a few more versions for the scraping sites to scrape..
v0.4.1.1
Fix for #238
Fixed issue where log trailers would stop loading before full (#238)
Changed some default configurations to prevent overlap with the trailer
V4.1
Attempt to reduce CPU usage – see #180
moved main UAL calculations to onUpdateTick instead of onUpdate
reduced loading delay per object from 200ms to 150ms
v0.4.0.0 – COLLISION DETECTION IS WORKING AGAIN!!
I have finally got the collision detection to work again, so now we have:
Restored pallet/bale loading functions from FS22 (fill in missing gaps)
Restored log loading function from FS22 (drop from above)
Added visual feedback of load area collision when editing size/position in the shop (red = collision, blue = empty)
NOTES:
As per usual with major version increases, there is an increased chance of new bugs. I have reverted some of the changes I made to compensate for not using the collision detection (overlapBox), so it is quite likely that I missed some changes and while I have a few test scenarios in different savegames that all passed, I cannot test every possibility myself.
If you reset the area in the shop (shift-ctrl-middle click) then the default zone should now be lifted up until it doens’t collide with the base. I will work on using these kind of tricks to do better at the default detection algorithim (for log trailers especially) in future releases.
V0.3.3.1
Fix for #227
Should now load bales (and hopefully logs) from missions. Untested.
V0.3.3
Fix for #209
Handle partially full pallets (see e.g. #184 and #209)
Improve handling of dynamically mounted items
Don’t force enable workshop button anymore
Note: There is no longer any need to enable workshop button (without changes) since there is now a dedicated button to save configs directly. We can still update a vehicle from the workshop by changing some item (e.g. numberplate)
V0.3.2.8
Should still fix #210
I had a thought that it is probably better call the original function, just in case it does something other than process commands. I’m not sure it would ever matter, since this only handles the UAL open menu action..
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 😛
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






Outstanding Mod, as always. Appreciate all of your work on this. In ver 1.0.0.8 and1.0.0.9 the reset dimensions feature removes the bounding box completely for all previously saved configs. Also does the same if you start a new autoload config file in the modConfigs folder. Official ModHub release doesn’t have the same behavior. Thanks again.
cant auto load the menu says shift then R R or I I l
Não aparece mais a linhas para editar a altura e comprimento
ModDesc.xml says it is still version 1.0.1.0.
Literally useless
How can we install this mod for playstation?
I uninstalled this mod and I no longer see don’t use scummy download sites when my game starts now YAY 🙂
Hi
I have an issue that i can’t see the mod when i start the game
i have pasted the zipfile to the modmap but it won’t appear in my mod list
update…I’m confused. The box that can be modified in the shop seems to only apply to where on the trailer the pallets are loaded to. I thought it was possible to change the area for where they are loaded FROM??
What a game changer!! I even charge myself $500 per load for “labor” haha. However, I am having an issue and totally suspect it’s user error! I placed greenhouses too close together (rookie mistake), so can’t get to the sides of the pallets. There was an option to enable rear load so I did that. Didn’t seem to work. Then I went in and customized what I thought were the loading zones…elongated the rear panel of box. Still doesn’t work. What am I doing wrong..thanks in advance!
Dude !!
I have to say you : That’s a f*cking great good job !!!!!!
I love your mod, it changed my life in the game lol !!
Awasome !!! Thank to you !!!!
Just updated to the most recent version (4.6) and now my egg pallets don’t stack on the trailer.
I sold the trailer, bought a new one and redid the loading box and still won’t load anything higher than the floor.
I checked the new options menu and can’t see anything related to that.
I have 10,000 chickens, ain’t no way I’m doing this 30 pallets at a time when I could do 120 before.
When I install FS25_UniversalAutoload_0_4_6 the game says “Do not use mods from scuzzy sites”.
Any replacement mods for this?
Guess will have to start unloading all my pallets from the tractor trailer.
As I understand, with the release of 1.7.0.0, the mod is no longer supported?
Mod updated and installed, yet after patch 1.7, not showing up as installed in save games or new saves, even though it shows in my downloadable content mods list as installed?
Yeah, it doesnt work anymore after game update.
Update 1;7 broken this MOD!!! Help…
Game is telling me it’s not installed even though I’ve been using it since it came out. Also being asked for a personal support key. WTF are you doing ovef there? Is this still a mod or what?
we had update 1.7 from giants, autodrive doing same
Yeah also got the same error
j’ai le même problème
are 5000 updates really necessary??
In ps5
Verursacht Fehlermeldung.
extremely disappointed in this mod. It worked on FS22 but the 25 version causes tons of problems
Extremely disappointed he felt the need to put something about using scummy 3rd party mod sites to interrupt the loading.
agreed. The ego needed to interrupt anyone’s game who uses this so you can “educate them” – not your job to “enlighten” the masses. Without those scummy 3rd party sites, most people wouldn’t even know about your broken mod.
Whoever made this mod clearly doesn’t know how to make mods—especially since this isn’t even an official release. The actual creator of the Universal Autoload mod, Loki_79, didn’t even know it had been put into FS25 and released. This mod was stolen from the original modder, Loki_79. Even though it says Loki is the author, whoever uploaded it likely did that just to avoid getting in trouble.
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.
yes dont, this mod is stolen, not a official release
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. 🙁
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 🙁 , 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 🙁
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.