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fs22_universalautoload's Introduction

==============================================================
  UNIVERSAL AUTOLOAD (Loki_79)
==============================================================

  This specialisation is globally applied to all configured pallets and trailers.  There is no separate version of each vehicle to buy from the shop, and there is no configuration to select, it will just work on the supported vehicles.
  
  If you already own a configured vehicle in your save game, then the autoloading specialisation will be applied with the mod, i.e. there is no need to sell and buy each vehicle again.  It can also be removed form all vehicles by simply removing the mod, your trailer will not disappear.

  Base game supported trailers are defined in the file "SupportedVehicles.xml".  For some trailers only certain configurations are supported, such as the bale trailer configuration (see list below).  It is a requirement that the vehicle must have the "tension belts" specialisation.
  
  SUPPORTED TRAILERS:
   · Brantner DD 24073/2 XXL (bale trailer)
   · Bremer Transportwagen TP 500 S
   · BÖCKMANN MH-AL 4320/35
   · BÖCKMANN KK 3018/27 H
   · Demco Steel Drop Deck
   · Farmtech DPW 1800 (standard)
   · Fliegl DTS 5.9
   · KRONE Trailer Profi Liner
   · Kröger PWO 24
   · LODE KING Renown Drop Deck
   · Welger DK 115 (bale trailer)
   · Salek ANS-1900 (bale trailer)

  SUPPORTED VEHICLES:
   · Lizard Pickup 1986
   · Lizard Pickup 2017
   · Mahindra Retriever
   · JohnDeer XUV865M
   · Kubota RTV-XG850
   · Kubota RTV-X1140
   · Train (vehicle carriage)
   · Train (timber carriage)
   · Antonio Carraro Tigrecar 3200
   
  SUPPORTED FORESTRY VEHICLES/TRAILERS:
   · Anderson Group M160
   · Fliegl Timber Runner
   · Kesla 144ND
   · MAN TGX 26.640
   · ROTTNE F20D
   · PONSSE Bison Active Frame
   · KOMATSU 875

==============================================================
  USER OPTIONS: (SINGLE PLAYER ONLY)
==============================================================

    It is possible to override any default settings by editing the supplied settings file.  It will be created in the following location the first time the game is launched with the mod:  %userprofile%\Documents\My Games\FarmingSimulator2022\modSettings\UniversalAutoload.xml

    There is a new format with extra settings available.  You can copy this from inside the mod or if you simply delete your old settings file, then the new template will be created again the next time you run the game.

    A basic structure is supplied in the created file, and the usage should be (e.g.) as follows:

    <?xml version="1.0" encoding="utf-8" standalone="no"?>
    <universalAutoLoad showDebug="false" manualLoadingOnly="false" disableAutoStrap="false" pricePerPallet="0">
    
        <vehicleConfigurations showDebug="true">
    
            <vehicleConfiguration configFileName="FS22_20ftGooseneck/lizardgooseneck.xml">  
                <loadingArea offset="0.000 1.100 -0.300" width="3.00" height="2.20" length="7.50"/>
                <options enableRearLoading="true" enableSideLoading="true"/>
            </vehicleConfiguration>
            
        </vehicleConfigurations>
    
        <containerConfigurations>
    
            <containerConfiguration name="FS22_Seedpotato_Farm_Pack:PotatoBox" containerType="POTATOBOX"/>
    
        </containerConfigurations>
    </universalAutoLoad>

    GLOBAL CONFIGURATION PARAMETERS:
    [showDebug] - Used as an xml attribute in <universalAutoLoad> enables full debugging for all Autoload vehicle in the game (SP only)
                - Used as an xml attribute in <vehicleConfigurations> enables full debugging for all Autoload vehicle defined in that section
    
    [manualLoadingOnly] - Setting this global attribute to true will prevent the autoloading button from functioning (default SHIFT-R).  This is intended as an "Autoload Light" option for players who would like to do most of the loading manually, but still benefit from the auto-stacking and unloading.  This setting will also enable rear loading and side loading on ALL TRAILERS regardless of the individual vehicle settings.
    
    [disableAutoStrap] - This setting can be applied globally in <universalAutoLoad> or to a specific vehicle in <options>, and will prevent the tension belts from automatically being applied after loading.
    
    [pricePerPallet] - This setting allows the user to apply a fee per pallet loaded to simulate a worker loading it for you.  Please be aware that the fee is still applied if you load by hand.  The default value is zero.
    
    (All other settings are the same as described below in the vehicles section)
    
==============================================================
  CONSOLE COMMANDS:
==============================================================
    ualImportUserConfigurations     - Force reload configurations from mod settings
    ualClearLoadedObjects           - Remove all loaded objects from current vehicle
    ualAddBales                     - Fill current vehicle with specified bales
    ualAddPallets                   - Fill current vehicle with random pallets (or specified by fillType)
    ualAddRoundBales_125            - Fill current vehicle with small round bales
    ualAddRoundBales_150            - Fill current vehicle with medium round bales
    ualAddRoundBales_180            - Fill current vehicle with large round bales
    ualAddSquareBales_180           - Fill current vehicle with small square bales
    ualAddSquareBales_220           - Fill current vehicle with medium square bales
    ualAddSquareBales_240           - Fill current vehicle with large square bales
    ualResetVehicles                - Reset all universal autoload vehicles
    ualCreateBoundingBox            - Create a bounding box around all loaded pallets (kind of pointless)
    
    The most useful console command is "ualImportUserConfigurations".  You can use in conjunction with the <showDebug="true"> property so that after editing the dimensions and values in your local user mod settings file, you can simply tab back to the game and use the console command to reload the configurations for pallets and vehicles to see the changes immediately without needing to restart the game.
    
    The other commands are just helpful to see how your loading settings will work with different pallets and bales.

==============================================================
  PALLETS/CONTAINERS:
==============================================================

  All base game pallets and containers (bigbags, IBCs, etc) are supported for autoloading.  This includes production pallets and any that can be purchased from the shop.  The method for identifying a pallet is to map the i3d file name to a predefined size.  The sizes for base game pallets are defined in the file "ContainerTypes.xml".
  
  If not already defined, the dimensions for mods are obtained from the object xml file.  Please make sure that the sizes listed are accurate and equal to (or slightly larger than) the collision box for your pallet model.  If any dimension given is too small (or much too large), then the pallets will not pack efficiently.

  PALLETS:
    <!-- <vehicle> -->
        <base>
            <typeDesc>$l10n_typeDesc_pallet</typeDesc>
            <filename>Vehicles/PotatoBoxes/PotatoBox.i3d</filename>
            <size width="1.850" length="1.200" height="1.100" />  <!-- DIMENSIONS OBTAINED FROM HERE -->
            <canBeReset>false</canBeReset>
            ...
        </base>
    <!-- </vehicle> -->
    
  SQUAREBALES:
    <!-- <bale xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../shared/xml/schema/bale.xsd"> -->
        <filename>$data/objects/squarebales/squarebale240/squarebale240.i3d</filename>
        <size isRoundbale="false" width="1.2" height="0.9" length="2.4"/>  <!-- DIMENSIONS OBTAINED FROM HERE -->
        <mountableObject triggerNode="0" forceAcceleration="7" forceLimitScale="1" axisFreeY="false" axisFreeX="false"/>
        ...
    <!-- </bale> -->
    
  ROUNDBALES
    <!-- <bale xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../shared/xml/schema/bale.xsd"> -->
        <filename>$data/objects/roundbales/roundbale180/roundbale180.i3d</filename>
        <size isRoundbale="true" width="1.2" diameter="1.80"/>  <!-- DIMENSIONS OBTAINED FROM HERE -->
        <mountableObject triggerNode="0" forceAcceleration="5" forceLimitScale="1" axisFreeY="false" axisFreeX="false"/>
        ...
    <!-- </bale> -->

==============================================================
  VEHICLES/TRAILERS:
==============================================================
  There is a hard coded list of supported base game trailers, but the specialisation will also be applied to any correctly configured mod trailers.  There is no need to add any shapes or objects to your model.  All that is required is some additions to the vehicle xml.  (NOTE: the <vehicle> tag is not required since it is already the root element in the xml file)
  

  Add the following to your vehicle xml to use the specialisation in your mod trailer.  ALTERNATIVELY you can simply add the <vehicleConfiguration> to the local user mod settings file described earlier.
      <!-- <vehicle> -->
    
        <universalAutoLoad>
            <vehicleConfigurations>
                <vehicleConfiguration>
                    <loadingArea offset="0.000 1.050 -1.055" width="2.40" height="2.20" length="4.50"/>
                </vehicleConfiguration>
            </vehicleConfigurations>
        </universalAutoLoad>
        
    <!-- </vehicle> -->
    

  A more complicated version with different options for different configurations:
    <!-- <vehicle> -->
    
        <universalAutoLoad>
            <vehicleConfigurations>
                <vehicleConfiguration selectedConfigs="1">
                    <loadingArea offset="0.000 1.050 -1.055" width="2.40" height="2.20" length="4.50"/>
                    <options noLoadingIfUnfolded="true" isCurtainTrailer="false" enableRearLoading="false" showDebug="false"/>
                </vehicleConfiguration>
                <vehicleConfiguration selectedConfigs="2,3,4">
                    <loadingArea offset="0.000 1.050 -1.055" width="2.40" height="2.20" length="4.50"/>
                    <options noLoadingIfUnfolded="false" isCurtainTrailer="false" enableRearLoading="false" showDebug="false"/>
                </vehicleConfiguration>
            </vehicleConfigurations>
        </universalAutoLoad>
        
    <!-- </vehicle> -->


  CONFIGURATION PARAMETERS:
    [selectedConfigs] - The index (or comma separated indexes) for configurations autoloading will be applied to (see useConfigName for more details).  Use the index corresponding to the order in which the configurations were defined.  If this parameter is not provided, autoloading will be applied to all configurations.
    
    [useConfigName] - Specific configuration to be used as the configuration referred to by 'selectedConfigs'.  If no value is supplied, then the default is to use any detected configuration sets, or a configuration name of "design" otherwise.

  OPTIONS:
    [noLoadingIfFolded] - If true this parameter will prevent loading when the trailer is folded.  It will also prevent loading while it is folding or unfolding.  Use this if the loading area is only valid for the unfolded state.
    
    [noLoadingIfUnfolded] - If true this parameter will prevent loading when the trailer is unfolded.  It will also prevent loading while it is folding or unfolding.  Use this if your unfolded trailer is not level or if the folding animation somehow blocks the loading area.
    
    [noLoadingIfCovered] - If true this parameter will prevent loading when the trailer is covered.  Use this if the loading area is only valid for the uncovered state.
    
    [noLoadingIfUncovered] - If true this parameter will prevent loading when the trailer is unfolded.  Use this if the loading area is only valid for the covered state.

    [isBoxTrailer] - This is an option designed for any trailers with rear doors that are opened via the unfolding action.  If true the autoloading script will enable/disable loading according to the noLoadingIfFolded or noLoadingIfUnfolded (one of these two options MUST be supplied).
    
    [isLogTrailer] - This is an option designed for forestry/logging trailers that should only be used to load logs. Logs will be dropped in from above the loading volume until the trailer is full, so it should only be used on trailers with 'sides' to contain the logs.  Most loading options (e.g. selection of container type, material type, etc.) will be ignored for log trailers.
    
    [isBaleTrailer] - This is an option designed for bale trailers that would typically be used to load bales rather than pallets. There will be a key binding available to toggle a "Bale Collection Mode" where bales will automatically be loaded whenever they are detected.  Due to issues with movement, bales remain in a "not added to physics" state until the bale collection mode is exited, or if the game is saved.
    
    [isCurtainTrailer] - This is an option specifically designed for the KRONE Profi Liner curtain trailer.  If true the autoloading script will detect the correct load side when open IF the tipSide.animation.name contains the string "Left" or "Right". Where:    tipSide = self.spec_trailer.tipSides[self.spec_trailer.currentTipSideIndex] and self.spec_trailer.tipState == 2

    [enableRearLoading] - This is also designed for the KRONE Profi Liner curtain trailer, but can be applied to any trailer where automatic loading is required.  A pallet trigger is created at the rear of the trailer, and will load any valid objects detected here that are dynamically mounted to another vehicle (e.g. a forklift).
    
    [enableSideLoading] - This is designed for any trailer where automatic loading is required.  A pallet trigger is created at either side of the trailer, and will load any valid objects detected here that are dynamically mounted to another vehicle (e.g. a forklift).
    
    [rearUnloadingOnly] - If true the vehicle will use the rear unloading zone only (not side zones)
    
    [frontUnloadingOnly] - If true the vehicle will use the front unloading zone only (not side zones)
    
    [horizontalLoading] - If true the vehicle will start with horizontal loading enabled.  The state can still be toggled if key is bound, and the saved state will be loaded each time.
    
    [disableAutoStrap] - If true this parameter will disable the automatic application of tension belts after loading
    
    [disableHeightLimit] - If true this parameter will disable the density based stacking height limit - use with caution, especially on vehicles with a narrow wheel base
    
    [zonesOverlap] - Flag to identify when the loading areas overlap each other so that the calculated loading patterns do not intersect
    
    [showDebug] - This option will enable a graphical debugging display for the specific trailer.  It shows the loading triggers, unloading triggers, player trigger, rear loading trigger (if enabled) and detected pallet dimensions.  The detected pallets are also colour coded depending if they are valid for loading/unloading.

        
  LOADING AREA:
    The loading area must be defined slightly smaller than the available volume.  Pallets should fit inside this defined volume without clipping any part of the model.
    
    width  - The width (X dimension) of the loading area
    height - The height (Y dimension) of the loading area
    length - The length (Z dimension) of the loading area
    offset - The offset to the defined loading area from the vehicle root node
    baleHeight - Alternative height of the loading area to be used for BALES only

   TIP: To measure the loading area parameters in the GIANTS Editor
   · Create a unit cube and set "Translate Y" = 0.5
   · "Freeze Transformations" with default options (reference node should move to centre of lower face)
   · Use "Interactive Placement" to set the height
        - Ctrl+B with the box selected
        - Left-click on the bed of the trailer
        - Manually set both X and Z coordinates back to zero
   · Adjust Scale (X,Y,Z) and Translate Z (if required) to position and scale the loading area
   · Copy those values into the vehicle xml using the format:
    <loadingArea offset="offsetX offsetY offsetZ" width="scaleX" height="scaleY" length="scaleZ"/>
   · Delete the shape or close without saving (we ONLY need the values)

fs22_universalautoload's People

Contributors

axel32019 avatar bjr1984 avatar gmngjoy avatar gonimy-vetrom avatar johnwayne1930 avatar loki79uk avatar roby1164 avatar romelec avatar schwiti6190 avatar sniperkittencz avatar tzzhan avatar vitalii2011 avatar

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fs22_universalautoload's Issues

Bale Types and Whereto Add?

Hello! 🙂

I am trying to figure out a couple of things in your Universal Autoload Mod. Was hoping to get some info?

I tried understanding your Readme/ModDesc about new Container/Bale Types but I am afraid I don't follow where to add them or when special cases apply.

My situation is that I am on a mod map Elk Mountain Wyoming, and he has added a few textures to the bales and has the i3ds for the bales all in the map folder. However the names for the bales and the i3ds and everything else hasn't changed, he only has them for the textures of Alfalfa. HOWEVER none of the bales work with UAL.

How do I go about adding them to UAL when the bale i3ds are the same as base game but they are loaded at the map level to add additional filltypes/textures to the xmls?

Can I add them into the ContainerTypes.xml ? And if so what info would I need to reference them? Hope this all makes some sense! 😐

Thanks for any help/info you can impart!

1.2.0.1 F1 menu not showing options

Game version
image

Mod version tested from github and modhub.

Screenshot_3

image

Any compatible trailer not showing load/unload options. No errors in log while working with trailer.

Error logs when save game.

image

Question regarding bale loading

This is more of a question rather then an actual issue: how is the bale loading calculated, and how/what determines the max load capacity? In the current version (downloaded this morning) the loading of round bales (the 3500l / 1.25m diameter ones) is very inefficient (on the Kroeger PWO trailer).
As you can see in the below picture, this is de default loading, only 14 bales.
Bale loading
But as you can see in the picture below, when I move them around a bit, there's plenty of space for 28 bales.
Bale loading 1

Again, not a big issue, rather a small inconvenience. So thanks for making this great mod .

Not all options showing in F1 Menu

I am currently using the Brantner DD 24073/2 XXL and all that shows up is Load and unload I cannot see Unload side selected material type or selected material container type. Is there a reason for this I have the most recent version 1.0.5.0 that came out 3 days ago. Thanks for any help. BTW it is a awesome mod extremely helpful I love it.

Weird Bale Stacking Issue

Hi Loki. Trust me to find another bale stacking issue!

Using you most recent update, v013 labelled tweaked loading logic, my DPW 1800 Bale Trailer now occasionally, but not always, loads 4 bales high. See attached pic. I have not changed the parameters for this trailer as I saw you had changed the height on it. Normally it now consistently loads 3 bales high and 21 x 220cm hay bales. However, since your most recent update "tweaking loading logic" I occasionally get it loading 4 bales high and then it becomes inconsistent with where it loads further bales. There is an easy get around. I just unload it in place and then reload and always it loads correctly 3 bales high everywhere.

Something else. I went to the Biogas Heating plant loaded with silage bales and could not get the trailer to unload either automatically over the pit as usually happens or manually (using I). It kept telling me "space is occupied". I tried several times and in different directions without success and both over the pit and to the side of it. In the end I just pushed the bales off the trailer with super strength and of course they disappeared into the pit. Not sure if this is an issue with your mod or with the Biogas Plant.

Edit - I should add I have not had any problems unloading bales at the Farmers Market in Haut Beyleron. They simply unload automatically without my intervention.

Bale Trailer Sstacking 4 High
.

Game Freeze/Stuck at the first use of Autoload

I would like to help as much as I can to identify the issue and resolve it, please give me any instruction on how to recover any logs you can help.

When I load a game and the first thing I do is to jump on a machine with a trailer (even if I attach it in a later time) and I press "R" to load the trailer, the game stucks, I cannot rotate the camera anymore, I can enter the menu but if I quit the menu the game is even more stucked than before and I just have to kill the game client.

image You can notice the RPM is missing and the F1 menu is totally wrong, I cannot move the tractor, rotate the camera, switch tractor, or enter again in the menu.

Balancing trailers

Is it possible to have an option to start loading from the rear or simply flip the z axis. Lets be clear I love this mod. The issue I am having is that I am using a trailer with a longish tray and tandem axles set well back. I have defined the load area to accomodate large bales and pallets. If i go to load heavy pallets, say canola oil, the default stacking gives me a double row 5 pallets high at the drawbar which is some 5m forward of the axles and makes the whole rig really unstable. In this situation if I could force loading from the back stability would improve. Either that or an option to define a second load area cube and switch on keystroke between the two.

Unable to use R for straps

I am unable to use the R key for strapping down objects on my trailer.
I have tried to assign the autoload function to shift + R but that didn't help, the only solution I have been able to find is to assign the regular R button for tension belts to something else but that is not something I really want to do.

Lua error

Hi buddy I'm sorry I seem to be posting a lot here

I've had an issue with cp creating a lua error and failing the save process. The CP guys are saying the lua error originates with UAL

"2022-04-26 07:34 Error: Running LUA method 'update'.
D:/FS22/Hobos/FS22_UniversalAutoload/UniversalAutoload.lua:1512: attempt to index global 'spec' (a nil value)"

This is what they discovered in my log

Thought you may want to know in case it is a issue needing looking at I am using latest UAL version I believe (1.04) I can link log ect if you wish

Unable to unload

I just tested adding vehicle configurations myself (your guide was quite helpful). All working now. However, I find myself to be unable to unload the vehicle some times. Enabling debug visualization shows, that the mod seems to be unable to find a place to put the pallets.

20220528234110_1

Trying to unload inside the barn seems to work most of the time. Unloading with other vehicles works without problems.

The vehicle mod: https://www.farming-simulator.com/mod.php?lang=en&country=us&mod_id=235660&title=fs2022
The config (awaiting merge): ddewar/FS22_UniversalAutoloadModhubAddon@0b3194a

Custom bales not loading since v1.0.0.0-beta-update-018

Firstly thank you for this Autoload mod. I have always wished for a versatile type that can load different types of products and sizes. I appreciate the thoughts, planning and coding that have gone into creating the latest version.

I prefer to use the Hesston bales. Pre v1.0.0.0-beta-update-018 I was able to add the lines for the Hesston bales from the Hesston 4900 baler (from Eire Agri) to the container.xml file and the Autoload worked seamlessly. BTW, much easier to add it to the mod and mod trailers. Since this version the Autoload does not recognise the bales anymore.

I have added the following three lines below the lines for the ingame square bales:

<objectType name="squarebaleHesston180" sizeX="1.210" sizeY="1.310" sizeZ="1.80"/>
<objectType name="squarebaleHesston220" sizeX="1.210" sizeY="1.310" sizeZ="2.20"/>
<objectType name="squarebaleHesston240" sizeX="1.210" sizeY="1.310" sizeZ="2.40"/>

The xml file for the Hesston bales contains the size line as follow:
<size isRoundbale="false" width="1.2" height="1.3" length="2.4"/>

The bales' file names are:
squarebaleHesston240.i3d
squarebaleHesston240.xml

When you drive next to the bales it just does not recognise them. Used a number of standard ingame trailers.

As a test I also placed an ingame bale next to the Hesston bale. The Autoload function recognise the ingame bale and load it but does not recognise the Hesston bale.

I do not have any errors in the log file.
I have also placed only two mods in the mods directory, namely the Hesston_4900 and UniversalAutoload mods.
Also tried to change the Loading filter type.
Tested up to v1.0.0.0-beta-update-023. Only realised the problem when I tried to load bales with the latest version.

Autoloader leaves Bale gaps

An excellent mod, thank you Loki.

A minor point and not sure if this is deliberate or a small glitch. Using the Farmtech DPW 1800 bale trailer and square 220cm bales loading them as bales, your mod loads them as either 6-gap-6 or 4-gap-8 (going 2 high) making a 12 bale load. Not sure why the difference in the loading pattern. However, after loosening the straps I can always manually load/squeeze 2 more bales (going 2 high) in those gaps. So I think this trailer should load 14 x 220cm bales. There is also always a small unused space at the rear of the trailer - not big enough for a bale - so I definitely think 14 bales is a practical load on this trailer.

Seeders cannot be refilled

So i tested the mod for a bit and in general it works. The game loads with most mods, except "Manual Attach". (nothing that conerns me at this early stage)

One problem persisted with no mods, though. When i try to fill a seeder and pull up to any pallet (or bigbag) and i hit the refill button, nothing happens. When i disable the mod, i can hit "r" and the seeder starts refilling.

I'll test other fill triggers in a bit and see what happens.


Edit: so for me this is a problem for anything that fills from a trigger, i'll check the keybindings, if that will solve the issue.


Edit 2: Switched the Keybinds to see , if it is just a conflict here. But the game still did not find any trigger, that uses the "r" key

Config set up for new Maitre Pack done, next steps are ?

Hello!
So using your excellent guide I was able to make a useable set of measurements for the 3 trailers in the pack. I'm new to the whole mod scene in FS so not sure what I should do from here. Give you the code, send the code to the mod maker, take a long walk in the desert?

Any advice is great, thanks and thanks for the mod and guide, Both are outstanding,

Lines in log "settings not found for"

Hi, with the recent version 1.0.1.2-beta I noticed a lot of lines in the log stating the settings for a unsupported trailer could not be found. Is that intentional?
For example

Zeile` 1943: 2022-04-23 11:19 UNIVERSAL AUTOLOAD - SETTINGS NOT FOUND FOR 'Krampe HALFPIPE HP 20'
Zeile 1946: 2022-04-23 11:19 UNIVERSAL AUTOLOAD - SETTINGS NOT FOUND FOR 'Strautmann SEK 802'
Zeile 1952: 2022-04-23 11:19 UNIVERSAL AUTOLOAD - SETTINGS NOT FOUND FOR 'Nardi N40BX'
Zeile 1956: 2022-04-23 11:19 UNIVERSAL AUTOLOAD - SETTINGS NOT FOUND FOR 'Nardi N20T'
Zeile 1981: 2022-04-23 11:19 UNIVERSAL AUTOLOAD - SETTINGS NOT FOUND FOR 'Strautmann SEK 802 Pallet Autoloader'
Zeile 1990: 2022-04-23 11:19 UNIVERSAL AUTOLOAD - SETTINGS NOT FOUND FOR 'BÖCKMANN KK 3018/27 H Autoload'
Zeile 1997: 2022-04-23 11:19 UNIVERSAL AUTOLOAD - SETTINGS NOT FOUND FOR 'Strautmann SEK 802'
Zeile 2010: 2022-04-23 11:19 UNIVERSAL AUTOLOAD - SETTINGS NOT FOUND FOR 'Lizard MKS 32'

Cannot make this work with Flatbed truck.

I've added specializations for "dynamicMountAttacher" & "tensionBelts", that didn't work. I added the specialization for "dynamicMountAttacherTrailer" & "tensionBelts" and that also did not work. There were no errors, but the Autoload Menu would not display when in the truck and the pallets would not autoload either. Is it possible to put this on a "baseDrivable" vehicle?

Thanks!
Scooter

Unloading issues since 1.3 on dedicated server.

Before the 1.3 update everything ran great. After the update the items don't update when unloading.

Steps to reproduce:

  1. Load a trailer with pallets on a dedicated server.
  2. Try to unload it.

Actual Result: The trailer seems to unload as the weight comes off and the trailer rises. Logging out and back in places the items on the ground.

Expected Result: Items should unload as they do in single player.

Reproducible: Always.

This also does not happen when hosting a multiplayer game from my pc, only when connecting to our dedicated server.

The only thing I see in the log is:
C://SERVICES//ni6964974_1_local//lws22//profile/mods/FS22_UniversalAutoload/UniversalAutoload.lua:1828: attempt to index local 'thisLoadPlace' (a nil value)

Don't know if it helps, but the same thing also happens with Achimobil's autoload script.

Bug with modsDirectoryOverride

Thanks so much for an awesome script
I am having 1 small issue, I cannot get this mod to work correctly with other mods if I use a custom mod folder.
I am using the FS22_Mack_Flatbed_Pack for testing

If I set modsDirectoryOverride active="false" in gamesettings.xml everything works fine (mods must be in Documents/My Games/FarmingSimulator2022/mods/)

But if I put modsDirectoryOverride active="true" directory="C:\MODS"/ in gamesettings.xml, the mod section of SupportedVehicles.xml will not load the correct location for UniversalAutoload support

If I edit SupportedVehicles.xml and change vehicleConfiguration configFileName="FS22_Mack_Flatbed_Pack/anthem.xml" to vehicleConfiguration configFileName="C:/MODS/FS22_Mack_Flatbed_Pack/anthem.xml" it will work again

But I can't seem to find how to set it to the modsDirectoryOverride directory (so it will work no matter what is in modsDirectoryOverride active="true" directory="%Anylocation%" in gamesettings.xml)

I tried using $mods and ....\ in SupportedVehicles.xml, but I think its just the main script not processing modsDirectoryOverride?

Log if modsDirectoryOverride active="false"

2022-04-21 19:06 IMPORT supported vehicle configurations
2022-04-21 19:06 >> FS22_Mack_Flatbed_Pack/anthem.xml (ALL)

2022-04-21 19:06 C:/Users/USERNAME/OneDrive/Documents/My Games/FarmingSimulator2022/mods/FS22_Mack_Flatbed_Pack/anthem.i3d (68.77 ms)
2022-04-21 19:06 UniversalAutoload - supported vehicle: Mack Trucks Anthem 6x6 (MP7 425) - ALL CONFIGURATIONS

Log if modsDirectoryOverride active="true" (vehicle does not get autoload)

2022-04-21 19:09 IMPORT supported vehicle configurations
2022-04-21 19:09 >> FS22_Mack_Flatbed_Pack/anthem.xml (ALL)

2022-04-21 19:09 C:/MODS/FS22_Mack_Flatbed_Pack/anthem.i3d (70.40 ms)

Log if modsDirectoryOverride active="true" and SupportedVehicles.xml edited with complete path to mod

2022-04-21 19:09 IMPORT supported vehicle configurations
2022-04-21 19:09 >> C:/MODS/FS22_Mack_Flatbed_Pack/anthem.xml (ALL)

2022-04-21 19:09 C:/MODS/FS22_Mack_Flatbed_Pack/anthem.i3d (69.25 ms)
2022-04-21 19:09 UniversalAutoload - supported vehicle: Mack Trucks Anthem 6x6 (MP7 425) - ALL CONFIGURATIONS

How to configure MAN TGX 26.640 Platform from ModHub

Hi guys, I would like to integrate the MAN TGX 26.640 Platform from ModHub (https://farming-simulator.com/mod.php?lang=en&country=it&mod_id=233238&title=fs2022) with this awesome mod I'm using everyday.

I tried first to follow the step in the readme.txt, I put the following code inside the vehicle xml file just aftert the opening tag (...,,\FarmingSimulator22\data\vehicles\man\tgx26640\tgx26640.xml)

		<universalAutoLoad>
			<vehicleConfigurations>
				<vehicleConfiguration>
					<loadingArea offset="0.000 1.050 -1.055" width="2.40" height="2.20" length="4.50"/>
				</vehicleConfiguration>
			</vehicleConfigurations>
		</universalAutoLoad>

but the vehicle does not use the mod.

Then I tried to edit the SupportedVehicles.xml file of the mod with the following code, but still nothing (the path in configfileName looks good)

        <vehicleConfiguration configFileName="data/vehicles/man/tgx26640/tgx26640.xml">
            <loadingArea offset="0 1.205 -1.5" width="2.30" height="2.20" length="5.0"/>
        </vehicleConfiguration>

Can you help me to understand what I'm doing wrong?

I really would like to use this king of lorry because I hate the dolly trailer and the only one useful for lorry is too big for my savegame.

Donations?

Hey I just wanted to reach out and tell you how absolutely impressed I am with the universal autoload mod. I believe this mod is very underrated. This is a game changing mod! You did an amazing job and I would like to donate to you for your efforts. Do you have anything set up for donations?

Bug - Unable to refill the Lizard MKS 32

The R key doesn't work to refill the Lizard MKS 32 liquid trailer (found in the Animals section)
It doesn't show up as an option in the helper screen, nor can you press R and have it start filling.

Using Sleep breaks autoload

Loading / Unloading not possible after using Sleep. F1 prompt menu shows R when initialy approaching trailer. When used, nothing happens and the pompt dissapears. Also when using R and being near loading area player character seems to be pulled in a bit. Almost as if the game wants to load the character into the trailer.
No other autoload mods are installed.

Sidenote: this is on MP have not tried it on SP

A config to stack bales/pallets horizontally?

Is there a config I can change to make the pallets/bales stack horizontally first rather than vertically?

I'm editing the SupportedVehicles.xml file to create custom heights for the trailers however the physics get really weird if I don't have that much pallets to balance it out(for eg. they stack up to 5 high).

Something of a row-major to column-major type thing?

bale loading issue

I have one mod and one definition. Still same.
In the first case loading bales works fine: grass or hay, 6000l volume bales works well, and fill trailer:
obrazek

When close the map and in the same running game switch to another map, loading bales doesn't work:
obrazek
with message trailer is full...

Where I'm wrong, please?

conflicts with adjustable working speed.

if the universal autoload is loaded at the same time with adjustable working speed the game doesn't load completely.

this is what the log gives me.

2022-02-23 23:45 Warning (script): 'loadXMLFile': Argument 2 has wrong type. Expected: String. Actual: Nil
2022-02-23 23:45 D:\auto_builder\cache\svn\bc39c0c6d611016d38088dfeb30cadc8\src\base\scripting\lua\LuaScriptSystem.cpp (890): expectedType == Value::VoidType || expectedType == Value::ClassType
2022-02-23 23:45 LUA call stack:
dataS/scripts/xml/XMLFile.lua (21) : loadXMLFile
=C:/Users/spies/Documents/My Games/FarmingSimulator2022/mods/FS22_adjustWorkingSpeed/adjustWorkingSpeedRegister.lua (42) : load
=C:/Users/spies/Documents/My Games/FarmingSimulator2022/mods/FS22_UniversalAutoload/UniversalAutoload.lua (1020) : getConfigurationsFromXML
=C:/Users/spies/Documents/My Games/FarmingSimulator2022/mods/FS22_UniversalAutoload/UniversalAutoload.lua (1056) : getIsValidConfiguration
dataS/scripts/specialization/SpecializationUtil.lua (19)
dataS/scripts/vehicles/Vehicle.lua (962) : raiseEvent
dataS/scripts/i3d/I3DManager.lua (134) : asyncCallbackFunction
2022-02-23 23:45 Warning (script): 'getXMLRootName': Argument 1 has wrong type. Expected: Int. Actual: Nil
2022-02-23 23:45 D:\auto_builder\cache\svn\bc39c0c6d611016d38088dfeb30cadc8\src\base\scripting\lua\LuaScriptSystem.cpp (890): expectedType == Value::VoidType || expectedType == Value::ClassType
2022-02-23 23:45 LUA call stack:
dataS/scripts/xml/XMLFile.lua (380) : getXMLRootName
dataS/scripts/xml/XMLFile.lua (67) : initInheritance
=C:/Users/spies/Documents/My Games/FarmingSimulator2022/mods/FS22_adjustWorkingSpeed/adjustWorkingSpeedRegister.lua (42) : load
=C:/Users/spies/Documents/My Games/FarmingSimulator2022/mods/FS22_UniversalAutoload/UniversalAutoload.lua (1020) : getConfigurationsFromXML
=C:/Users/spies/Documents/My Games/FarmingSimulator2022/mods/FS22_UniversalAutoload/UniversalAutoload.lua (1056) : getIsValidConfiguration
dataS/scripts/specialization/SpecializationUtil.lua (19)
dataS/scripts/vehicles/Vehicle.lua (962) : raiseEvent
dataS/scripts/i3d/I3DManager.lua (134) : asyncCallbackFunction
2022-02-23 23:45 Error: Running LUA method 'loadSharedI3DFileAsyncFinished'.
dataS/scripts/xml/XMLFile.lua(381) : attempt to concatenate local 'rootName' (a nil value)
2022-02-23 23:45 Application exit request forced.
2022-02-23 23:45 Application exit request forced.

bale offset

some reason the standard round bales from the ingame shop have quite the x offset when loading onto the trailer, square bales are fine.
i have added an offset of 0.5 to the entire loading area and it's still not quite enough to counter this issue.

as you can see from this debug screenshot the square bales are perfect but the round bales are quite off centre.
i have marked the loading area width limits in the red pen.

image

i have noted that this is working fine on the base game brantner trailer below is a copy of the code i have added to my xml including the offset i had to add any ideas what is going on here ?

image

Conflict with FS22_additionalGameSettings & UniversalAutoload

There seems to be a conflict with FS22_additionalGameSettings and UniversalAutoload that appeared with the latest beta update. The crosshairs seem to be replaced with a gui object (see attached picture for reference). I tested it by limiting it down to the Map I was on, additionalGameSettings and UniversalAuto as the only mods loaded. FS22_additionalGameSettings was from the official modhub.
UniversalAutoload_Error

Query on adding support to new mod

Hi

I'm sure this is just me not adding something correctly I've tried to add UAL to a copy of the TLX Phoenix flat bed by following the instructions and it now picks up the UAL instructions in the help menu but tells me it's full when I try and load.

I'm presuming ive not set the offset but correctly because I didn't really understand where they came from i tried using the translate co ordinates in there and tried with the default offset information in the instructions it still says it's full.

What've I done wrong?

Bread pallets won't stack

Increasing sizeY to "0.900" for the bakeryBoxPallet in the ContainerTypes.xml file fixes this issue.

Issue with new FS 22 Update

it was working perfectly fine yesterday, today i dont get the ingame "command list" to autoload, the key binds options are availible to change in the options.

just wondering if ive done something or FS has broke something

In game low loader falls into bad state

There's a small trailer in the game that I'm using that is in the low loader category. It has 2 wheels on the back and you pull it with a tractor. I don't remember what it's called. I loaded the mod this morning and was able to pull it around and move several different types of pallets. Worked great!

Then I tried to change the settings to allow it to load pallets that weren't full and something locked up. I was also trying to change the setting to see what the other pallet options were at the time so I'm not sure which did it. Now when I load back into the game that trailer is immediately in a bad state. I can't load anything on it now.

I got tons of errors like this in the log when it happened:

2022-02-23 22:20 Error: Running LUA method 'update'.
C:/Users/XXXXXXXXXXXXX/FS22_UniversalAutoload/UniversalAutoload.lua:1828: attempt to index local 'thisLoadPlace' (a nil value)

unload load options not working in vehicle ?

hello me again!

just wanted to flag that since update 1.4.0 and 1.4.1 using the latest version of UAL (1.0.1.2 i think not great on version numbers buts it your latest release) i no longer seem to be able to switch the material or containor type when trying to unload from vehicle (at least the options don't appear in the help window so even if it is working i can't see whats selected

it works fine from outside the vehicle. screenshots show my UAL phoenix (thanks again for makign the add to other mods so easy!) but ive tested with base game demco trailer too and can't change any option inside cab any more. i've just thought is this intentional?

20220422065140_1
20220422065125_1

Error in console when using trailer with multiple tip sides

Screenshot 2022-02-26 200706

When entering a vehicle that has a trailer with multiple tip sides attached, the game throws an error in the console. Any changing of the tip side will cause the same error to appear (as shown in the screenshot where I switched through all the tip sides for the particular trailer). The game will also bug out and most controls will become unusable unless I manage to switch vehicle, then the problem goes away but will come back no matter what if I use the vehicle/trailer previously mentioned.

I do not have any of the "known conflict" mods, and removing only the Universal Autoload mod will cause the error to not occur. This appears to only have started happening after the 1.3 game patch.

L10n missing

In the F1 menu I don't see what any of the buttons do I only see missing UniversalAutoload_loadingFilter in l10n_nl.xml: Missing UniversalAutoload_enabled in (it stops here, likely says l10n_nl.xml as well).
I think it has something to do with language settings since I am Dutch I have my language set to Dutch and I get the missing text, when I change my language to English it goes away and the text is normal.
I think because some of the text is taken from the ingame files (example when outside using L for all the tension belts) it expects that the rest of the text is also in Dutch (I don't think it is just the dutch language btw just any language that is not in the moddesc)
I understand that you don't want to translate the text into every laguage but isn't there a way to make it English if the translation isn't available?

PS: it still is a fantastic mod

warning in game log.

This should be a simple fix. The dash in the file name throws a warning up in the game log. Not a big deal except for those of us who are OCD about errors and warnings.

Underline's work though.

And an error for not being able to open an xml file.

Thanks for the hard work and a great mod.

Trailers unstrapping other trailers tension belts

Not sure if this is a known issue, a bug, or a problem with how I implemented the autoload, but currently when I have 2 trailers with universal autoload, loading one will remove the tension belts on the other. If needed I can dig up a log or video showing the issue. I can do some more testing and see if it happens with all trailers when I get some time, and I will add more details to this issue.

I can't get the mod to work at all?

Hi! I've tried multiple versions of the mod and I can't get it to work at all, am I missing something? I have it activated when I join my world but then when I get the trailer and hook it to my tractor I am not getting the options to load or what to load as I've seen in videos etc.. Please help

Modconflict with manual attach

When loading a savegame with this autoload script and manual attach enabled I get this error message and the savegame won't load.

2022-02-25 14:21 Error: Running LUA method 'loadSharedI3DFileAsyncFinished'.
My Games/FarmingSimulator2022/mods/FS22_manualAttach/src/vehicle/ManualAttachPowerTakeOff.lua:62: attempt to index local 'spec' (a nil value)

It only happens with the autoload mod all the other mods I have do not give this message.

FS22_UniversalAutoload: Stopped working

Hi There,
I'm a new user to FS22 and this is a great mod!
However after installing it and using it for a few rounds, it stoped working.
I speciffically istalled the recommended trailer Brantner DD 24073/2 XXL but to no avail.
I also tried to uninstall it and to reinstall severall times from the modhub.
Then I found your link on your site and tried this also.
With no success at this stage.
All the other mods installed so far work fine.
Thanks for your help!
BR

Call stack error on dedi server

Error: Invalid customEnvironment given for SpecializationManager.addSpecialization. Should be a string or nil.
2022-04-25 05:52 LUA call stack:
dataS/scripts/mods.lua (396) : printCallstack
=C:/Users/jreed/Documents/My Games/FarmingSimulator2022/mods/FS22_UniversalAutoload/UniversalAutoloadInstaller.lua (10) : addSpecialization
=[C] (4294967295)
dataS/scripts/mods.lua (347) : source
dataS/scripts/mods.lua (839) : source
dataS/scripts/xml/XMLFile.lua (296) : closure
dataS/scripts/mods.lua (836) : iterate
dataS/scripts/gui/MPLoadingScreen.lua (754) : loadMod
dataS/scripts/misc/AsyncTaskManager.lua (41) : lambda
dataS/scripts/misc/AsyncTaskManager.lua (120) : runLambda
dataS/scripts/misc/AsyncTaskManager.lua (146) : runTopTask
dataS/scripts/main.lua (1152) : update

MP

Are we going to have this for MP and dedicated Servers?

Cant get version 22 to work with multiplayer

Hi!

Somehow loading (at least with the ProfiLiner because that's all that we tested) won't work with the latest version.
When initially approaching or sitting in a vehicle the prompt of L-Shift - R will show. When pressed we see: Stop loading als keypress. But nothing happens. And when keypressing L-Shift-R again to stop loading, the prompt does not even show anymore.

We haven't tried any other trailers though.

We even tried getting it working by removing the zip from the mod folder on our dedi server and private mod folders restarting the server and running it again but to no avail.

Any idea what might be causing this?

FS22 Autoload

Keybinding Issues with the R and I key with ingame key bindings

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