545 lines
24 KiB
Markdown
545 lines
24 KiB
Markdown
# AD Smart Pickup — user manual
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Version 1.17.6 · 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 should go where,
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and the mod decides trip by trip which good to fetch, from which silo, and where to unload it.
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Everything is set up in one place in the ESC menu, and all tractors in a flow start and stop together.
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The mod does two things:
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- **Supply (into building):** keeps barns and factories filled. Each trip, the tractor fetches the
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good the target needs most, from a silo anywhere on the map.
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- **Delivery (out of building):** empties factories, silos, barns and pallet sheds. Goods are taken
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to storage or sold when the price is close to the yearly top.
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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. [Key concepts](#2-key-concepts)
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3. [Prepare the map: markers and Wait points](#3-prepare-the-map-markers-and-wait-points)
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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. [Delivery: empty, store and sell](#6-delivery-empty-store-and-sell)
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7. [Tractors and trailers](#7-tractors-and-trailers)
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8. [Start, stop and saving](#8-start-stop-and-saving)
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9. [The storage tabs: inventory and statistics](#9-the-storage-tabs-inventory-and-statistics)
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10. [Recipes](#10-recipes)
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11. [Troubleshooting](#11-troubleshooting)
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12. [Glossary](#12-glossary)
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---
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## 1. Requirements and installation
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**Required**
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- **FS25_AutoDrive.** The mod builds on AutoDrive's Pickup & Deliver and does not change AutoDrive.
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- An **AutoDrive road network** connecting silos, barns, factories, selling points and Wait points.
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**Recommended**
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- **Universal Autoload (UAL)** on trailers that should carry pallets. Without UAL the mod can only
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move bulk goods such as grain, milk, silage and TMR.
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**Installation**
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1. Put `FS25_ADSmartPickup.zip` in the mods folder:
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`Documents/My Games/FarmingSimulator2025/mods/`
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2. Enable the mod together with AutoDrive when you choose your savegame.
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3. The AutoDrive setting **"Use folders"** must be allowed on. The mod switches it on when a flow
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starts. The setting is global, so it applies to the whole game.
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---
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## 2. Key concepts
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**Flow.** A flow is a named recipe. It has a direction, buildings, goods, rules and a list of
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tractors. Older versions called it a *run*, and the word is still used on some buttons.
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**Building.** A barn, factory, silo, object storage (pallet shed) or selling point. You pick
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buildings, not markers. The mod finds the AutoDrive marker that belongs to the building's trigger.
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**Marker.** An AutoDrive destination. Every building needs a marker within 40 m of its loading or
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unloading trigger. A barn often has several, such as one at the milk tank and one at the slurry tank.
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**Wait point.** A marker in an AutoDrive folder with the word **Wait** in its name. Tractors park
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here while they wait for space, for a good price or for demand. Wait points are one shared pool for
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all tractors.
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**Need.** How much of a good a barn or factory is missing. For factories it is measured as *time
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until 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 during the next day. The reserve is
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never sold.
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---
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## 3. Prepare the map: markers and Wait points
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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 is *behind* the tractor's nose in
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the 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, such as *Cow 1 Milk* and
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*Cow 1 Slurry*. The mod shows all of them 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, just like when you load by hand.
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- **Marker names:** names are free. The menu shows the building's own 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, such as *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 every Wait point to the road network **in both directions**, from the buildings and back.
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Wait markers are never used as a source or target, even when they stand close to a building.
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Markers in field folders, such as *F91 Wait*, are left alone, because it is the **folder** name
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that counts.
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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 your silos stand closer than that, the neighbouring silo can get the load. Set
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the option to **10 m** in that case. The mod writes a warning to the log the first time it sees a
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storage target with a neighbouring trigger.
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---
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## 4. The Smart Pickup menu
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Press **ESC** and open the **Smart Pickup** tab. It has five sub-tabs:
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| Tab | Contents |
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|---|---|
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| **Flows** | The board with all flows, editing of the selected flow and the Wait pools |
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| **Factories** | Inventory and statistics for the farm's factories |
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| **Silos** | Inventory and statistics for the farm's silos |
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| **Barns** | Inventory and statistics for the farm's barns |
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| **Pallet sheds** | Inventory and statistics for the farm's object storages |
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### The flow board
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At the top there is one line per flow. The selected flow is marked with `>`.
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```
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> Milk sale: Milk · Cow Barn 1 + Cow Barn 2 → Sell · price >= 90 %, storage > 80 % · Virtus · Running (1/1)
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Barn feed: by need · all silos → Cow Barn 1 · need · JCB 1 + JCB 2 · Stopped (2 tractors)
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```
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Read the line as **name: goods · from → to · rule · tractors · status**.
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- A `!` after a building name means the building has no marker.
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- `!!` in the status is a warning, such as a selling point that cannot be reached.
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- The status also says why a tractor is waiting, such as `SUGAR 78 % of top (needs 90)`.
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### Buttons
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| Button | What it does |
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| **New run** | Creates a new flow. It starts as *Into building* |
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| **Rename** | Renames the selected flow |
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| **Delete run** | Deletes the flow and stops its running tractors. Cannot be undone |
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| **Start run / Stop run** | Starts or stops all tractors in the flow |
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Pick a flow in the **Run** field at the top. The details of the selected flow are shown below the board.
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### Direction
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The **Direction** field switches between two kinds of flow:
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- **Into building** is supply. See [section 5](#5-supply-keep-barns-and-factories-filled).
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- **Out of building** is delivery. See [section 6](#6-delivery-empty-store-and-sell).
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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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Cow Barn (large) — Cow 1 Milk 6 m · Cow 1 Slurry 4 m
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Silo 7 (silo) — NO MARKER within 40 m — place an AD marker at the trigger
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```
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Set **Yes** on the buildings the flow should use. The list is sorted by name, so *Silo 9* comes
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before *Silo 10*. A building you have sold shows as *building no longer exists*.
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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 run**, and leave Direction on **Into building**.
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2. Under **To**: set Yes on the barns and factories to fill.
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3. Under **Goods**: choose **Auto** or **Select**.
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- **Auto** 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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- **Select** lets you tick specific goods.
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4. Set **Loops**, **Return from Wait below** and **Wait pool**. See the rules below.
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5. Set **Yes** on the tractors that should drive.
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6. Press **Start run**.
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**From** always shows *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 picks:
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1. **The neediest good.** For factories, that is the good that runs out first. For barns, it is the
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lowest fill level compared with capacity.
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2. **Full loads first.** Goods where a whole load fits come before goods where only part fits.
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3. **The barn that needs it most.** With several targets, the neediest one gets the trip.
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4. **Which silo.** Your own silos are used before borrowing from neighbours. The least-filled silo
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is emptied first, so leftovers get cleared. Milk, slurry and digestate are taken from the
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*fullest* source, so production never stops.
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A factory's own **inputs** are never taken from the factory itself. Straw in a TMR factory stays
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where it is.
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**Factories follow their productions.** Switch TMR on in a factory, and the tractor starts fetching
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silage, hay, straw and mineral feed by itself. Switch it off, and the tractor stops. Productions
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the map switched off because an input ran out still count as wanted, because those are exactly the
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ones that need filling.
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### Best feed first
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Feed in a barn trough shares space. If better feed such as **TMR** is on the list, lower feed such
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as silage and hay is only fetched when the trough is **at least 75 % empty**. That way silage does
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not fill the trough while TMR is available.
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### Several tractors on the same barn
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The mod remembers what is already **on the way** to each barn. With four trailers on the same barn
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they spread out. One fetches TMR, another straw, and a third drives to the next barn, instead of all
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of them fetching the same thing.
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### Leftover loads and Wait
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When the target cannot take the whole load, this happens:
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1. The tractor unloads what fits.
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2. The rest is taken to the **nearest free Wait point**, so the trigger is not blocked for the next
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tractors.
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3. It drives back when the target can take **the whole rest**, or has dropped below **Return from
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Wait below**.
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A rest of less than 100 l that the target cannot take counts as empty. The tractor drives on instead
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of blocking the trigger.
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### Load swap
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When a tractor waits with a good the target is full of, while the target needs another good on the
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list, it swaps loads:
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1. The rest is unloaded in an ordinary storage silo that accepts the good and has room.
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2. The tractor then fetches the good the target is missing.
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This only happens when the target is missing at least a quarter of its capacity of the other good,
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and there is a road to the silo and on to the target. With no suitable silo, the tractor stays at Wait.
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### Supply rules
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| Rule | Meaning | Values |
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| **Loops** | Number of trips per tractor before it parks | 0 = endless, otherwise 1–99 |
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| **Return from Wait below** | A waiting tractor returns when the target is below this fill level | 10–90 %, default 50 % |
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| **Wait pool** | Which Wait folder the tractors wait in | *All (nearest free)* or a folder |
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Below the rules, **To fetch** lists the goods the flow is fetching now, neediest first.
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---
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## 6. Delivery: empty, store and sell
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A delivery flow takes goods out of buildings and drives them to storage or to a selling point.
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### Sources
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Under **From** you can pick:
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| Source | What is taken |
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| **Factory** | The factory's outputs, both bulk and pallets from the pallet spawner |
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| **Silo** | The silo's contents |
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| **Barn** | Milk, slurry and manure from the barn's loading points, including attached extension tanks such as Milk Tank Extension |
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| **Object storage** | Pallets and bales. They are taken out one at a time |
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**Sources with shared storage:** some storages are extensions that share their stock with everything
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within a set distance, such as a row of milk tanks. Loading at one empties them all. The mod detects
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this and treats them as one stop, so the tractor does not drive between the tanks. The first one in
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the list is used, and the log says which sources were merged. Choosing a single tank as the source
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is enough.
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### Policy per good
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Every good in the sources is listed with its amount and current price. Pick a policy:
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| Policy | Meaning |
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| **Off** | The good is left alone |
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| **Store** | Taken to a silo, a pallet shed or one of the farm's own factories that uses the good, such as slurry for a biogas plant. This happens when there is a full load, or the source is nearly full |
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| **Sell** | Sold when the price is close enough to the yearly top |
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| **Sell, else store** | Sold at a good price. Otherwise taken to storage when the source is nearly full |
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Bulk goods need a tipper or tank. Pallet goods need a trailer with Universal Autoload.
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### Delivery rules
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| Rule | Meaning | Values |
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| **Sell from** | Goods are sold when the price is at least this share of the yearly top price | 50–100 %, default 90 % |
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| **Drive to storage above** | Store goods are moved when the source is filled above this share | 50–95 %, default 80 % |
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| **Collect in one trip** | Collection round, see below | Yes/No |
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### How each trip is chosen
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Before each loading, and every five seconds while the tractor waits, the mod checks:
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1. **Sell.** If a Sell good's best *reachable* selling point pays at least the threshold, the tractor
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drives to sell **regardless of amount**. This makes sure you get the money when the price peaks.
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The highest price share goes first.
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2. **Store.** If a Store good has a full load, or a source is above its threshold, it is taken to the
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nearest silo with room for the whole load. The fullest source goes first. Markers another delivery
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flow loads from are only used for unloading when nothing else fits. That way a storage trip does
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not unload where a sale trip needs to load.
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3. **No trip.** The tractor parks at a Wait point and tries again. The status says why, such as
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`holding at Wait 3: SUGAR 78 % of top (needs 90), storage 41 %`.
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### The price
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Selling points are the map's real selling points and factories the farm does not own, such as the
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map's dairy. Deliveries to the farm's own factories and barns do not count as sales. The price share
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is the good's current price compared with the yearly high. The mod uses the same
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seasonal curve as the game's price graph. Goods with a flat curve always count as 100 %. The selling
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point with the best price wins, as long as the road network reaches it.
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### Reserve: never sell what the farm needs
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Before selling, the mod subtracts what the farm's own factories and barns will use during the next
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day. It only sells when a whole load can be taken without touching the reserve. The status shows,
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for example, `SUGARBEET: 196.0k reserved for TMR factory`. The Store policy does not touch the
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reserve, because the good stays on the farm.
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### Collection round
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With **Collect in one trip** switched on:
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- **Tipper:** the same good is collected from several sources until the trailer is full. The next
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source is only visited when at least 10 % of the space is left.
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- **Autoload trailer:** several pallet goods with the same destination go on one trip.
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### Pallets and Universal Autoload
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- The mod switches AutoDrive's **AL unload** on for the trailer when the flow starts.
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- **Straps** are tightened after loading and released **25 m before** the unloading trigger.
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- A full load of pallets is at least four pallets.
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- Pallets for storage go to the nearest pallet shed that accepts the good and has room.
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- From an object storage, pallets are taken out **one at a time**, so none are left on the ground.
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- If the storage gets stuck, loading ends after 30 seconds with what is on board. If an autoload
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source makes no progress for 15 seconds, the tractor leaves with what it has.
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### On-screen warnings
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When a selling point cannot be reached, or no silo has room, the mod shows a red AutoDrive message,
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for example:
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```
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'MT635' cannot reach selling point 'Grain Elevator' for SUGAR – check the road network
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```
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The message also goes to AutoDrive's message history, to `log.txt` and to the flow's status. The
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tractor waits at Wait and drives by itself once the road is connected. The warning is only repeated
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when the tractor, station or good changes.
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---
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## 7. Tractors and trailers
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At the bottom of the flow, the farm's vehicles are listed with their capacity. Set **Yes** on the
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ones that should drive.
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- Capacity is shown in litres for bulk trailers and as *autoload (pallets)* for UAL trailers.
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- **Vehicles that cannot be used are locked** and show the reason. The reasons are in the table.
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- A vehicle can only be in one flow. If it is moved, it shows *moved from 'other flow'*.
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- If you remove a running tractor from a flow, it is stopped.
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- **Names:** tractors automatically get an AutoDrive driver name after their flow, such as
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*Milk Collect 1* and *Milk Collect 2*. A tractor that is alone in its flow gets the flow's name.
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The name is used in AutoDrive, in the menu and in the log, and the menu shows the model name in
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brackets. When a tractor leaves its flow, it gets its model name back. Names you set yourself in
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AutoDrive are only changed while the tractor is in a flow.
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| Reason | Meaning |
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|---|---|
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| no trailer | The tractor has no trailer attached |
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| trailer cannot carry the run's goods | The trailer accepts none of the flow's goods |
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| pallet goods need Universal Autoload on the trailer | The flow has pallets, but the trailer has no UAL |
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| too far from the road network | The tractor is too far from AutoDrive's network |
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| no target / no recognised source | The flow has no buildings |
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| no good selected | A delivery flow with no good set to Store or Sell |
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| no Wait point in the pool | Delivery needs at least one Wait point |
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---
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## 8. Start, stop and saving
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**Start run** does this on every approved tractor:
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- Puts AutoDrive in **Pickup & Deliver** with the flow's goods and loops.
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- Switches **Use folders** on globally and sets rotation to **loading only**.
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- Sets the flow's markers. They are picked again for every trip.
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This **overwrites** the tractor's own AutoDrive settings. Tractors outside flows drive as before.
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A flow starts even if one of the chosen buildings has no marker. The status then names the
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building. If **none** of the buildings has a marker, start is refused with `'<building>' has no AD
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marker at its trigger`.
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**Stop run** stops AutoDrive on the flow's tractors. The tractors stay in the flow, so it can be
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started again.
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**Saving.** Flows are saved in `savegameN/ADSmartPickup_runs.xml` when the game is saved, and on
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every Start and Stop. After loading, tractors that AutoDrive saved as running carry on. Tractors that
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were waiting at a Wait point resume waiting by themselves. If a flow is stopped after loading, press
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**Start run** again.
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Flows from older versions load automatically. Old marker choices are translated into buildings.
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---
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## 9. The storage tabs: inventory and statistics
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The **Factories**, **Silos**, **Barns** and **Pallet sheds** tabs each show one type of building.
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They work the same way. Figures update every second, and each tab remembers the building you picked last.
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### Statistics for a building
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Pick a building in **Show building**. Below the selector there is a table with column headings and
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one row per good:
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| Item | In building | Value now | At top price | Farm | Lasts | Use/prod. per day |
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|---|---|---|---|---|---|---|
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| Silage | 483.5k/935.5k 52 % | € 173,921 | € 193,400 | 1.7M | 34.0 days | -50.0k |
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| Milk | 1.3k/10.3M 0 % | no selling point | | 233.1k | - | +14.4k |
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| **Building total** | | € 425,885 | € 429,039 | | | |
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| Column | Meaning |
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|---|---|
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| **In building** | Amount and capacity in the selected building, plus fill level |
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| **Value now** | The value at the best price right now, across all selling points on the map |
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| **At top price** | The value if you sell at the year's highest price |
|
||
| **Farm** | The farm's total amount of the good across all buildings, including those on the other tabs |
|
||
| **Lasts** | How many days the farm's stock lasts at use minus production. *rising* means the farm produces at least as much as it uses |
|
||
| **Use/prod. per day** | Daily use with a minus sign and daily production with a plus sign |
|
||
|
||
At the bottom, **Building total** shows the building's total value now and at top price.
|
||
|
||
### Overview of the tab's buildings
|
||
|
||
Below the statistics, the tab's buildings with contents are shown as a grid. The building name is on
|
||
the left, with up to two goods per row. Factory outputs are marked with `*`, and pallet sheds show the
|
||
number of pallets.
|
||
|
||
**What is counted**
|
||
|
||
- **Factories:** use and production of the productions that are running right now. Factories that
|
||
are idle or missing inputs are not counted.
|
||
- **Barns, use:** feed, straw and water. Water is not counted when the barn has automatic water.
|
||
Feed use is split across the feed types in the trough.
|
||
- **Barns, production:** each animal's output by age times the number of animals. This covers milk,
|
||
buffalo milk, manure, slurry, eggs, wool and goat milk. Young animals below production age do not count.
|
||
|
||
Goods the farm does not use show a dash under **Lasts**. Goods with no selling point show *no
|
||
selling point*.
|
||
|
||
---
|
||
|
||
## 10. 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 = **Auto**.
|
||
3. Wait pool = *Cow Wait*, Loops = 0.
|
||
4. Two tractors with tippers, Yes, Start.
|
||
|
||
The tractors share feed, straw and water by need and pick TMR over silage.
|
||
|
||
### A TMR factory feeding several barns
|
||
|
||
1. Flow A: **Into building**, To = the TMR factory, Goods = Auto. The tractor fetches what the
|
||
switched-on productions are missing.
|
||
2. Flow B: **Out of building**, From = the TMR factory, TMR = **Store**. TMR goes to a silo.
|
||
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, Yes, Start.
|
||
|
||
The tanker waits at Wait until the price is high. If the tank fills up first, the milk goes to storage.
|
||
|
||
### Empty a pallet shed for sale
|
||
|
||
1. New flow, **Out of building**, From = the object storage.
|
||
2. Goods = **Sell**, **Collect in one trip** = Yes.
|
||
3. One UAL truck, Yes, Start.
|
||
|
||
---
|
||
|
||
## 11. Troubleshooting
|
||
|
||
The mod writes every decision to `log.txt` with the prefix `ADSmartPickup:`. The log is in
|
||
`Documents/My Games/FarmingSimulator2025/`.
|
||
|
||
| Problem | Fix |
|
||
|---|---|
|
||
| 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 | The points are often at opposite ends of the barn. Give each point its own marker |
|
||
| The tractor is locked in the list | Read the reason next to it in [section 7](#7-tractors-and-trailers) |
|
||
| The tractor just sits at Wait | Read the status. It is usually waiting for price, space or demand |
|
||
| 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 network in both directions |
|
||
| The pallet shed does not hand out pallets | Move the marker so the trailer's autoload zone covers the output |
|
||
| Pallets fall off | Check that the trailer has UAL. Straps are tightened after loading |
|
||
| The tractor does not fill at the silo | After 30 seconds without filling, the mod lets go and AutoDrive drives on |
|
||
| The flow does not run after loading | Press **Start run** again |
|
||
| All tractors fetch the same good | Check that they are in the same flow. Only tractors in one flow share the work |
|
||
|
||
The log lines are written in Danish. Typical examples:
|
||
|
||
```
|
||
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: 'Fastrac' genoptager ventning ved Cow Wait efter genindlæsning
|
||
```
|
||
|
||
These mean: a load swap, a tractor holding for a better price, and a tractor resuming its wait
|
||
after the savegame was loaded.
|
||
|
||
---
|
||
|
||
## 12. Glossary
|
||
|
||
| Term | Meaning |
|
||
|---|---|
|
||
| **AD** | AutoDrive |
|
||
| **Flow / run** | A named recipe with buildings, goods, rules and tractors |
|
||
| **Marker** | AutoDrive destination at a building |
|
||
| **Trigger** | The area at a building where goods are loaded or unloaded |
|
||
| **Wait point** | A marker in a folder with *Wait* in its name, where tractors wait |
|
||
| **UAL** | Universal Autoload, a mod that loads pallets automatically |
|
||
| **Object storage** | Pallet and bale storage, such as the one in the HVF pack |
|
||
| **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 during the next day |
|
||
| **Time until empty** | How long a factory's stock of a good lasts at the current use |
|