docs(marker): kapitel 10 Markarbejde i manualerne (da/en); version 1.21.0.0

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