docs(kæde): tydelig advarsel om tændte produktioner og manualen opdateret efter slutreview-rettelserne
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# AD Smart Pickup — user manual
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Version 1.60.11 · Farming Simulator 25 · add-on for AutoDrive
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Version 1.61.0 · Farming Simulator 25 · add-on for AutoDrive
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*Dansk version: [BRUGERMANUAL.md](BRUGERMANUAL.md)*
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@@ -624,6 +624,12 @@ The field fleet view in the **Fields** tab shows pool tractors and pool implemen
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### Production chains
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> **Important:** Every production you switch on in a factory counts as something you want produced. The mod
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> then tries to supply it: fields marked free switch to the crops that are short, other fields get
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> suggestions, intermediate productions are switched on, and flows are created with tractors from the
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> machine pool. So **only** switch on productions you actually want running. To stop a chain, switch the
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> production off or press **[Pause]** in the Chains tab.
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#### What is a chain?
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A **chain** keeps a production running all the way back to the field. You switch on a product in a
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@@ -635,7 +641,11 @@ make it, and which crops are needed. The factory you switched on is the **root p
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- Other fields get a **suggestion** that you approve or reject.
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- A crop you chose on a field is never changed automatically.
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- The chain does nothing during the first 2 minutes after loading. If the mod cannot read all data,
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nothing is switched on or stopped.
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nothing is switched off or stopped.
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- Fields are changed and suggested only once the field scan has seen all your fields. With many fields this
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can take a few minutes; meanwhile the tab says *Fields still being scanned* at the bottom.
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- The mod uses your own running productions as a source first. It switches on a new one only if they are
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not enough.
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#### The Chains tab
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@@ -649,7 +659,8 @@ enable a product in a factory*.
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- Rows fold out and in. Fold out to see the links, sources and fields.
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- Warnings in the rows: *bottleneck: -X/mo*, *must buy: X/mo*, *loop*, *short X ha*, *stock < 3 mo* and
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*no field*.
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- **[Pause]** stops the chain's actions but switches nothing off. **[Resume]** continues them.
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- **[Pause]** stops the chain's new actions for that root production. What it uses is not switched off.
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Other chains carry on. **[Resume]** continues it.
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- At the bottom: *Automatic switches since load*.
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#### Mark a field free for chains
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@@ -662,11 +673,11 @@ Permanent crops (vine, olive, poplar) and grass fields are never changed, even w
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#### Suggestions: Approve and Reject
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If the chain lacks area on a field that is not free, the chain tree shows a suggestion: **Suggest
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[Approve]** and **[Reject]**. The same suggestion appears in **Needs attention** as *Chain: F12 Wheat →
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Flour*.
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[Approve]** and **[Reject]**. At most 3 suggestions are shown per crop. **Needs attention** shows one
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combined entry, for example *Chain: 3 suggestions*; clicking it opens the Chains tab.
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- **[Approve]** changes the field's crop.
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- **[Reject]** removes the suggestion.
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- **[Reject]** removes the suggestion. It returns if the crop's shortage changes by more than 25 %.
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- An outdated suggestion says *The suggestion no longer applies*.
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- Fields the mod changed on its own are marked *switched (free field)*.
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@@ -676,7 +687,9 @@ If a chain needs an intermediate good (for example flour for bread), the mod swi
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that makes it.
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- The mod switches a production off again only if the chain switched it on.
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- If you switch such a production off yourself, the chain leaves it off.
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- If you switch off a production a chain uses (even one you switched on yourself), the chain leaves it off
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and does not count it as a source. Only when you switch on a new production in a factory may the chain
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use it again.
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- If you switch off the root production, the chain's flows are stopped (see below), unless another chain
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still uses them.
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@@ -687,12 +700,16 @@ For each link the mod creates a flow named **Chain: <goods> → <building>** (at
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- The flow gets a free pool tractor and a tipping trailer. The mod never takes a tractor that belongs to
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another flow.
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- If none is available, the flow is created stopped and the chain shows *no tractor/trailer*.
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- Flows with pallets are always created stopped: choose a UAL trailer yourself.
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- When the chain is switched off, its flows are **stopped**. They are not deleted.
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- Status in the chain: *flow running*, *flow stopped*, *no tractor/trailer* or *no flow*.
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- Flows with pallets are always created stopped and the chain shows *pallet: UAL trailer*: choose a UAL
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trailer yourself.
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- When the chain is switched off, its flows are **stopped** and released by the chain. They are not
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deleted. If you start one again, the chain lets it run.
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- Status in the chain: *flow running*, *flow stopped*, *no tractor/trailer*, *pallet: UAL trailer* or
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*no flow*.
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#### Limitations
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- The mod tries to supply every production you switch on in a factory. Only switch on what you want produced.
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- The mod does **not buy** goods and does **not buy animals**. What must be bought shows as *must buy*.
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- Permanent crops (vine, olive, poplar) and grass fields are never changed.
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- The plan uses the base yield without fertiliser bonus, so it errs on too many hectares rather than too few.
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