19a10ab67c
problemText giver årsag og råd for køb/flaskehals/kredsløb og 'slukket af dig' (userOff-kopi på ADChain.last); modellens problemer får need. Fanen Kæder viser teksten som rød tekstrække under varen (foldet ud). Kræver handling får én rød post pr. kæde (højst 2, score 3500+alvor mellem rød tom og rød fuld); klik åbner fanen med kæden foldet ud. Engangsbesked pr. nyt led (rod|vare|art) kun fra tick, ikke i opstartsfristen eller på delvise data/ufærdig markscanning. Manualer og CHANGELOG opdateret.
1299 lines
72 KiB
Markdown
1299 lines
72 KiB
Markdown
# AD Smart Pickup — user manual
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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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AD Smart Pickup makes your AutoDrive tractors think for themselves. You say what goes where, and the
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mod decides trip by trip which good to fetch, from which silo, and where to deliver it. It can also run
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the farm's fields with Courseplay and bring field silos home. Everything is set up in the **Smart Pickup**
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menu in the ESC menu.
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Main features:
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- **Supply (into building):** keeps barns and factories filled. Each trip the tractor fetches the good
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the target lacks most, from a silo anywhere on the map.
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- **Outbound (out of building):** empties factories, silos, barns and pallet sheds. Goods are taken to
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storage or sold when the price is near the yearly top.
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- **Field work:** mowing, harvesting, preparation, sowing and crop care. AutoDrive drives the machines to
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the field, and Courseplay works the field.
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- **Field silos:** goods in field silos are brought home to the farm's storages.
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- **Machine pool:** free tractors fetch detached trailers and implements themselves and park them again.
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---
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## Contents
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1. [Requirements and installation](#1-requirements-and-installation)
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2. [Basic concepts](#2-basic-concepts)
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3. [Prepare the map: AutoDrive markers](#3-prepare-the-map-autodrive-markers)
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4. [The Smart Pickup menu](#4-the-smart-pickup-menu)
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5. [Supply: keep barns and factories filled](#5-supply-keep-barns-and-factories-filled)
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6. [Outbound: empty, store and sell](#6-outbound-empty-store-and-sell)
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7. [Tractors, trailers and the machine pool](#7-tractors-trailers-and-the-machine-pool)
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8. [Start, stop and saving](#8-start-stop-and-saving)
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9. [The storage tabs: stock and "Needs attention"](#9-the-storage-tabs-stock-and-needs-attention)
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10. [Field work](#10-field-work)
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11. [The Month tab](#11-the-month-tab)
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12. [Field silos](#12-field-silos)
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13. [Names of buildings and machines](#13-names-of-buildings-and-machines)
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14. [Recipes](#14-recipes)
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15. [Troubleshooting](#15-troubleshooting)
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16. [Testing and feedback](#16-testing-and-feedback)
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17. [Glossary](#17-glossary)
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---
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## 1. Requirements and installation
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**Required**
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- **FS25_AutoDrive.** The mod builds on AutoDrive and does not change AutoDrive itself.
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- An **AutoDrive road network** connecting silos, barns, factories, selling points, fields, parking spots
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and Wait points.
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**Recommended**
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- **Courseplay** for field work. Without Courseplay, supply and outbound work, but field work does not.
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- **Universal Autoload (UAL)** on the trailers that carry pallets. Without UAL the mod can only haul
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bulk goods such as grain, milk, silage and TMR.
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**Installation**
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1. Download `FS25_ADSmartPickup.zip` from Releases:
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<https://git.powerdata.dk/masterdraco/fs25-adsmartpickup/releases>
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2. Put the zip file in the mods folder. Do **not** unpack it:
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`Documents/My Games/FarmingSimulator2025/mods/`
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3. Enable the mod together with AutoDrive (and Courseplay) when you choose your savegame.
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4. The mod switches on the AutoDrive setting **"Use folders"** itself when a flow starts. The setting is
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global, so it applies to the whole game.
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---
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## 2. Basic concepts
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**Flow.** A named recipe with a direction, buildings, goods, rules and a list of tractors. All tractors
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in a flow are started and stopped together. Older versions called it a *run*, and the word still appears
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in a few texts, for example when you delete a flow.
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**Building.** A barn, factory, silo, object storage (pallet shed) or selling point. You choose
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buildings, not markers. The mod finds the AutoDrive marker that belongs to the building's trigger by
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itself. Only the farm's own buildings are listed. Fixed map facilities tied to the land, such as a
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biogas plant, count as the farm's once the land under them is bought.
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**Marker.** An AutoDrive destination. Each building needs a marker within 40 m of its loading or
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unloading trigger. The mod also uses markers with special names for parking, hitching and fields (see
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[chapter 3](#3-prepare-the-map-autodrive-markers)).
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**Wait point.** A marker in an AutoDrive folder with the word **Wait** in its name. Tractors that are
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waiting for room, a good price or a need hold here.
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**Need.** How much of a good a barn or factory lacks. For factories it is calculated as *time to
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empty*: the good that runs out first is fetched first.
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**Reserve.** What the farm's own barns and factories will use in the next day. The reserve is never sold.
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**Set.** A tractor with an implement or trailer attached, or a self-propelled machine. An implement or
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trailer is **bound** and never lent out when it belongs to a flow (the flow's tractors and trailers, also
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while the flow is stopped), or when it has no Connect marker (a **fixed set**, e.g. a vineyard tractor with
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its vineyard implement).
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**Machine pool.** Detached implements and trailers with a parking spot and a Connect marker, plus free
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tractors without an implement. The mod pairs them up when needed.
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---
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## 3. Prepare the map: AutoDrive markers
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### Markers at the buildings
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Place an AutoDrive marker where the **tractor's nose** stops when the trailer is in the trigger.
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The marker must be at most **40 m** from the building's trigger.
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- **Silos in tight rows:** the mod picks the silo whose trigger lies *behind* the tractor's nose in the
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driving direction. This stops the neighbouring silo from getting the load.
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- **Barns with several loading points:** give each point its own marker, e.g. *Cow 1 Milk* and
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*Cow 1 Slurry*. The mod shows them all next to the barn.
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- **Object storages (pallet sheds):** place the marker so the trailer's autoload zone covers the
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storage's output area, exactly as when you load by hand.
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- **Separate drop and pickup:** if a factory has both a pickup and a drop marker, drop is used for
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unloading, even when pickup is closer to the unloading trigger. The drop marker must be within 25 m of
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the trigger. Silos and pallet sheds always use their own nearest marker.
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- **Marker names at buildings** are free. The menu shows the building's name and the marker's name.
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### Wait points
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1. Create an AutoDrive folder with **Wait** in its name, e.g. *Cow Wait* or *Wait*.
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2. Put as many markers in the folder as you have room for. One per tractor is plenty.
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3. Connect each Wait point to the road network **in both directions**, from the buildings and back.
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It is the **folder's** name that counts. A marker called *F91 Wait* inside a field folder is not a Wait
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point. Wait markers are never used as a source or target. A Wait point counts as occupied when it is
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reserved, or when another vehicle stands within 6 m of it.
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### Parking: "P <name>"
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The mod uses AutoDrive's own **park destination** on each vehicle and implement (set in AutoDrive).
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Finished machines drive there, and trailers and implements are dropped there. The convention is to name
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the parking marker `P <name>`, e.g. `P Cow Food vogn 1`. The console command `spuNameFleet` uses the
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same convention (see [chapter 13](#13-names-of-buildings-and-machines)).
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### Hitching: "Connect <parking name>"
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A **Connect marker** is where the tractor stops to hitch an implement or trailer.
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- The name is `Connect ` followed by **exactly** the name of the implement's parking marker (upper and
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lower case do not matter). For a trailer parked at `P Cow Food vogn 1`, the marker is called
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`Connect P Cow Food vogn 1`. `Kobl <name>` also works.
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- Place the marker right at the trailer's drawbar, so the tractor can reverse up to it.
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- When the tractor has arrived, it hitches within about **3 m**. If the trailer's drawbar is **3–8 m**
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behind the tractor and almost in line, the tractor slowly reverses the last bit by itself.
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- If you drive a tractor with AutoDrive's "Drive to" to a Connect marker yourself, the mod hitches too.
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- If you rename a parking spot, rename the Connect marker as well.
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An implement or trailer **without** a Connect marker is a fixed set and is never lent out. The same goes
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for a flow's trailers, even when they have a Connect marker (see [Flow trailers](#flow-trailers)).
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### Detaching: "Afkobl"
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A marker called `Afkobl` (or starting with `Afkobl `, `Kobl af`, `Detach` or `Disconnect`) detaches the
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implements **behind** the tractor when it drives there with AutoDrive. Front weights and front loaders
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stay on. A plough and similar tools are unfolded first if the game requires it. If you drive a tractor
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with "Drive to" to a pool implement's own parking spot, the implement is dropped there as well.
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### Fields: "F<number>"
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Every field the mod should work needs a marker at the field edge named `F` + the field number, e.g.
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`F109`, at most 400 m from the field. See [chapter 10](#10-field-work).
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### Tight silos and AutoDrive's trigger distance
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AutoDrive tips at the first unloading trigger within its global **"Max trigger distance"**, which is
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25 m by default. If silos are closer together, the neighbouring silo may get the load. In that case set
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the option to **10 m**. The mod writes a warning to the log the first time it sees a storage target with
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a neighbouring trigger.
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---
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## 4. The Smart Pickup menu
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Press **ESC**. The **Smart Pickup** menu sits just above the game's **Settings**. It has nine tabs:
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| Tab | Contents |
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| **Overview** | Table of all flows, the Wait pools, and the buttons that start and stop everything |
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| **Flows** | Colour-coded list of flows with Start/Stop per row and an edit window |
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| **Fields** | Colour-coded list of fields with Start/Stop per field, the "Set up field" guide and the field fleet |
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| **Month** | Field work in progress and whether anything must finish before the month ends |
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| **Field silos** | Automatic hauling home from field silos |
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| **Factories** | Stock and statistics for the farm's factories |
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| **Silos** | Stock and statistics for the farm's silos |
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| **Barns** | Stock and statistics for the farm's barns |
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| **Pallet sheds** | Stock and statistics for the farm's object storages |
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### Overview
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At the top it says **Click a flow to edit it**. The table has the columns **Flow**, **Goods**, **From**,
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**To**, **Running** and **Status**, split into **· Into building ·** and **· Out of building ·** and sorted
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by name. Click a flow to select it and switch to the **Flows** tab.
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- **Goods** shows *by need* when the flow chooses the goods itself, otherwise the chosen goods.
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- **From** shows *all silos* for supply. A `!` after a building name means the building has no marker.
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- **Running** shows tractors at work out of the flow's tractors, e.g. `2/3`.
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- **Status** shows a warning (`!!`), the reason the tractors are holding, or the flow's rule, e.g.
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`by need — lowest first`, `price >= 90 %, storage > 80 %`, or just `storage > 80 %` for a pure storage
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flow.
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Below the table is **Wait pools**: each Wait folder with its number of points, how many are occupied, and
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by whom. The status line at the bottom shows e.g. `Running: 3 of 5 tractors · 2 of 4 flows active`.
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**Buttons on Overview**
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| Button | Function |
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| **Start all flows** | Lifts a pause from "Stop all and park" and starts every flow that has tractors. The tractors start **one at a time, every 10 seconds**. Flows already running are left alone |
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| **Stop all flows** | Stops all flows. The trailers are emptied and parked, and the tractors drive home |
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| **Stop all and park** | Stops everything and pauses, even after reloading (see below) |
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| **New flow** | Opens the "Set up flow" guide for a new flow |
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Afterwards the status line shows what happened, e.g. `Start all: 6 tractors start one at a time (every
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10 seconds), 1 flows already running, 1 skipped`, and up to three reasons for skipped tractors. While
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the queue runs it shows `Starting tractors: 2 of 6 …`.
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### Stop all and park
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**Stop all and park** is for when you want the farm to go quiet, e.g. before you save and take a break:
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- All flows are stopped. Flow tractors empty their trailer, drop it at its parking spot and drive home.
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- All field work is stopped. Implements are switched off, raised and **folded for transport**. Pool
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implements are dropped at their parking spot and the tractor drives home. Field progress is kept.
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- Field silo loans are stopped.
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- Other vehicles drive to their AutoDrive parking spot.
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- Harvesters you have to drive to the field yourself (too wide) are not moved. They are listed as
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`fetch yourself (too wide): …`. Vehicles without a parking spot are listed as `no park destination: …`.
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- The mod **pauses**. The pause is saved in the savegame, so no field work or field silo loan starts by
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itself after reloading. The status line shows `Paused — press Start all to continue`, and the
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**Fields** tab shows a line about the pause at the top.
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**Start all flows** lifts the pause and starts the flows again, one tractor at a time. A single field can
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be resumed with **[Start]** on its row without lifting the pause for the others.
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### Flows
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The **Flows** tab is a colour-coded list with one row per flow:
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```
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● Cow Food · by need · 2/2 · by need — lowest first [Stop]
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● Milk Sale · Milk · 1/1 · MILK 78 % af top (kræver 90) [Stop]
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● Egg Store · Eggs · 0/1 [Start]
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```
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Each row shows a coloured dot, the name, the goods, tractors running/total, the status and **[Start]** or
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**[Stop]** on the far right. The list is split into *Into building* and *Out of building*.
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| Colour | Meaning |
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| **Green** | The flow is running without problems |
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| **Yellow** | The flow is started but waiting, e.g. at a Wait point, for a trailer or for a price |
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| **Red** | Problem: a warning (`!!`), or the last start rejected every tractor |
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| **Grey** | Stopped or never started |
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*By need* means that each trip fetches the good the target is lowest on.
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- Click **[Start]/[Stop]** on the far right to start or stop the flow directly. If tractors are skipped,
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the reason is also shown as a message on the right of the screen (red if none started).
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- Click anywhere else on the row to open the **edit window**.
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- The **New flow** button at the bottom opens the guide. The status line shows `Flows running: 2 of 4`.
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### The edit window
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The window **Edit flow: <name>** opens on top of the list. Under the title is the flow's status in the
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same colour as in the list. Below that is the flow's **summary**, one line per step with **[Edit]** at the
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end, e.g. *Direction: Into building [Edit]*:
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- Click a line to change just that step. **Save** saves without starting the flow.
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- Click **Name** to rename the flow.
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- The line **Set up flow** opens the whole guide inside the window.
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| Button | Function |
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| **Close** (also ESC) | Closes the window. If a step or the guide is open, the first press closes it and the second press closes the window |
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| **Start flow / Stop flow** | Starts or stops the flow |
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| **Delete flow** | Deletes the flow after confirmation. Running tractors are stopped. Cannot be undone |
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If you switch tab or close the menu, unsaved changes are discarded.
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### The "Set up flow" guide
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The guide asks one question at a time: *Step 3 of 8 — Goods*. Steps that do not apply are skipped, so a
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flow has up to 9 steps. The buttons are **Next**, **Back** and **Cancel**. Nothing is created until you
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press **Start flow** or **Save without starting** on the last step.
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| Step | Shown when | Choices |
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|---|---|---|
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| **Name** | new flow | *Change name …* opens the text field. Tractors are named after the flow |
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| **Direction** | always | *Into building* (supply) or *Out of building* (outbound) |
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| **To** / **From** | always | The buildings (see *The building list* below) |
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| **Goods** | always | Supply: *Automatic (what the building needs)* or *Choose myself*. Outbound: per good *Off*, *Store*, *Sell* or *Sell, else store* |
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| **Storage** | outbound with a good on Store | *Automatic (nearest with room)* or *Choose myself* among the storages |
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| **Rules** | always | Supply: loops and *Return from Wait below*. Outbound: *Sell from*, *Drive to storage above*, *Always sell when source is above* and *Collect in one trip*, but only the rules the goods' policies use (see [chapter 6](#outbound-rules)) |
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| **Wait at** | always | *All (nearest free)* or a specific Wait folder |
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| **Tractors** | always | See below |
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| **Summary** | always | The summary. Click a line to change it. **Start flow** or **Save without starting** |
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**The Tractors step**
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- The list shows the flow's own tractors first and then the free ones, with capacity and what the
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trailer can carry: *JCB 1 — 32,000 l — can carry: … — OK*.
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- **Solo tractors** (no trailer attached) can be chosen when there is a **free trailer**. The row reads
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*<tractor> — no trailer attached: fetches a free trailer*. A free trailer is detached, has an
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AutoDrive parking spot with a Connect marker, does not belong to another flow, and can carry the
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flow's goods.
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- When you choose a solo tractor, the **guide suggests a trailer**. First trailers whose parking name
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contains the flow's name, then trailers whose parking name contains *Disponibel* (Danish for
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"available"; only this word is recognised), then the rest alphabetically.
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- Below the tractor is the line **↳ Trailer**, where you can switch to another free trailer. If there is
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none, it reads *↳ no free trailer (detached, with a Connect marker, able to carry the goods)*.
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- The flow **remembers the pair** tractor → trailer when you save. The trailer's parking spot therefore
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does not need to be named after the flow.
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- Tractors in other flows are hidden: *N tractors run in other flows and are hidden*.
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- Tractors whose trailer does not fit are folded into the line *N tractors cannot be used here (trailer
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does not fit) — click to see why*. Click to see the name and reason for each.
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The mod never asks about the marker at the building, route checks, best feed first, load swap, source
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choice, distribution across several targets, resting empty sources, or tractor names.
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### The building list
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Each building is shown on one line with its markers and their distance to the trigger:
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```
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Kostald 1 — Cow 1 Milk 6 m · Cow 1 Slurry 4 m
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Silo 7 — NO MARKER within 40 m — place an AD marker at the trigger
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```
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Set **Yes** for the buildings the flow should use. Buildings without a marker are hidden until you turn
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on **Show all buildings**. The list is sorted by name, so *Silo 9* comes before *Silo 10*. A building you
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have sold appears as *Removed building (no longer exists) — set NO*.
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---
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## 5. Supply: keep barns and factories filled
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A supply flow keeps one or more buildings filled with everything they use.
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### Setup
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1. **New flow**, and choose Direction **Into building**.
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2. Under **To**: set Yes for the barns and factories that should be filled. The list also shows silos
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that can only be filled and not emptied, e.g. drive-on bunkers feeding a biogas fermenter. For those,
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**Choose myself** with the goods the fermenter needs works best.
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3. Under **Goods**: choose **Automatic** or **Choose myself**.
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- **Automatic** fetches everything the building accepts. For factories that is the inputs of the
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productions that are switched on.
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- **Choose myself** lets you tick specific goods.
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4. Set **Loops** and **Return from Wait below** under Rules, and pick a Wait folder under **Wait at**.
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5. Choose the tractors and press **Start flow**.
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**From** always reads *all silos*. The tractor fetches from any silo on the map.
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### How each trip is chosen
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Before each loading, the mod looks at the targets and chooses:
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1. **Neediest good.** For factories it is the good that runs out first. For barns it is the lowest fill
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level relative to capacity.
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2. **Full load first.** Goods where a whole load can be unloaded go before goods where only part fits.
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3. **The target that needs it most.** If the flow has several targets, the neediest gets the trip.
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Targets with the fewest other trailers on the way go first.
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4. **Which silo.** Own silos are used before borrowing from neighbours. Among silos with plenty of the
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good (at least 5,000 l or a quarter of a load), the least filled one is emptied first, so leftovers
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are cleared. If no silo has plenty, the fullest is used. Milk, slurry and digestate are always fetched
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from the *fullest* source, so production does not stop.
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A factory's own **inputs** are never fetched from the factory itself. Straw in a TMR factory stays where
|
||
it is. A barn's loading points are only used for the barn's own production: milk, slurry, manure, eggs
|
||
and wool.
|
||
|
||
**Factories follow their productions.** If you switch on TMR in a factory, the tractor starts fetching
|
||
silage, hay, straw and mineral feed by itself. Switch it off and the tractor stops. Productions the map
|
||
has switched off because of missing input count as wanted.
|
||
|
||
### Wrong load on the trailer
|
||
|
||
If a tractor has a good on its trailer that is not one of the flow's goods, it is first taken to a silo
|
||
that accepts it. It is not delivered to the flow's target. With **Choose myself** only the ticked goods
|
||
count. With **Automatic** everything the target accepts counts.
|
||
|
||
### Best feed first
|
||
|
||
Feed in a barn trough shares space. If better feed such as **TMR** is on the list, lower feed such as
|
||
silage and hay is only fetched when the trough is **at least 75 % empty**.
|
||
|
||
Animals that eat from several feed groups **at the same time**, such as chickens with grain and beet
|
||
pulp, do not follow that rule. Each group gets its share of the trough according to how much the animals
|
||
eat from it. Both groups must be ticked under **Choose myself** for the chickens to reach 100 %.
|
||
|
||
### Several tractors for the same barn
|
||
|
||
The mod remembers what is already **on the way** to each barn. If you have four trailers on the same
|
||
barn, they spread across goods and barns instead of fetching the same thing.
|
||
|
||
### Leftover loads and Wait
|
||
|
||
If the target cannot take the whole load:
|
||
|
||
1. The tractor unloads what fits.
|
||
2. If the flow has several targets, the rest goes to the other target with the most room for the good
|
||
(at least 1,000 l free).
|
||
3. If none of the targets has room, the rest is taken to the **nearest free Wait point**, so the trigger
|
||
is not blocked.
|
||
4. It drives back when the target can take **the whole rest**, or has dropped below **Return from Wait
|
||
below**.
|
||
|
||
A leftover of less than 100 l that the target cannot take counts as empty.
|
||
|
||
### Load swap
|
||
|
||
If a tractor is waiting with a good the target is full of, while the target lacks another good on the
|
||
list, it swaps loads: the rest is unloaded in an ordinary storage silo with room, and the tractor fetches
|
||
the good the target lacks. This only happens when the target lacks at least a quarter of its capacity of
|
||
the other good, and there is a road to the silo and on to the target. If no suitable silo exists, the
|
||
tractor stays at Wait.
|
||
|
||
### Supply rules
|
||
|
||
| Rule | Meaning | Values |
|
||
|---|---|---|
|
||
| **Loops** | Trips per tractor, after which it parks | 0 = endless, otherwise 1–99 |
|
||
| **Return from Wait below** | A waiting tractor drives back when the target is below this fill level | 10–90 %, default 50 % |
|
||
| **Wait at** | Which Wait folder the tractors wait in | *All (nearest free)* or a folder |
|
||
|
||
---
|
||
|
||
## 6. Outbound: empty, store and sell
|
||
|
||
An outbound flow takes goods out of buildings and hauls them to storage or to a selling point.
|
||
|
||
### Sources
|
||
|
||
Under **From** you can choose:
|
||
|
||
| Source | What is fetched |
|
||
|---|---|
|
||
| **Factory** | The factory's outputs, both bulk and pallets from the pallet spawner |
|
||
| **Silo** | The silo's contents |
|
||
| **Barn** | Milk, slurry and manure from the barn's loading points, including attached extension tanks. Eggs and wool are fetched as pallets at the barn's pallet spawner. Place a marker at the spawner |
|
||
| **Object storage** | Pallets and bales. They are taken out one at a time |
|
||
| **Storage** | Other buildings with a loading station, e.g. a separator hall with digestate |
|
||
|
||
**Sources with shared storage:** some storages share their stock with their neighbours, e.g. milk tanks
|
||
in a row. The mod detects this and treats them as one stop. Choosing one tank as the source is enough.
|
||
|
||
### Policy per good
|
||
|
||
Each good the sources hold is shown with its amount and current price. Choose a policy:
|
||
|
||
| Policy | Meaning |
|
||
|---|---|
|
||
| **Off** | The good is left alone |
|
||
| **Store** | Taken to a silo, a pallet shed or one of the farm's own factories that uses the good, when there is a full load or the source is getting full |
|
||
| **Sell** | Sold when the price is close enough to the yearly top |
|
||
| **Sell, else store** | Sold at a good price. Otherwise taken to storage when the source is getting full |
|
||
|
||
Bulk goods need a tipper or tank. Pallet goods need a trailer with Universal Autoload. Liquids (slurry,
|
||
digestate, milk, water and more) are never tipped into a factory's intake automatically, only into silos
|
||
and tanks, unless you choose the factory yourself under **Storage**.
|
||
|
||
### Outbound rules
|
||
|
||
| Rule | Meaning | Values |
|
||
|---|---|---|
|
||
| **Sell from** | Sell when the price is at least this share of the good's top price of the year | 50–100 %, default 90 % |
|
||
| **Drive to storage above** | Store goods are hauled away when the source is filled above this share | 50–95 %, default 80 % |
|
||
| **Always sell when source is above** | Sells regardless of price when the fullest source is above this share. The reserve is still not touched | *Off* or 50–100 %, default *Off* |
|
||
| **Collect in one trip** | Collection round, see below | Yes/No |
|
||
|
||
The rules are only shown when a good uses them. **Sell from** and **Always sell when source is above** are
|
||
shown when at least one good is set to *Sell* or *Sell, else store*. **Drive to storage above** is shown
|
||
when at least one good is set to *Store* or *Sell, else store*. If no good has Store or Sell yet, all rules
|
||
are shown. The same applies to the summary and the status in Overview: a pure storage flow shows e.g.
|
||
just `storage > 80 %`.
|
||
|
||
### Storage: forced unloading place
|
||
|
||
The **Storage** step only shows the silos, own factories and pallet sheds that can take at least one of
|
||
the flow's store goods. If you choose *Automatic (nearest with room)*, the mod finds the nearest silo or
|
||
own factory that uses the good. If you choose one or more storages yourself, storage trips only go
|
||
there. The first in the list that accepts the good, has room and can be reached gets the load. If none
|
||
of the chosen ones can take the load, the tractor waits at Wait, and the status says why.
|
||
|
||
With a storage chosen, the flow counts as **feeding**: the tractor leaves as soon as the source has at
|
||
least 10,000 l of the good, without waiting for a full load. That way a plant such as a biogas fermenter
|
||
does not run dry.
|
||
|
||
### How each trip is chosen
|
||
|
||
Before each loading, and every five seconds while the tractor is holding, the mod evaluates:
|
||
|
||
1. **Sell.** If a Sell good's best *reachable* selling point pays at least the threshold, the tractor
|
||
goes to sell **regardless of amount**. The highest price % goes first.
|
||
2. **Store.** If a Store good has a full load, or a source is above the threshold, it is taken to the
|
||
nearest silo with room for the whole load. The fullest source goes first.
|
||
3. **No trip.** The tractor holds at a Wait point and tries again. With *Wait at: All* the free Wait point
|
||
nearest the flow's sources is chosen. The status shows why, e.g.
|
||
`SUGAR 78 % af top (kræver 90), lager 41 %` (SUGAR at 78 % of top, 90 required, source 41 % full).
|
||
These reason texts are currently shown in Danish only.
|
||
|
||
### The price
|
||
|
||
Selling points are the map's real selling points and factories the farm does not own, such as the map's
|
||
dairy. Deliveries to the farm's own factories and barns do not count as sales. Price % is the good's
|
||
current price compared to the highest of the year according to the game's seasonal curve (the same as in
|
||
the price graph). Goods with a flat curve count as 100 %. The selling point with the best price wins, as
|
||
long as the road network reaches it.
|
||
|
||
### Reserve: never sell what the farm needs itself
|
||
|
||
Before selling, the mod subtracts what the farm's own factories and barns will use in the next day. It
|
||
only sells when a whole load can be taken without touching the reserve. The status shows e.g.
|
||
`SUGARBEET: 196.0k reserveret til TMR-fabrik` (reserved for the TMR factory; shown in Danish only). The Store policy does not touch the reserve.
|
||
|
||
### Collection round
|
||
|
||
With **Collect in one trip** switched on:
|
||
|
||
- **Tipper:** the same good is collected from several sources until the trailer is full. The next source
|
||
is only visited if at least 10 % of space is left.
|
||
- **Autoload trailer:** several pallet goods with the same destination are taken in one trip.
|
||
|
||
### Pallets and Universal Autoload
|
||
|
||
- The mod switches on AutoDrive's **AL unload** on the trailer when the flow starts.
|
||
- **Straps** are tightened after loading and released **25 m before** the unloading target.
|
||
- A full load of pallets is at least four pallets.
|
||
- Pallets for storage go to the nearest pallet shed that accepts the good and has room.
|
||
- From an object storage, **one pallet at a time** is taken out. If the storage gets stuck, loading ends
|
||
after 30 seconds with what has been loaded.
|
||
- A tipper with **AutoLoad switched on** is rejected in a supply flow, because AutoDrive then treats it as
|
||
a pallet/bale trailer only. Switch AutoLoad off on the trailer.
|
||
|
||
### Warnings on screen
|
||
|
||
If a selling point cannot be reached, or there is no silo with room, the mod shows a red AutoDrive
|
||
message, e.g. `'MT635' kan ikke nå salgssted 'Grain Elevator' for SUGAR – tjek vejnettet` ('MT635'
|
||
cannot reach selling point 'Grain Elevator' for SUGAR – check the road network; shown in Danish only).
|
||
The message also appears in AutoDrive's message history, in `log.txt` and in the flow's status. The
|
||
tractor waits at Wait and continues by itself once the road is connected.
|
||
|
||
---
|
||
|
||
## 7. Tractors, trailers and the machine pool
|
||
|
||
### Tractors in a flow
|
||
|
||
- A vehicle can only be in one flow. If you choose it in another flow, it is moved.
|
||
- If you remove a running tractor from a flow, it is stopped.
|
||
- **Names:** the tractors get an AutoDrive driver name after their flow, e.g. *Milk Collect 1* and
|
||
*Milk Collect 2*. If the tractor is alone in the flow, it is named just like the flow. When it leaves
|
||
the flow, it gets its model name back. Names you have given yourself are not touched when the tractor
|
||
leaves the flow.
|
||
- **Sold tractors:** about two minutes after loading, tractors that no longer exist are removed from
|
||
their flow. A message appears on screen: *Flow 'Cow Food': 1 tractor(s) no longer exist and were
|
||
removed (1 left)*. If the flow is left without tractors, the message is red: *Flow 'Cow Food' has no
|
||
tractors left and won't run — assign one in Flows*.
|
||
|
||
If a tractor cannot start, the reason is shown in the list and in the status line:
|
||
|
||
| Reason | Meaning |
|
||
|---|---|
|
||
| no trailer (attach one, or name the trailer's parking after the flow) | The tractor has no trailer, and the flow knows of no trailer for it |
|
||
| trailer cannot carry the run's goods | The trailer accepts none of the flow's goods |
|
||
| pallet goods need Universal Autoload on the trailer | The flow has pallets, but the trailer has no UAL |
|
||
| AutoLoad is on for this trailer … | Tipper with AutoLoad switched on. Switch it off on the trailer |
|
||
| too far from the road network | The tractor is too far from AutoDrive's road network |
|
||
| no target / no recognised source | The flow has no buildings |
|
||
| no good selected | Outbound with no good set to Store or Sell |
|
||
| no Wait point in the pool | Outbound needs at least one Wait point |
|
||
| the load on the trailer has no destination … | The trailer carries a load that can neither be sold nor stored right now. Empty the trailer |
|
||
|
||
### Flow trailers
|
||
|
||
A flow **remembers which trailer each tractor uses**. It does so when you choose a trailer in the guide,
|
||
and while the flow is running.
|
||
|
||
- **On start**, a solo tractor fetches its trailer itself. It drives to `Connect <trailer's parking>`,
|
||
hitches and carries on with the flow. If the trailer is lent out, the tractor waits and tries again.
|
||
- If the flow knows of no trailer, the mod looks for a detached trailer whose parking name contains the
|
||
flow's name, preferably with the same number as the tractor (the tractor *Cow Food 3* gets the trailer
|
||
at *P Cow Food vogn 3*).
|
||
- **On stop**, the trailer is emptied first: at the flow's target, and if the target cannot take the rest
|
||
(the load does not drop for 45 seconds), at a silo or own factory that accepts the good. Field silos are
|
||
never used. The mod tries up to 3 silos. If that fails, it parks with the load. Then the trailer is
|
||
dropped at **its own parking spot**, and the tractor drives to its own.
|
||
- If the flow is started again during emptying or the trip home, the tractor simply carries on with the
|
||
trailer.
|
||
- If you drive the tractor to the Connect marker yourself and hitch the trailer, the tractor starts if
|
||
the flow is running.
|
||
- A flow's trailers are never lent out for other work, not even when the flow is stopped. A stopped
|
||
flow's tractors, on the other hand, can be borrowed as solo tractors by the machine pool.
|
||
- **After reloading:** an implement attached to a tractor with no job (e.g. fetched just before you
|
||
saved) is taken back to its parking spot after a few minutes, and the tractor drives home. A tractor
|
||
standing within 30 m of its own parking spot is left alone.
|
||
|
||
### The machine pool
|
||
|
||
The machine pool is used by field work and field silos when no ready-made set is free.
|
||
|
||
- **Pool implement/trailer:** detached, owned by the farm, with an AutoDrive parking spot and a Connect
|
||
marker for that parking spot, and not bound to a flow. Implements without a Connect marker are fixed sets
|
||
and are never lent.
|
||
- **Pool tractor:** an ordinary tractor with nothing attached at the rear, with its own AutoDrive parking
|
||
spot, on AutoDrive's road network and not driven by you. Field implements are only hitched behind
|
||
tractors. Unloading trailers can also be pulled by other vehicles.
|
||
- **Best fit:** the mod chooses the **smallest tractor with enough hp** for the implement. Tractors with
|
||
more than 2.5 times the required power are only used if nothing else fits.
|
||
- **Sequence:** the tractor drives to the Connect marker, hitches, folds the implement for the road,
|
||
goes to work, afterwards drops the implement at its parking spot and drives home to its own.
|
||
- If hitching fails, the machine at fault is skipped for 10 minutes.
|
||
|
||
The field fleet view in the **Fields** tab shows pool tractors and pool implements with their status (see
|
||
[chapter 10](#10-field-work)).
|
||
|
||
---
|
||
|
||
### 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
|
||
factory. The mod then works backwards: what the production needs, which of your own factories and barns
|
||
make it, and which crops are needed. The factory you switched on is the **root production**.
|
||
|
||
- The mod looks 12 months ahead. It acts only when a crop is short by more than 10 % and more than 0.5 ha.
|
||
- Fields you marked **Free for chains** change crop by themselves (at most 2 changes a minute).
|
||
- 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 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
|
||
|
||
The **Chains** tab shows one tree per root production: the root at the top, and below it each link with
|
||
the columns **Goods**, **Source**, **l/mo**, **Status** and **Stock**. With no chains it says *No chains:
|
||
enable a product in a factory*.
|
||
|
||
- The root's status is *covered*, *short*, *waiting* or *paused*. The number of suggestions follows the name.
|
||
- A coloured dot shows the status: **green** running, **yellow** waiting, **red** error, **grey** stopped.
|
||
The status text gets the same colour.
|
||
- 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 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*.
|
||
|
||
#### Missing links (red messages)
|
||
|
||
If a link in a chain is missing, the mod explains why and what you can do. The text appears in three places:
|
||
|
||
- **In the Chains tab**: fold the chain out; the reason is shown in red below the red goods row.
|
||
- **In Needs attention**: one red line per chain, for example *Bread is missing a link: Flour*. At most 2 chains
|
||
are shown; the rest are in the Chains tab. Clicking opens the Chains tab with that chain folded out.
|
||
- **As an on-screen message**: the first time a new link goes missing. The same message only returns after the
|
||
problem has gone away and come back. No messages during the first 2 minutes after loading or while fields are
|
||
being scanned.
|
||
|
||
The messages:
|
||
|
||
- *None of your factories makes Flour — build one or buy it*: no factory, barn or field supplies the goods.
|
||
- *Mill can only make 800 of 1.0k/mo*: the factory cannot keep up (bottleneck).
|
||
- *Mill (Flour) was turned off by you — turn it on or pause the chain*: you switched the production off yourself.
|
||
- *Loop around Flour — the chain cannot be calculated*: the goods are needed to make themselves.
|
||
|
||
#### Mark a field free for chains
|
||
|
||
Open the field in the field guide and switch on **Free for chains (mod may change the crop)**. Only such a
|
||
field changes crop automatically. The tab lists them under **Fields free for the chain**.
|
||
|
||
Permanent crops (vine, olive, poplar) and grass fields are never changed, even when marked.
|
||
|
||
#### 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]**. 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. 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)*.
|
||
|
||
#### Intermediate goods
|
||
|
||
If a chain needs an intermediate good (for example flour for bread), the mod switches on the production
|
||
that makes it.
|
||
|
||
- The mod switches a production off again only if the chain switched it on.
|
||
- 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.
|
||
|
||
#### Chain flows
|
||
|
||
For each link the mod creates a flow named **Chain: <goods> → <building>** (at most 2 new per minute).
|
||
|
||
- 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 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.
|
||
- The chain uses only your own factories and barns.
|
||
|
||
## 8. Start, stop and saving
|
||
|
||
**Start flow** does the following for each approved tractor:
|
||
|
||
- Fetches the trailer if the tractor is solo (see [Flow trailers](#flow-trailers)).
|
||
- Sets AutoDrive to **Pickup & Deliver** with the flow's goods and loops.
|
||
- Switches on **Use folders** globally and sets rotation to **pickup only**.
|
||
- Sets the flow's markers. They are chosen anew for each trip.
|
||
|
||
This **overwrites** the tractor's own AutoDrive settings. Tractors outside flows run as before.
|
||
|
||
A flow starts even if one of the chosen buildings has no marker. The status then names the building. If
|
||
**all** buildings lack a marker, the start is refused with `'<building>' has no AD marker at its trigger`.
|
||
|
||
**Stop flow** stops the flow's tractors, folds the implements, empties and parks the trailers and drives
|
||
the tractors home. The tractors stay in the flow, so it can be started again.
|
||
|
||
**Saving.** The mod saves to the savegame folder when the game is saved:
|
||
|
||
| File | Contents |
|
||
|---|---|
|
||
| `ADSmartPickup_runs.xml` | Flows, whether they are stopped, and the remembered trailers |
|
||
| `ADSmartPickup_names.xml` | Building names |
|
||
| `ADSmartPickup_fields.xml` | Field setup, the field fleet, the pause from "Stop all" and Courseplay courses |
|
||
| `ADSmartPickup_fieldsilos.xml` | Field silo setup |
|
||
| `ADSmartPickup_cpresume.xml` | Machines Courseplay was running, to be restarted |
|
||
|
||
**After loading**, AutoDrive itself restarts the tractors that were running, and the mod takes them over
|
||
again. A flow you have not stopped and that has running tractors is shown as running. Tractors that were
|
||
waiting at a Wait point resume waiting. If a flow is stopped, press **[Start]**.
|
||
|
||
Flows from older versions are loaded automatically.
|
||
|
||
---
|
||
|
||
## 9. The storage tabs: stock and "Needs attention"
|
||
|
||
The **Factories**, **Silos**, **Barns** and **Pallet sheds** tabs each show one building type and work the
|
||
same way. At the top you choose **Show: Goods | Buildings**. The tab remembers the choice. Figures update
|
||
every second.
|
||
|
||
### The Goods view
|
||
|
||
**Key figures** for the tab's goods:
|
||
|
||
| Key figure | Meaning |
|
||
|---|---|
|
||
| **Stock value now** | The stock's value at the best price right now |
|
||
| **Extra at top price** | How much more it is worth at the year's highest price |
|
||
| **Running out soon** | Number of goods that last less than 3 days |
|
||
| **Almost full** | Number of produced goods that are at least 85 % full |
|
||
|
||
**— Needs attention —** shows up to four lines, most important first:
|
||
|
||
| Line | When |
|
||
|---|---|
|
||
| *Wheat runs out in … — farm has …, uses …/day* | The farm uses more than it produces, and the good lasts less than 3 days (red below 1 day) |
|
||
| *Milk is 92 % full — full in …* | A produced good is at least 85 % full (red from 95 %) |
|
||
| *Sell Canola now: price is 94 % of the yearly top — …* | The price is at least 90 % of the yearly top, the stock is worth at least 10,000, and the farm does not use it up |
|
||
|
||
**Click a line** to act on it:
|
||
|
||
- **Runs out:**
|
||
- If a supply flow already brings the good to one of the buildings that use it, it opens
|
||
(*→ click: open flow '…'*).
|
||
- If the farm has enough of the good elsewhere, a supply flow is created (*→ click: create flow*).
|
||
The guide opens on the summary with the name *<good> to <building>*, the buildings that use the good
|
||
as targets and the good selected. Check the tractors and press **Start flow** or **Save without
|
||
starting**.
|
||
- If a flow will not help because the farm has too little in total, it says *→ produce/buy*. Clicking
|
||
shows *A flow won't help — the farm only has … in total. Produce or buy more.*
|
||
- **Sell now:** opens an existing sell flow, or creates a new one (*→ click: create sell flow*) named
|
||
*Sell <good>*, with direction Out of building, the tab's buildings holding the good as sources and the
|
||
good set to Sell.
|
||
- **Almost full:** for information only.
|
||
|
||
Below that is the **goods list** with the columns **Item**, **Stock**, **Value now** and **Farm net ·
|
||
lasts**, plus a fill bar. Click a good to expand it into the buildings that hold it, with each building's
|
||
share (*62 % of the good*). Bar colours: red/yellow for problems, green when the good is used or
|
||
produced, blue for plain storage.
|
||
|
||
The goods list shows the tab's buildings, but consumption, production and "lasts" are always calculated
|
||
for the whole farm.
|
||
|
||
### The Buildings view
|
||
|
||
Choose a building in **Show building**. The table has one row per good:
|
||
|
||
| Column | Meaning |
|
||
|---|---|
|
||
| **In building** | Amount and capacity in the building plus fill level. Pallet sheds show pallets out of free slots |
|
||
| **Value now** | The value at the best price right now |
|
||
| **At top price** | The value if you sell at the year's highest price |
|
||
| **Farm** | The farm's total stock of the good in all buildings |
|
||
| **Lasts** | How many days the farm's stock lasts at consumption minus production. *rising* means the farm produces at least as much as it uses |
|
||
| **Use/prod. per day** | Consumption per day with minus and production per day with plus |
|
||
|
||
At the bottom is **Building total**, and below that a grid of all the tab's buildings and their contents.
|
||
Factory outputs are marked with `*`.
|
||
|
||
The **Rename building** button (only in the Buildings view) gives the selected building a new name. An
|
||
empty name brings back the shop name.
|
||
|
||
**What is counted**
|
||
|
||
- **Factories:** consumption and production of the productions running right now.
|
||
- **Barns, consumption:** feed, straw and water. Water is not counted when the barn has automatic water.
|
||
- **Barns, production:** each animal's production by age times the number of animals: milk, manure,
|
||
slurry, eggs, wool and more. Young animals below production age do not count.
|
||
|
||
---
|
||
|
||
## 10. Field work
|
||
|
||
The **Fields** tab runs the farm's fields: mowing crops (grass, clover, alfalfa), harvest crops (grain,
|
||
canola, maize, beets, potatoes …), preparation and sowing after harvest, and crop care while the crop
|
||
grows. AutoDrive drives the machines by road to the field, Courseplay works the field, and Smart Pickup
|
||
decides which field, which step and which machines. Requires **Courseplay** in addition to AutoDrive.
|
||
|
||
| Field type | Chain |
|
||
|---|---|
|
||
| **Mowing crop, Silage** | Mowed → (Raked) → Collected → fermenting silo/silo |
|
||
| **Mowing crop, Hay** | Mowed → Tedded → (Raked) → Collected → silo |
|
||
| **Harvest crop** | Harvested (+ unloading trailers) → (straw chopped, collected or baled) → After harvest |
|
||
| **After harvest / bare field** | (Mulching) → (Liming) → Plowing or Cultivating → (Sowing) → (Rolling) |
|
||
| **Care while the crop grows** | Fertilizing · Weeding · Liming — when the field needs it |
|
||
|
||
Vines and olives are never mowing crops. They are harvested, and sprayers and spreaders drive in the
|
||
aisles between the rows.
|
||
|
||
### Preparation
|
||
|
||
1. **One marker per field.** Create an AutoDrive marker at the field edge named `F` + the field number,
|
||
e.g. `F109`, at most 400 m from the field. The machines drive there by road before Courseplay takes
|
||
over. If it is missing, the field shows `!` in red, and nothing is sent out.
|
||
2. **Machines.** Use fixed sets (the implement stays on the tractor, or the machine is self-propelled)
|
||
and/or the machine pool (detached implements with a parking spot and a Connect marker, see
|
||
[chapter 7](#7-tractors-trailers-and-the-machine-pool)).
|
||
3. **Parking.** Give every set, pool implement and pool tractor an AutoDrive parking spot. Finished
|
||
machines drive there.
|
||
4. **Refilling.** Seeders, sprayers and spreaders are refilled by AutoDrive at a place that has the
|
||
product and an AutoDrive marker (the farm's own storage before a buying station).
|
||
|
||
### The field list
|
||
|
||
The tab is a colour-coded list with one row per owned field, sorted by number:
|
||
|
||
| Column | Example |
|
||
|---|---|
|
||
| **Field** | `F22`, or `! F22` when the marker is missing |
|
||
| **Crop** | *Wheat*, *bare soil* or *stubble (Wheat)* |
|
||
| **Plan** | *-> Wheat* (target crop), *Silage + rake*, *Harvest + sow*, *Preparation* |
|
||
| **Mode** | *Auto* or *Manual* |
|
||
| **Status** | The step and a short reason, e.g. *Ready 93 %*, *Harvesting*, *Fertilizing: waiting for machine* |
|
||
| **Running** | The machines on the field |
|
||
|
||
**[Start]** or **[Stop]** is on the far right. The colours mean the same as in Flows:
|
||
|
||
| Colour | Meaning |
|
||
|---|---|
|
||
| **Green** | The field is being worked |
|
||
| **Yellow** | The field is waiting, e.g. for a machine, for dry weather, or for you to move a harvester |
|
||
| **Red** | Problem: the marker is missing, the machine is too wide/narrow, the width is unknown, no machine can do the job, or no crop to sow is chosen |
|
||
| **Grey** | Stopped or paused |
|
||
|
||
- **[Start]** starts the field now (requires the marker). If the field is growing, crop care starts if
|
||
it is needed. The status line shows *F22 starts when a machine is free*.
|
||
- **[Stop]** stops the machines. Implements are folded for transport, and pool implements are parked.
|
||
- Click anywhere else on the row to open the field's **edit window**.
|
||
- If field work is **paused** after "Stop all and park", the top reads: *! Field work is paused since
|
||
"Stop all" (saved with the savegame) — press Start all in Overview, or [Start] on a single field.* The
|
||
fields are grey with *(paused)*, and **[Start]** resumes only that one field.
|
||
- If the field fleet is set to "only ticked" with no machine ticked, a warning is shown at the top,
|
||
because nothing can be sent out.
|
||
|
||
At the bottom are the **Field fleet** button and the status line *Fields in progress: 3 of 24*.
|
||
|
||
### The field's edit window
|
||
|
||
The window **Field F22** shows the field's summary, one line per topic with **[Edit]**:
|
||
|
||
| Line | Example |
|
||
|---|---|
|
||
| **Crop** | *Keep what grows* / *-> Wheat* |
|
||
| **Crop options** | *Silage, rake* / *straw chopped* |
|
||
| **Preparation** | *Automatic* / *Plow, lime* |
|
||
| **Crop care** | *Automatic* / *fertilizer, weeds* |
|
||
| **Machines** | *2 dedicated* / *free machines*, *1 at a time*, *1 unloaders* |
|
||
| **Storage** | *Field silo* / *Automatic* / *2 chosen silos* |
|
||
|
||
Click a line to change just that step, and press **Save**. Below the summary are the full status text and
|
||
the marker (*Marker F22, 35 m from the field*). The line **Set up field** opens the whole guide. The
|
||
buttons are **Close** (also ESC) and **Start now** / **Stop field**. A field cannot be deleted.
|
||
|
||
### The "Set up field" guide
|
||
|
||
The guide asks one question at a time (*Step 3 of 7 — Preparation*). Steps that do not apply to the field
|
||
are skipped. The buttons are **Next**, **Back** and **Cancel**.
|
||
|
||
| Step | Shown when | Choices |
|
||
|---|---|---|
|
||
| **Field** | the guide is opened with no field selected | The field, e.g. *F22 — Wheat — Waiting* |
|
||
| **Crop** | always | *Keep what grows* or a crop to sow (target crop). With *Keep* on a harvest field: *Sow the same crop again after harvest* |
|
||
| **Crop options** | mowing crop or crop with straw | Mowing crop: *Silage* or *Hay* and *Rake the swaths before collecting*. Straw: *Chopped (spread on the field)*, *Collected to a silo* or *Baled and collected* |
|
||
| **Preparation** | not for a mowing field that keeps its crop | *Automatic (recommended)*: plows when the soil needs it, otherwise cultivates, and limes at low pH. *Choose myself*: soil work (Auto/Cultivate/Plow/None), lime, mulching, rolling after sowing |
|
||
| **Crop care** | a crop grows, or is going to grow | *Automatic (recommended)*: fertilizer up to max, weeds, and lime at low pH. *Choose myself*: fertilizer, weeds (not on mowing crops), and lime when there is no preparation step |
|
||
| **Machines** | always | *Machines at a time (multi-tool)* 1–5, *Unloading trailers during harvest* 1–3, *Dedicated machines for this field?* + the list |
|
||
| **Storage** | not on a bare field | *Use the field silo?* when there is one, otherwise *Automatic* (nearest silo with room, silage to a fermenting silo) or *Choose myself* among the 8 nearest |
|
||
| **Summary** | always | The summary. **Run automatically** (Auto) or **Save without starting** (Manual) |
|
||
|
||
Nothing is saved until **Run automatically** / **Save without starting** (or **Save** when you change a
|
||
single line). If the menu is closed or you switch tab, the guide is discarded. If the marker is missing,
|
||
the field can still be set up, but work waits for the marker.
|
||
|
||
**Dedicated machines:** a dedicated machine is only used on this field, and the field would rather wait
|
||
for its own than borrow another. Machines dedicated to other fields are not shown: *N machines are
|
||
dedicated to other fields (F22) and not shown here*.
|
||
|
||
**Crop care** only happens when the field needs it: fertilizer up to max, weeds only on harvest crops and
|
||
only when there are enough weeds, and at most twice of each kind per growing season. A weeder only
|
||
handles small weeds.
|
||
|
||
### Pick and forget: a crop on the field
|
||
|
||
Choose a crop (e.g. *Wheat*) in the **Crop** step, and the mod takes care of the rest; the field runs
|
||
automatically:
|
||
|
||
- **If something else is growing now**, it is left to finish growing and is harvested or mowed. Then the
|
||
field is prepared and sown with your crop.
|
||
- **If your crop is already there** (grass → grass), it is mowed and collected every time it is ready.
|
||
- **A bare field** is prepared right away, whatever the season. Only sowing waits for sowing time
|
||
(*waiting for sowing time for …*).
|
||
- After that the cycle runs by itself: growth → care → harvest → preparation → sowing → …
|
||
|
||
Choose *Keep what grows* to run the field yourself with **Run automatically** or **Save without starting**.
|
||
|
||
### Field fleet and machine pool
|
||
|
||
The **Field fleet** button shows the shared field fleet (**Back to fields** returns):
|
||
|
||
- **Use all free machines (No = only ticked ones)**. With Yes (default) the mod finds the machines
|
||
itself. With No, only ticked machines are used.
|
||
- One row per machine with role and width, e.g. *Læssevogn 2 — loading wagon, 40.8 m*, and possibly
|
||
*seeds ok*, *!! out of seeds*, *!! over 50 m*, *!! width unknown — set in Courseplay*, *dedicated to
|
||
F22* or *working on F108*.
|
||
- For harvesters: **<name> drives itself on the road (No = too wide, you drive it to the field)**. See
|
||
*Wide harvesters* below.
|
||
- **Machine pool — tractors** with hp and status: *free*, *needs its own AD park destination*, *player is
|
||
driving*, *job F22*, *AutoDrive/Courseplay active*, *not in field fleet (tick)*, *off the AutoDrive
|
||
network*, *has an implement attached (detach it to use the pool)* or *dropping implement and driving
|
||
home*.
|
||
- **Machine pool — implements (park "X" + marker "Connect X")** with status: *parked at …*, *on …*,
|
||
*reserved — a tractor is on its way*, *belongs to flow '…'*, *could not attach — retry in … min*,
|
||
*not in pool — needs an AD park destination* or *not in pool — needs marker "Connect …"*.
|
||
|
||
Vehicles in a running flow, vehicles AutoDrive or Courseplay is already driving, and vehicles you are
|
||
driving yourself are never used. A sprayer or spreader gets its role from what it can take.
|
||
|
||
**When no ready-made set is free**, the mod sends a free pool tractor to fetch a pool implement with the
|
||
right role (best fit, see [The machine pool](#the-machine-pool)). The status shows *fetching implement*.
|
||
The tractor hitches, folds the implement for the road, works the field, drops the implement at its
|
||
parking spot and drives home. This also applies to **unloading trailers at harvest**: a free tractor
|
||
fetches a pool trailer that can carry the crop, follows the harvester until the harvest is done, and
|
||
parks the trailer.
|
||
|
||
Fields waiting for a machine are served in turn, longest-waiting first. At most one machine is sent out
|
||
every 10 seconds, and nothing is sent out during the first 2 minutes after loading.
|
||
|
||
### Width
|
||
|
||
- Courseplay can work at most **50 m** wide. The mod uses Courseplay's own width.
|
||
- Machines with a working width below 1.5 m are not sent out (*width unknown — set in Courseplay*).
|
||
- **Tedders, rakes, soil work, sowing, care and harvesting** work the field at their own width.
|
||
- The **loading wagon** must hit the swaths:
|
||
- **without Rake** it drives the mower's course and must be at least as wide as the mowing width.
|
||
- **with Rake** it drives the rake's course, and its width does not matter. The mod measures where the
|
||
rake drops the swath and offsets the loading wagon to match.
|
||
- If you only have narrow standard wagons, switch **Rake** on.
|
||
|
||
### Wide harvesters
|
||
|
||
If you set a harvester to **No** under *drives itself on the road*, the mod does not drive it by road.
|
||
When the field is due for harvest, the mod asks you to drive the harvester to the field, mount the header
|
||
and get out (with a reminder every 5 minutes). When the harvester is on the field with a suitable header
|
||
and you have got out, the mod takes over. **Start now** takes over immediately if the header fits.
|
||
Afterwards the mod asks you to unmount the header and drive the harvester home. These messages are
|
||
currently shown in Danish only.
|
||
|
||
### Courseplay courses and reloading
|
||
|
||
- The mod **reuses Courseplay courses**. If the machine's own course fits the field and the width, it is
|
||
used. Otherwise a matching course is copied from another machine, and only then is a new one
|
||
calculated. Large fields can take up to 5 minutes to calculate. If the field changes, its courses are
|
||
forgotten.
|
||
- **Restart after loading:** the game stops all helpers when it saves. The mod remembers on every save
|
||
which machines Courseplay was running, and restarts exactly those from the nearest waypoint after
|
||
loading (after 2 minutes, and not while paused from "Stop all"). If the machine stands on a field whose
|
||
step matches its role, it is signed back onto the field.
|
||
|
||
### Weather, refilling and messages
|
||
|
||
- **Rain:** harvesting, mowing, tedding, raking, hay collecting, straw collecting and baling are not sent
|
||
out while it rains (*waiting for dry weather*). Machines already working carry on. Soil work, sowing,
|
||
care and silage collecting run in the rain.
|
||
- **Refilling:** when a seeder, sprayer or spreader is empty, AutoDrive drives it to the nearest place
|
||
with the product and an AutoDrive marker, refills and drives back, and Courseplay continues. A sprayer
|
||
with a wrong leftover is emptied first.
|
||
- **Sowing period:** a crop that cannot be sown in the current period waits with the reason *… cannot be
|
||
sown in this period*.
|
||
- **Messages:** *Smart Pickup: F22 is done* when a field is finished, a red message on errors.
|
||
- **Harvest done:** the harvest is done when less than 5 % of the field is standing. If the harvester
|
||
still has grain in its tank, an unloading trailer is sent out before the field moves on.
|
||
- **Preparation done:** cultivating and plowing are measured on the ground. When at least 95 % is
|
||
prepared, the field moves on, also after reloading.
|
||
- **Field silo:** a silo within 150 m of the field can be used as storage (see
|
||
[chapter 12](#12-field-silos)).
|
||
|
||
### Status and reasons
|
||
|
||
| Status | Meaning |
|
||
|---|---|
|
||
| **Waiting / Ready** | Growing / ready (Manual waits for [Start]). With *— needs …* when crop care is needed |
|
||
| **Mowing, Tedding, Raking, Collecting, Harvesting, Cultivating, Plowing, Sowing, Rolling, Fertilizing …** | The step is in progress |
|
||
| **Done** | The chain is finished. The field becomes *Ready* again once it has grown |
|
||
| *waiting for machine* / *waiting for a free …* | All sets with the role are busy |
|
||
| *waiting for tractor* | A pool implement is free, but no pool tractor |
|
||
| *fetching implement* | A pool tractor is on its way to fetch the implement |
|
||
| *too few free* | Too few free sets for *Machines at a time* |
|
||
| *none can do it* | No machine can do the job, e.g. wrong header or a seeder that cannot sow the crop |
|
||
| *too wide* / *too narrow* / *width unknown* | See *Width* above |
|
||
| *choose crop* | The field is to be sown, but no crop is chosen |
|
||
| *not sowing time* | The crop cannot be sown in this period |
|
||
| *waiting for regrowth* | The grass must grow back to full height after an interrupted mowing |
|
||
| *waiting for dry weather* | Rain |
|
||
|
||
The full explanation is in the field's edit window. Log lines in `log.txt` start with
|
||
`ADSmartPickup: F109 …`.
|
||
|
||
---
|
||
|
||
## 11. The Month tab
|
||
|
||
The **Month** tab answers the question: *can I safely sleep to next month?*
|
||
|
||
- The top shows the period, the day and the time, e.g. *<period> (Aug) · day 2 of 3 · 14:30*.
|
||
- Below that is the verdict: *Nothing urgent — safe to sleep to next month*, or *NOTE: 2 fields must
|
||
finish before the month ends*.
|
||
- The table only shows fields with work in progress (otherwise *No fields have work in progress*):
|
||
|
||
| Column | Meaning |
|
||
|---|---|
|
||
| **Field** | The field number |
|
||
| **Work** | The step in progress |
|
||
| **Crop** | The crop, or the one to be sown |
|
||
| **Done** | Progress in percent. Harvesting and mowing are measured over the whole field area |
|
||
| **Next** | The next step, or – |
|
||
| **Window** | *ok*, *NOTE: withers soon* (the crop withers at the next period change) or *NOTE: last sow month* (the sowing window closes after this month) |
|
||
|
||
Rows with a NOTE come first. Below the table is **Can be sown now, not started:** with bare fields whose
|
||
target crop can be sown now, e.g. *F14: Wheat — NOTE: last sowing month* or *F9: Canola — can also be
|
||
sown next month*.
|
||
|
||
---
|
||
|
||
## 12. Field silos
|
||
|
||
The **Field silos** tab hauls goods from field silos home to the farm with free unloading trailers. A
|
||
**field silo** is a silo within 150 m of one of the farm's fields. Silos used in a flow, silos chosen as
|
||
farm storage and silos close to a farm storage (the same cluster) are not field silos.
|
||
|
||
**Settings**
|
||
|
||
| Setting | Meaning | Values |
|
||
|---|---|---|
|
||
| **Bring field silos home automatically** | Switches the feature on | Yes/No, default No |
|
||
| **Max. vehicles out** | At most this many trailers on a trip at once | 1–10, default 2 |
|
||
| **Minimum amount per product** | A good is only fetched when the silo has at least this much | 5,000–50,000 l, default 10,000 l |
|
||
| **Send surplus to production (barn feed first)** | Once the farm has enough feed, the surplus goes to the farm's factories | Yes/No, default No |
|
||
| **Feed reserve: barn consumption for** | This many days of barn consumption stay on the farm before anything goes to a factory | 3, 7, 14 or 30 days, default 7 |
|
||
| **Farm storages (where products are brought home to)** | Yes for the silos that should receive the goods | Choose at least one |
|
||
|
||
If you choose no farm storage, it says *Select at least one farm storage below — otherwise nothing is
|
||
brought home*.
|
||
|
||
**Status and table**
|
||
|
||
The status line shows e.g. *1/2 vehicles out · 3 silos waiting*. The table **Field silos with products**
|
||
has the columns **Silo**, **Crop**, **Liters**, **En route** and **Status**:
|
||
|
||
| Status | Meaning |
|
||
|---|---|
|
||
| *ok* | Ready to be fetched |
|
||
| *missing marker* | The field silo has no AutoDrive marker |
|
||
| *no farm storage takes …* | No chosen farm storage accepts the good |
|
||
| *paused (did not get going)* | A trip got stuck. The silo and good are skipped for 10 minutes |
|
||
| *→ factory* | The trip goes to production |
|
||
|
||
**Trailers**
|
||
|
||
- The mod borrows free unloading trailers from the field fleet every minute. They must have an
|
||
AutoDrive parking spot. Trailers in flows are never borrowed. If none is free, the status line explains
|
||
why, e.g. *No free unloading trailer: 1 without AD park destination, 2 busy, 0 with a player in it,
|
||
0 not in the fleet*.
|
||
- The mod also uses the machine pool: a free solo tractor fetches a pool trailer at its Connect marker,
|
||
makes the trip and parks the trailer again.
|
||
- **Harvest first:** as many unloading trailers as working harvesters need are held back (*1 unloading
|
||
trailer(s) held back for working harvesters*).
|
||
- The largest stock is fetched first with the nearest trailer that can carry the good. The trip is driven
|
||
with AutoDrive's *Pickup and Deliver*, after which the trailer parks.
|
||
- If the field silo is empty before the trailer is full, the rest is driven on. If the farm storage is
|
||
full, the trailer drives on to another storage.
|
||
- Nothing is planned while field work is paused after "Stop all and park".
|
||
|
||
---
|
||
|
||
## 13. Names of buildings and machines
|
||
|
||
FS25 cannot rename buildings itself, so the mod keeps its own names. They are saved in
|
||
`ADSmartPickup_names.xml` in the savegame and used everywhere in the menu.
|
||
|
||
- **New buildings are named automatically** (in Danish): barns by animal type (*Kostald 1*,
|
||
*Svinestald 2*, *Hønsehus 1* …), farm silos (*Gårdsilo 1*), field silos after the nearest F marker
|
||
(*F118 marksilo*), other silos (*Silo 3*), pallet sheds (*Palleskur 1*) and factories by their shop name.
|
||
Numbers continue from the highest that exists. Names already given are never changed.
|
||
- **Rename building** in the storage tabs gives a building your own name. Empty name = the shop name.
|
||
- **Field machines** that still have their model name are named after their role (in Danish):
|
||
*Læssevogn 5*, *Såmaskine 2*, *Mejetærsker 1*, *Roeoptager 2* etc. Names you have given yourself are
|
||
not touched.
|
||
- **Flow tractors** are named after the flow (see
|
||
[chapter 7](#7-tractors-trailers-and-the-machine-pool)).
|
||
|
||
### Console commands
|
||
|
||
Open the game's console to use them:
|
||
|
||
| Command | Function |
|
||
|---|---|
|
||
| `spuNameFleet` | Gives all tractors and trucks outside flows their shop name (*Fendt 942 1*, *Fendt 942 2* …) and renames their own parking spot to `P <name>` if nobody else shares it. Overwrites custom names on those vehicles. Save the game afterwards. Note: an existing `Connect <old name>` marker no longer matches |
|
||
| `spuConnect` | Hitches the nearest implement (within about 3 m) to the machine you are sitting in |
|
||
| `spuDetach` | Detaches the implements behind the machine you are sitting in |
|
||
| `spuTrip A > B > C` | Drives a trip over several markers: Connect markers hitch, Afkobl or the implement's own parking detach, and at other markers it stops for 10 seconds. Mostly for testing |
|
||
|
||
---
|
||
|
||
## 14. Recipes
|
||
|
||
### Keep a cow barn fed
|
||
|
||
1. Wait folder *Cow Wait* with 2–4 markers close to the barn.
|
||
2. **New flow**, **Into building**, To = the barn, Goods = **Automatic**.
|
||
3. Loops = 0, Wait at = *Cow Wait*.
|
||
4. Two tractors with tippers, **Start flow**.
|
||
|
||
The tractors spread feed, straw and water by need and prefer TMR to silage.
|
||
|
||
### Solo tractor with its own trailer
|
||
|
||
1. Park the trailer and give it an AutoDrive parking spot, e.g. `P Cow Food vogn 1`.
|
||
2. Create the marker `Connect P Cow Food vogn 1` right at the trailer's drawbar.
|
||
3. Set up the flow and choose the tractor without a trailer under **Tractors**. Check that **↳ Trailer**
|
||
shows the right trailer, and save.
|
||
4. **Start flow**: the tractor fetches the trailer. On **Stop flow** the trailer is emptied and parked
|
||
again.
|
||
|
||
### TMR factory feeding several barns
|
||
|
||
1. Flow A: **Into building**, To = the TMR factory, Goods = Automatic.
|
||
2. Flow B: **Out of building**, From = the TMR factory, TMR = **Store**.
|
||
3. Flow C: **Into building**, To = all cow barns. The neediest barn gets the trip.
|
||
|
||
### Sell milk at a high price
|
||
|
||
1. **New flow**, **Out of building**, From = barn(s) or milk tanks.
|
||
2. Milk = **Sell, else store**, Sell from = 90 %, Drive to storage above = 80 %.
|
||
3. One tanker, **Start flow**.
|
||
|
||
The tanker waits at Wait until the price is high. If the tank fills up first, it takes the milk to storage.
|
||
|
||
### Empty a pallet shed for sale
|
||
|
||
1. **New flow**, **Out of building**, From = the object storage.
|
||
2. The goods = **Sell**, **Collect in one trip** = Yes.
|
||
3. One UAL truck, **Start flow**.
|
||
|
||
### A good is running out
|
||
|
||
1. Open the storage tab, e.g. **Barns**, view **Goods**.
|
||
2. Click the line *… runs out in …* under **Needs attention**.
|
||
3. The guide opens with a ready-made suggestion. Choose tractors and press **Start flow**.
|
||
|
||
---
|
||
|
||
## 15. Troubleshooting
|
||
|
||
The mod writes all its decisions to `log.txt` with the prefix `ADSmartPickup:`. The log is in
|
||
`Documents/My Games/FarmingSimulator2025/`.
|
||
|
||
| Problem | Solution |
|
||
|---|---|
|
||
| The building shows *NO MARKER* | Place an AutoDrive marker within 40 m of the trigger. Wait markers do not count |
|
||
| A barn's slurry or milk point is missing | Give each loading point its own marker |
|
||
| The tractor cannot be chosen in the guide | Click the line *N tractors cannot be used here* to see the reason |
|
||
| The solo tractor cannot be chosen | There must be a free trailer: detached, with an AutoDrive parking spot and a `Connect <parking name>` marker, and able to carry the flow's goods |
|
||
| The tractor does not fetch the trailer | Check that the Connect marker is named exactly `Connect ` + the parking's name, and that it sits at the drawbar with room to reverse |
|
||
| The tractor just holds at Wait | Read the status. It is usually waiting for a price, room or a need |
|
||
| The neighbouring silo gets the load | Set AutoDrive's *Max trigger distance* to 10 m |
|
||
| *cannot reach selling point* | Connect the selling point to the road network in both directions |
|
||
| The pallet shed does not hand out pallets | Move the marker so the trailer's autoload zone covers the output area |
|
||
| The tractor does not fill at the silo | After 30 seconds without filling, the mod lets go and AutoDrive drives on |
|
||
| No field work starts | Is there a pause from "Stop all"? Press **Start all flows** in Overview, or **[Start]** on the field |
|
||
| The field shows `!` | The field is missing its `F<no>` marker |
|
||
| A flow does not run after loading | Press **[Start]** on the flow |
|
||
| All tractors fetch the same thing | Only tractors in the same flow spread out |
|
||
|
||
**Useful log lines** (the log text is in Danish)
|
||
|
||
```
|
||
ADSmartPickup: 'JCB 1' bytter læs: 2400 l STRAW tilbage i Silo 3, målet mangler FORAGE
|
||
ADSmartPickup: 'Virtus' holder ved Wait 3: MILK 82 % af top (kræver 90), lager 41 %
|
||
ADSmartPickup: F109 …
|
||
```
|
||
|
||
---
|
||
|
||
## 16. Testing and feedback
|
||
|
||
The mod is being tested continuously, and bug reports are very welcome.
|
||
|
||
1. Tell the developer — or open an issue in the repository if you have an account: <https://git.powerdata.dk/masterdraco/fs25-adsmartpickup/issues>
|
||
2. Describe what you did, what you expected, and what happened. Mention the version (shown in `log.txt`
|
||
and in the mod list).
|
||
3. Attach `log.txt` from `Documents/My Games/FarmingSimulator2025/log.txt`. If the file is too big,
|
||
attach at least the lines starting with `ADSmartPickup`.
|
||
4. A screenshot of the Smart Pickup menu often helps.
|
||
|
||
---
|
||
|
||
## 17. Glossary
|
||
|
||
| Term | Meaning |
|
||
|---|---|
|
||
| **AD** | AutoDrive |
|
||
| **CP** | Courseplay |
|
||
| **Flow / run** | A named recipe with buildings, goods, rules and tractors |
|
||
| **Marker** | AutoDrive destination |
|
||
| **Trigger** | The area at a building where loading or unloading happens |
|
||
| **Wait point** | Marker in a folder with *Wait* in its name, where tractors wait |
|
||
| **Parking spot** | AutoDrive's park destination for a vehicle or implement, e.g. `P Cow Food vogn 1` |
|
||
| **Connect marker** | The marker `Connect <parking name>`, where a tractor hitches an implement |
|
||
| **Afkobl marker** | Marker where implements behind the tractor are detached |
|
||
| **Solo tractor** | Tractor with no trailer or implement attached at the rear |
|
||
| **Fixed set** | Implement without a Connect marker. It stays attached and is never lent out. A flow's trailers are never lent out either |
|
||
| **Machine pool** | Detached implements/trailers and free tractors that the mod pairs up as needed |
|
||
| **Field fleet** | The machines field work is allowed to use |
|
||
| **UAL** | Universal Autoload, a mod that loads pallets automatically |
|
||
| **Object storage** | Pallet and bale storage |
|
||
| **Top price** | The good's highest price during the year according to the game's seasonal curve |
|
||
| **Reserve** | What the farm's own barns and factories use in the next day |
|
||
| **Time to empty** | How long a factory's stock of a good lasts at the current consumption |
|
||
| **Field silo** | A silo near a field used as intermediate storage |
|
||
| **Chain** | The whole path from a production back through factories and barns to the crops in the fields |
|
||
| **Root production** | The production you switch on yourself, which the chain keeps running |
|
||
| **Free for chains** | A field marking that lets the mod change the crop automatically |
|