docs(kæde): tydelig advarsel om tændte produktioner og manualen opdateret efter slutreview-rettelserne

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