I have no plans to make an autoload script for FS22. I never used this script in FS19, it was a test/proof of concept. Autoload is not really my "cup of tea" ;)
There is an existing autoload mod for FS22 as well as a few other people making their own autoload scripts for FS22, so I think FS22 will have more than a few options for autoloading.
I think everbody knows that the autoload unloads all loaded paletts and bales when the game saves. I try to ask alfalfa6945 if there is a reason for per PN last week, but I got no response. So did anybody know why in the script there is done a unload command when the game saves? For me it looks like removing one line and this will not happen, but a programmer never write a line of code which has no reason.
Yes, I was told that it is important to not have anything loaded while saved because of crashed savegames. Now I have changed my Version of Easy Autoload so that this makes not loosing the pallets or bales. Still needs to be testet on a server, but will he make someting with the mod anymore or not?
Achimobil: Sorry for the late reply. To clear up a few misconceptions, and so people can better understand what I was thinking in regards to the "unload at save";
Yes, EasyAutoLoad unloads to center at game save. This is by design, as by unloading at the time of save, the game itself will save not only the bales, but the position of them. Could it have been programmed to have EAL save the bales instead? Yes. But for more than a few reasons, it was more efficient and somewhat safer to have the game itself save the bales/position.
Also, there really wouldn't be a concern having things "loaded while saved", it wouldn't "crash" any save games doing it that way either. But the loaded object(s) would have to be accounted for in an xml file so that when you reload the game they appear as they should.
I guess you could comment out the line that is unloading during a save, but... what if you have objects loaded when you leave the game? They're gone.
Hi alfalfa6945, thanks for the explain and this makes sense. I found a way to easily "reload" the unloaded bales after the save. Could not test it on server, but runs now for a while in my SP without problems. Ofcourse when you are to fast on the road and the loading area is to small you could lose some bales, but that do not happen very often anymore. Will you be interested in have a look at that, then I send you the changes lua file per PN.
You can send via PM, sure. What could be done is that during save, a boolean value could be set. If the game continues, a check in something like onUpdate() could be done to see if the boolean has changed and if so it turns the autoload "on" again (thereby reloading the objects automatically) and flips the boolean value back. User would likely not notice anything while driving as I think onUpdate() "updates" ~60-66 times per second. It's been a while since I've looked at the code for EAL (I don't use it EAL), so I would have to test this as well.
I never use the autosave feature of the game, I just don't find it useful - in fact, I find it to be counter productive. But I can see that if you use it, and are driving with autoloaded objects when it saves, well, it could pose a problem.
Im new to modding this game so tell me if im understanding this correctly or not.
I take this mod unzip/ put in mod folder/ load game/ trailers have auto load? i know that i am wrong here so what steps am I missing?
Say i want to take a modded trailer and make it an autoload. what am i supposed to be doing in the .xml of that trailer to enable this?
EDIT: After reading more into all of this i most like need someone to just give me a How-To beginners lesson to modding this game. I have half/sucessfully added a gooseneck attach ability to a pickup that didnt have it previously and thats about it, changes some audio sounds for vehicles. i am addicted to this game and just dont know enough about the coding behind everything to do what i want yet
Hello. I just want to thank you for your work, mod is amazing. i can see someone asked for custom pallet which should be same as adding bale but im having problem with GalignaniBales mod name is: FS19_Gallignani_5690_S3 i would like to learn how to add another pallet or bale to configuration, ive tried changing attributes but no luck.
this are your attributes for small bales <UserAttribute nodeId="283"> <Attribute name="baleHeight" type="string" value="0.36"/> <Attribute name="baleLength" type="string" value="1.20"/> <Attribute name="baleWidth" type="string" value="0.49"/> <Attribute name="isSquareBale" type="boolean" value="true"/> </UserAttribute>
not complaining about anything, just thought id mention that when checking the source code for the autoload equiptment for the code that this mod has in it, ive found this mod contained within every single one. and im talking about fully updated latest code. not the old code. every single auto load trailer on the modhub has this mod inside of it. and giant let it through.
It's been going on since it was released It is sad when you see Giant's own ModHub letting it through, though. But in fairness, Giant's does seem to remove offending mods from their own site when made aware of it. They really need to test like they used to, Giant's lets some questionable stuff onto the site these days...
when I load a game up it always says that I need to use the updated version of easy autoload.. I have deleted and redownloaded the mod multiple times and still does it. how do I fix it?
Wäre es möglich wen man nicht nur nen lkw nimmt zu sehen wieviele Ballen oder Paletten man auf dem Hänger hat.
1. Lkw plus Hänger kann ich sehen was auf dem Hänger ist. 2. Lkw plus Hänger plus Hänger sehe ich alles auf dem ersten Hänger den Zweiten sehe ich unten rechts nicht mehr.
210 comments
I have no plans to make an autoload script for FS22. I never used this script in FS19, it was a test/proof of concept. Autoload is not really my "cup of tea" ;)
There is an existing autoload mod for FS22 as well as a few other people making their own autoload scripts for FS22, so I think FS22 will have more than a few options for autoloading.
I think everbody knows that the autoload unloads all loaded paletts and bales when the game saves.
I try to ask alfalfa6945 if there is a reason for per PN last week, but I got no response.
So did anybody know why in the script there is done a unload command when the game saves?
For me it looks like removing one line and this will not happen, but a programmer never write a line of code which has no reason.
atleast i think that was the reason
Now I have changed my Version of Easy Autoload so that this makes not loosing the pallets or bales.
Still needs to be testet on a server, but will he make someting with the mod anymore or not?
Achimobil: Sorry for the late reply. To clear up a few misconceptions, and so people can better understand what I was thinking in regards to the "unload at save";
Yes, EasyAutoLoad unloads to center at game save. This is by design, as by unloading at the time of save, the game itself will save not only the bales, but the position of them. Could it have been programmed to have EAL save the bales instead? Yes. But for more than a few reasons, it was more efficient and somewhat safer to have the game itself save the bales/position.
Also, there really wouldn't be a concern having things "loaded while saved", it wouldn't "crash" any save games doing it that way either. But the loaded object(s) would have to be accounted for in an xml file so that when you reload the game they appear as they should.
I guess you could comment out the line that is unloading during a save, but... what if you have objects loaded when you leave the game? They're gone.
thanks for the explain and this makes sense. I found a way to easily "reload" the unloaded bales after the save.
Could not test it on server, but runs now for a while in my SP without problems.
Ofcourse when you are to fast on the road and the loading area is to small you could lose some bales, but that do not happen very often anymore.
Will you be interested in have a look at that, then I send you the changes lua file per PN.
You can send via PM, sure. What could be done is that during save, a boolean value could be set. If the game continues, a check in something like onUpdate() could be done to see if the boolean has changed and if so it turns the autoload "on" again (thereby reloading the objects automatically) and flips the boolean value back. User would likely not notice anything while driving as I think onUpdate() "updates" ~60-66 times per second. It's been a while since I've looked at the code for EAL (I don't use it EAL), so I would have to test this as well.
I never use the autosave feature of the game, I just don't find it useful - in fact, I find it to be counter productive. But I can see that if you use it, and are driving with autoloaded objects when it saves, well, it could pose a problem.
I take this mod unzip/ put in mod folder/ load game/ trailers have auto load?
i know that i am wrong here so what steps am I missing?
Say i want to take a modded trailer and make it an autoload. what am i supposed to be doing in the .xml of that trailer to enable this?
EDIT:
After reading more into all of this i most like need someone to just give me a How-To beginners lesson to modding this game. I have half/sucessfully added a gooseneck attach ability to a pickup that didnt have it previously and thats about it, changes some audio sounds for vehicles. i am addicted to this game and just dont know enough about the coding behind everything to do what i want yet
I have tried to add the new firewood pallet to the Lizard Autoload flatdeck, but I can not seem to make it work.
<UserAttribute nodeId="1077">
<Attribute name="sizeLength" type="string" value="1.40"/>
<Attribute name="sizeWidth" type="string" value="1.60"/>
<Attribute name="usePalletSize" type="boolean" value="true"/>
</UserAttribute>
Do I need to include a fill type?
Sorry for the late reply, but I'm glad you got it sorted out!
I just want to thank you for your work, mod is amazing.
i can see someone asked for custom pallet which should be same as adding bale but im having problem with GalignaniBales mod name is: FS19_Gallignani_5690_S3
i would like to learn how to add another pallet or bale to configuration, ive tried changing attributes but no luck.
this are your attributes for small bales
<UserAttribute nodeId="283">
<Attribute name="baleHeight" type="string" value="0.36"/>
<Attribute name="baleLength" type="string" value="1.20"/>
<Attribute name="baleWidth" type="string" value="0.49"/>
<Attribute name="isSquareBale" type="boolean" value="true"/>
</UserAttribute>
One i want to add have
<UserAttributes>
<UserAttribute nodeId="11">
<Attribute name="baleHeight" type="float" value="0.45"/>
<Attribute name="baleLength" type="float" value="1.4"/>
<Attribute name="baleMeshIndex" type="string" value="1"/>
<Attribute name="baleWidth" type="float" value="0.51"/>
<Attribute name="dynamicMountForceLimitScale" type="float" value="2"/>
<Attribute name="dynamicMountTriggerIndex" type="string" value="0"/>
<Attribute name="size" type="integer" value="493612"/>
</UserAttribute>
</UserAttributes>
If you could give me some tips how to make new type of pellets or bales in easy autoload. im still learning to mod :)
It's been going on since it was released
Wäre es möglich wen man nicht nur nen lkw nimmt zu sehen wieviele Ballen oder Paletten man auf dem Hänger hat.
1. Lkw plus Hänger kann ich sehen was auf dem Hänger ist.
2. Lkw plus Hänger plus Hänger sehe ich alles auf dem ersten Hänger den Zweiten sehe ich unten rechts nicht mehr.
So geht es mir auch mit Traktoren.
MFG Mannie313