Closed ggoosen closed 4 months ago
Hi, that is an idea I had never even thought of. It would need some modifications to standard autoload, since you would load the bales and then not expect to unload them. It could work in a similar way for a TMR wagon too. It might be more of a feature to add to the next version of UAL, which I'm thinking of starting soon with all the talk about FS25!
Thanks @loki79uk, it works currently (supprisingly) other than the fact that the bales disapear visually. I thought i might be easy with a quick tweek. But ill leave it to you to decide :)
Try with the latest release now. There is no actual support for straw blowers, but it should work now without the errors caused by disappearing bales. I noticed the first issue that needs solving is that the loading triggers need to be lower. i.e. Putting the loading zone too high up means you cannot detect bales on the ground. https://github.com/loki79uk/FS22_UniversalAutoload/releases/tag/v1.5.1.5
Tested it now, that works. Just need to make sure you bind the horizontal loading so that it doesnt stack.
Uploading the updated version of the MOD incase anyone wants to try it.
Note this is not my work, this is Black Sheep Moddings work, credit goes to them https://www.farming-simulator.com/mod.php?mod_id=283397&title=fs2022
Tested it now, that works. Just need to make sure you bind the horizontal loading so that it doesnt stack.
That is good! I will see what I can do about a more general mode specific to straw blowers and TMR mixers. It worked quite well for me to limit the shape of the loading zone above the mixer so it was only big enough for a single bale.
As an aside, you shouldn't need to edit an actual mod to use with UAL. Just add the settings to your local mod settings file. e.g.: %userprofile%\Documents\My Games\FarmingSimulator2022\modSettings\UniversalAutoload.xml
. This works on MP too if you edit it on the server file system. Obviously you can do what you like, but it should be less work this way, and then you can update mods without changing anything.
Will look into adding it to mod settings, i assume that would work for the standard items as well? Like the little John Deer trailer which doesnt have standard support?
Below is what it looks like for me when i load and have it as "double" Ideally i would want a small gap between left and right bales, but it still works like this when you close the trailer.
I tried to add the following and received an error that it cannot load the XML
<vehicleConfiguration configFileName="FS22_StrawBlower_Gyrax_P22700/Gyrax_P22700.xml>
<loadingArea offset="0.000 1.000 -1.241" width="5.5" height="5.25" length="5.2"/>
<options noLoadingIfFolded="true" isBaleTrailer="true" enableSideLoading="true" showDebug="false"/>
</vehicleConfiguration>
I did however manage to add the little trailer, using the below. What does the "selectedConfigs" do?
<vehicleConfiguration configFileName="data/vehicles/salek/ans1900/ans1900.xml" selectedConfigs="2">
<loadingArea offset="0 1.000 -0.446" width="1.3" height="1.25" length="2.3"/>
<options enableRearLoading="true" enableSideLoading="true" showDebug="true"/>
</vehicleConfiguration>
Also the "placement" zone is slightly higher than it should be? is that calculated?
I'm at work so can't check until later, but where did you get those numbers from for the Salek? I assume it would be the same as the other one that is added.
<vehicleConfiguration configFileName="data/vehicles/salek/ans1900/ans1900.xml" selectedConfigs="1">
<loadingArea offset="0 0.589 -0.48" width="1.50" height="1.85" length="2.45"/>
</vehicleConfiguration>
The selected configs is the configuration that you have selected in the shop, e.g. bale trailer, bulk fill, etc. There are issues with loading pallets into the bulk fill trailers since they immediately unload (convert to loose fill types), so I typically don't add UAL to those trailers.
For the Salek, i opened the i3d file in giants editor and placed a cube onto the trailer to use the reference numbers.
If i change the 1 to 0.589 will bring the cube down? closer to the tray?
Understood on the selected config now :)
It sounds like you almost did it correctly, but before placing it you need to offset the y-coordinate of the cube by 0.5 and then "freeze transformations":
· Create a unit cube and set "Translate Y" = 0.5
· "Freeze Transformations" with default options (reference node should move to centre of lower face)
· Use "Interactive Placement" to set the height
- Ctrl+B with the box selected
- Left-click on the bed of the trailer
- Manually set both X and Z coordinates back to zero
· Adjust Scale (X,Y,Z) and Translate Z (if required) to position and scale the loading area
· Copy those values into the vehicle xml using the format:
<loadingArea offset="offsetX offsetY offsetZ" width="scaleX" height="scaleY" length="scaleZ"/>
· Delete the shape or close without saving (we ONLY need the values)
Edit: this is just because by default the root node of a cube is in the centre, but for UAL I chose to make it the centre of the bottom face. This makes it easier to adjust the height without ever changing the offset again.
Working through trying to use the global config file, im getting the following error in the log
2024-06-19 18:10 ** Adding Pallets for FS22_strawHarvestPack ** 2024-06-19 18:10 Error: C:/Users/georg/OneDrive/Documents/My Games/FarmingSimulator2022/modSettings/UniversalAutoload.xml. Error=XML_ERROR_PARSING_ELEMENT ErrorID=6 (0x6) Line number=31. 2024-06-19 18:10 Universal Autoload - could not open global settings file 2024-06-19 18:10 IMPORT user vehicle configurations 2024-06-19 18:10 Error: C:/Users/georg/OneDrive/Documents/My Games/FarmingSimulator2022/modSettings/UniversalAutoload.xml. Error=XML_ERROR_PARSING_ELEMENT ErrorID=6 (0x6) Line number=31. 2024-06-19 18:10 Error: Running LUA method 'loadSharedI3DFileFinished'. C:/Users/georg/OneDrive/Documents/My Games/FarmingSimulator2022/mods/FS22_UniversalAutoload/UniversalAutoloadInstaller.lua:200: attempt to index local 'xmlFile' (a nil value)
This is line 31
<vehicleConfiguration configFileName="FS22_HerculanoHF/HF.xml>
`
<!-- *** Base Game Example *** -->
<!-- <vehicleConfiguration configFileName="data/vehicles/welger/dk115/dk115.xml" selectedConfigs="2">
<loadingArea offset="0 1.339 -0.165" width="1.95" height="2.00" length="4.525"/>
</vehicleConfiguration> -->
<!-- *** Mod Example *** -->
<!-- <vehicleConfiguration configFileName="FS22_20ftGooseneck/lizardgooseneck.xml">
<loadingArea offset="0.000 1.100 -0.300" width="3.00" height="2.20" length="7.50"/>
<options enableRearLoading="true" enableSideLoading="true" showDebug="true"/>
</vehicleConfiguration> -->
<vehicleConfiguration configFileName="data/vehicles/salek/ans1900/ans1900.xml" selectedConfigs="2">
<loadingArea offset="0 0.589 -0.444" width="1.35" height="1" length="2.3"/>
<options enableRearLoading="true" enableSideLoading="true" showDebug="true"/>
</vehicleConfiguration>
<!--
<vehicleConfiguration configFileName="FS22_StrawBlower_Gyrax_P22700/Gyrax_P22700.xml>
<loadingArea offset="0.000 1.000 -1.241" width="5.5" height="5.25" length="5.2"/>
<options noLoadingIfFolded="true" isBaleTrailer="true" enableSideLoading="true" showDebug="false"/>
</vehicleConfiguration> -->
<vehicleConfiguration configFileName="FS22_HerculanoHF/HF.xml>
<loadingArea offset="0.000 0.797 -1.452" width="1.925" height="1.596" length="4.3"/>
<options isLogTrailer="true" enableSideLoading="true" showDebug="false"/>
</vehicleConfiguration> -->
</vehicleConfigurations>`
Check the whole file in a proper xml editor like notepad++. You have one opening comment tag <!--
, but two closing tags -->
I was to quick on the post, i noticed that and removed it and tested again, "comment close tags" was not the issue, same error.
is this the full path of the xml inside the mod?
FS22_HerculanoHF/HF.xml
have you edited that file at all and possibly broken the xml there?
Actually, it looks like it is not loading the file: https://github.com/loki79uk/FS22_UniversalAutoload/blob/2347d525eb5eb76fb39035fd1e4d947ead7ac525/UniversalAutoloadInstaller.lua#L187
Try replacing it with the default settings file again and see if that works. Otherwise the only thing I can think of is something to do with OneDrive?
This is the full file, it works when i add it to "default" items.
`<?xml version="1.0" encoding="utf-8" standalone="no"?>
`
mods are physically located here ->
C:\Users\georg\OneDrive\Documents\My Games\FarmingSimulator2022\mods
while the default vehicles are here
F:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 22\data\vehicles
Could it be that that the script is assuming the path as being on C: or F:?
It uses the game path, so the "modSettings" folder that is in the same folder as your savegames and log file are created.
by default:
%userprofile%\Documents\My Games\FarmingSimulator2022\modSettings\UniversalAutoload.xml
Fixed it was a syntax issue. Didnt close the " on the file name
Fixed version
`
<!-- *** Mod Examples *** -->
<!-- <objectType name="FS22_GlobalTransportPallet:globalpallet"/> -->
<!-- <objectType name="FS22_GameplayExtension:PlaceableElements"/> -->
` Is this working okay for you without adding a specific mode? I've recently started working on UAL 2.0, so depending how that goes I will try to add other vehicle types there.
Specific mode? Like having it classified as a bale trailer? Yes it works fine
It works yes, although my challenge is actually now with the teleport not working and also when I go over bale triggers that auto ‘import’ the bales the trailer sometimes thinks the bales are still in but they have already left.
On Mon, 24 Jun 2024 at 03:46, Loki_79 @.***> wrote:
Is this working okay for you without adding a specific mode? I've recently started working on UAL 2.0, so depending how that goes I will try to add other vehicle types there.
— Reply to this email directly, view it on GitHub https://github.com/loki79uk/FS22_UniversalAutoload/issues/233#issuecomment-2185259791, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAW7KE6UCO4ALXW72PARC7TZI4GJVAVCNFSM6AAAAABJLWA7FOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDCOBVGI2TSNZZGE . You are receiving this because you authored the thread.Message ID: @.***>
Specific mode? Like having it classified as a bale trailer? Yes it works fine It works yes, although my challenge is actually now with the teleport not working and also when I go over bale triggers that auto ‘import’ the bales the trailer sometimes thinks the bales are still in but they have already left.
So it isn't working okay then! lol
I'll see what I can do to improve it
Sorry, I mixed a whole bunch of things in there.
The straw overload type trailer is working fine, no issues with that since we used it.
All trailers using the Autoload mod have issues with the teleport mod, not supprised here really because i think you would have to handle that specifically to make it compatible. The issue i have will bale trailers relates to another mod where it "auto ingests" the bales, which confuses the trailer to think there are still bales in the trailer. Perhaps on the "Unload" function force a check to see if there is anything on the trailer and reset the state.
On Wed, 26 June 2024, 05:08 Loki_79, @.***> wrote:
Specific mode? Like having it classified as a bale trailer? Yes it works fine It works yes, although my challenge is actually now with the teleport not working and also when I go over bale triggers that auto ‘import’ the bales the trailer sometimes thinks the bales are still in but they have already left.
So it isn't working okay then! lol
I'll see what I can do to improve it
— Reply to this email directly, view it on GitHub https://github.com/loki79uk/FS22_UniversalAutoload/issues/233#issuecomment-2189829771, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAW7KE67F36YGTGI3VW7XQLZJHBJ7AVCNFSM6AAAAABJLWA7FOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDCOBZHAZDSNZXGE . You are receiving this because you authored the thread.Message ID: @.***>
How is this as a concept? Obviously needs smaller bales, but kind of works..
Added a few screenshots for you here of the other loader and how it works.
This is what it looks like loading and unloading. Works fine and auto places as per the images.
You could create two loading areas, one on each side.
Hmm, will try that and let you know.
Is there an example / document showing how to do that?
On Fri, Jun 28, 2024 at 1:20 AM Loki_79 @.***> wrote:
You could create two loading areas, one on each side.
— Reply to this email directly, view it on GitHub https://github.com/loki79uk/FS22_UniversalAutoload/issues/233#issuecomment-2195068688, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAW7KE4CSHFN7O2LUFDANQLZJQYDDAVCNFSM6AAAAABJLWA7FOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDCOJVGA3DQNRYHA . You are receiving this because you authored the thread.Message ID: @.***>
Hmm, will try that and let you know. Is there an example / document showing how to do that?
There are some examples in the base game configs, but you just add two xml tags like this:
<vehicleConfiguration configFileName="data/vehicles/demco/steelDropDeck/steelDropDeck.xml">
<loadingArea offset="0 1.010 -0.33" width="2.45" height="2.25" length="11.2" baleHeight="2.8"/>
<loadingArea offset="0 1.500 6.975" width="2.45" height="2.25" length="3.20" baleHeight="2.8"/>
<options isBaleTrailer="false" enableRearLoading="true" enableSideLoading="true"/>
</vehicleConfiguration>
I've added all the base game straw blowers and TMR mixers. You can use the new features by adding:
<options isBaleProcessor="true"/>
https://github.com/loki79uk/FS22_UniversalAutoload/releases/tag/v1.5.2.1
Also try this configuration:
<vehicleConfiguration configFileName="FS22_StrawBlower_Gyrax_P22700/Gyrax_P22700.xml">
<loadingArea offset="0 1.35 -1.20" width="1.85" height="1.65" length="5.3" noLoadingIfUnfolded="true"/>
<loadingArea offset="2.4 1.35 -1.20" width="2.41" height="1.35" length="5.0" noLoadingIfFolded="true"/>
<loadingArea offset="-2.4 1.35 -1.20" width="2.41" height="1.35" length="5.0" noLoadingIfFolded="true"/>
<options isBaleProcessor="true"/>
</vehicleConfiguration>
@ggoosen Have you had a chance to try this yet?
@ggoosen Have you had a chance to try this yet?
Yep, tested it! Sorry, i thought i had updated the thread. This works perfectly!
Good news! Make sure you update to 1.5.2.1 as there was a bug in 1.5.2.0
If possible, could you add support for in game straw blowers or this mod?
I tried adding this myself to the mod, and it works to an extent, but i have some issues.
I defined the "cube" in giants as large as the open doors, that helps the mod calculate the placement of the 1) The trailer is super heavy after loading 2) As soon as i start "unloading" or cutting up the straw the bales disapear (even though they still in there)
https://www.farming-simulator.com/mod.php?mod_id=283397&title=fs2022