docs(marker): kapitel 10 Markarbejde i manualerne (da/en); version 1.21.0.0
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# AD Smart Pickup — user manual
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Version 1.20.0 · Farming Simulator 25 · add-on for AutoDrive
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Version 1.21.0 · Farming Simulator 25 · add-on for AutoDrive
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*Dansk version: [BRUGERMANUAL.md](BRUGERMANUAL.md)*
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@@ -28,9 +28,10 @@ The mod does two things:
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7. [Tractors and trailers](#7-tractors-and-trailers)
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8. [Start, stop and saving](#8-start-stop-and-saving)
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9. [The storage tabs: inventory and statistics](#9-the-storage-tabs-inventory-and-statistics)
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10. [Recipes](#10-recipes)
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11. [Troubleshooting](#11-troubleshooting)
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12. [Glossary](#12-glossary)
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10. [Field work: grass, clover and alfalfa](#10-field-work-grass-clover-and-alfalfa)
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11. [Recipes](#11-recipes)
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12. [Troubleshooting](#12-troubleshooting)
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13. [Glossary](#13-glossary)
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---
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@@ -122,12 +123,13 @@ storage target with a neighbouring trigger.
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## 4. The Smart Pickup menu
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Press **ESC** and open the **Smart Pickup** tab. It has six sub-tabs:
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Press **ESC** and open the **Smart Pickup** tab. It has seven sub-tabs:
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| Tab | Contents |
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|---|---|
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| **Overview** | A table of all flows and the Wait pools |
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| **Flows** | Editing of the selected flow |
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| **Fields** | Field work on grass, clover and alfalfa fields (chapter 10) |
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| **Factories** | Inventory and statistics for the farm's factories |
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| **Silos** | Inventory and statistics for the farm's silos |
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| **Barns** | Inventory and statistics for the farm's barns |
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@@ -527,7 +529,81 @@ selling point*.
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---
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## 10. Recipes
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## 10. Field work: grass, clover and alfalfa
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The **Fields** tab sends machines out to the farm's mowable crops (grass, clover and alfalfa) by
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itself. AutoDrive drives on the road, Courseplay works the field, and Smart Pickup decides which field,
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which step and which machine. Requires **Courseplay** in addition to AutoDrive.
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| Plan | Steps |
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|---|---|
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| **Silage** | Mow → Collect → silo |
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| **Hay** | Mow → Ted → (Rake) → Collect → silo |
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### Setup
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1. **One marker per field.** Create an AutoDrive marker at the field edge named `F` + the field number,
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such as `F109` for field 109. Machines drive there on the road before Courseplay takes over. The
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marker must be within 400 m of the field. Without it, the field shows `!` and nothing is sent.
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2. **Fixed rigs.** The implement must be attached to the tractor (or be self-propelled). The mod never
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attaches implements.
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3. **Field fleet.** At the bottom of the tab are all vehicles with a mower, tedder, rake or loading
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wagon, with role and current working width. Tick the ones the mod may send out. Vehicles in a flow,
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and vehicles you are driving, are never used.
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4. **Parking.** Set an AutoDrive parking spot on each rig. When a rig is done on the field, it drives
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there. Without parking it stays at the field.
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### Width
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- Courseplay can work at most **50 m** wide. A rig over 50 m is not sent out (`!! over 50 m` in the
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fleet).
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- The mod remembers how wide the field was **mowed**. Tedder, rake and loading wagon must be **at least
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as wide**, so every lane covers what the mower laid down. With Unrealistic Pack: set the mower and the
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loading wagons to the same width, such as 40.8 m.
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### A field
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Click a field in the table to select it. Below the table:
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| Option | Meaning |
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|---|---|
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| **Plan** | Silage or Hay |
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| **Mode** | *Manual*: the field waits for **Start now**. *Auto*: the field starts by itself when ready |
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| **Rake** | Hay only: rake before collecting. Off by default, because wide loading wagons collect spread hay |
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| **Force storage** | Pick silos. Without a choice the nearest silo with room that takes the goods is used |
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A field is **ready** when at least 90 % of it is in the harvest window. The status shows the share,
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such as `Waiting 72 %`. **Start now** works from 50 %. **Stop field** stops the machines on the field,
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and the field is ready again.
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**Field silo:** a silo within 150 m of the field is an intermediate store with short trips. The mod
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shows `! Field silo … is not emptied home` if no *Out of building* flow has it as a source. Create such
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a flow to bring the silage home.
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### Status and reasons
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| Status | Meaning |
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|---|---|
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| **Waiting / Ready** | The field is growing / ready (Manual waits for Start now) |
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| **Mowing, Tedding, Raking, Collecting** | The step is running |
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| **Done** | All steps are done. The field becomes *Ready* again once it has grown |
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| `waiting for a free mower` | All rigs with the role are busy |
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| `loading wagon too narrow: 20 m < mowing width 40.8 m` | Increase the loading wagon's width |
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| `Courseplay could not create a course` | Retried after 5 minutes |
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Log lines in `log.txt` start with `ADSmartPickup: F109 …`.
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### First test
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1. Set one grass field to **Manual** and **Silage**, with an `F` marker and one mower and one loading
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wagon ticked.
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2. Press **Start now**. The mower drives to the marker, Courseplay mows the field, and the rig drives
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home.
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3. The loading wagon goes out. When it is full, AutoDrive empties it in the silo and drives back, and
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Courseplay continues. The field shows **Done**.
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4. Then try **Hay**, and finally **Auto**.
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## 11. Recipes
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### Keep a cow barn fed
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@@ -561,7 +637,7 @@ The tanker waits at Wait until the price is high. If the tank fills up first, th
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---
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## 11. Troubleshooting
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## 12. Troubleshooting
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The mod writes every decision to `log.txt` with the prefix `ADSmartPickup:`. The log is in
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`Documents/My Games/FarmingSimulator2025/`.
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@@ -593,7 +669,7 @@ after the savegame was loaded.
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---
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## 12. Glossary
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## 13. Glossary
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| Term | Meaning |
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|---|---|
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