Universal Autoload V0.1.0.1

Universal Autoload V0.0.0.4

FIRST PUBLIC RELEASE. Most things that I’ve tried are working so far BUT there are likely to be many bugs. Please test and leave any bug reports or feedback.

SUMMARY:
Single player is working as it should for BALES, PALLETS and BIG-BAGS
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 (in shop)
Set vehicle options in the shop before purchase
Reconfigure vehicles in the workshop
Bale collection mode
Log trailers (can be configured, but do not load anything yet)
Multiplayer synchronisation of settings
Show debugging display in multiplayer
Custom key bindings

KNOWN ISSUES:
Existing trailers on a savegame will not get autoload added (until restart with valid settings)
Editing/customising a vehicle in the workshop has no effect on the real vehicle
Object positions slow to update in multiplayer
Trigger detection of objects is poor in multiplayer (it helps to move them)
No saving of vehicle configurations when saving multiplayer games

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.

Changelog:

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

3.9/5 - (35 votes)

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happy joyjoy

true testament to your commitment to modding Loki. well done sir.

Hotshot

nothing works for me above the first version. the game crashes after a while

Hellfire28

Still no option to load wood onto forestry vehicles 🙁 , but otherwise working well on both single and multi player.

John John

Same it says load area missing.

nwar

wait, it s currently disabled

Charles

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

David

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

Hellfire28

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.

Chris

I can’t get lumber to load. Anyone else have the same issue?

Maggz

Lumber is currently disabled, its noted in the planned features under log trailers

Pwnocchio

Does it work if you merely LEASE a trailer after configuring in the shop?

Superhuff20

Yes

Lonna

OMG! YES! YES!!! YESSSS!!!!!!

Hellfire28

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.

Kenneth

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!

jaco

Thanx Any one have a problem with the multiplayer

i have its not working 🙁

Will

The weeks of suffering are over, thanks man!

Triston

Thank God! Now if autodrive, courseplay, & the original guidance steering would follow suit, things would be perfect!!

SirAser

..and a few good 4x, or 8x Maps would show up too ..then it would be Glorious..!

happy joyjoy

Richmond is good map, simple and clutter free.

happy joyjoy

Also map objects hider too

Jeoff

Thanks man! The most expected mod!!!

Lazy_farmer_2000

I have been praying for you.

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