deckermmiv / farmsim_mod_followme Goto Github PK
View Code? Open in Web Editor NEWFarming Simulator modification - FollowMe
Farming Simulator modification - FollowMe
Any plans to bring this to FS22?
I can't see the help for Follow Me in panel Help (F1), this help no show here.
Hi,
I just downloaded the Follow me mod and I only run FS19 with this mod and the game wont start.
Basically I get in the game select savemod turn off all the other mods and only uses the Follow me mod and its stuck at the loading screen.
What could be wrong ?
I am developing a new tractor for FS19 and would like to know what "Follow Me" looks for or needs in the mod XML for Follow Me to work correctly with the tractor.
Thanks,
Jrd387
I had one where I was baling and had the follower in an arcusin picking up bales behind me. When I reversed to drop the bale, if I had the follow distance too close, it would confuse the driver and he would sometimes turn into me and ram me from the side...
... with a longer follow distance I found that this was a turn-around maneuver where he would circle behind me to line himself up more accurately.
I want to be able to halt and/or fire the follower while in the lead vehicle.
Here translation to spanish (Spain)
http://pastebin.com/9XneLsWm
Hi
I have a problem when i use follow me with combines, the follower always stops at the headland instead of following me in to a new track, then i restart and it follows to the other end and it repeats, hope there is a fix
thanks in advance
Nielsen
In FS15, if you had a tractor following you, and you missed a turn, you could back up and make the turn, and the tractor following would take the corrected path and make the turn...
now the tractor will follow the original path and overshoot the turn...
2023-04-06 19:37 dataS/character/humans/npc/pedestrians/generic/npcCommon02_f.i3d (38.91 ms)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Lua memory usage has reached 308322 KB; this is a dangerous level for PS4.
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
2023-04-06 19:38 Error: Running LUA method 'update'.
dataS/scripts/vehicles/Vehicle.lua(2685) : attempt to index field 'targetObject' (a number value)
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etc....
etc....
hello @DeckerMMIV
Thank you for this mod. I really like FollowMe.
What do you think of the possibility that the leading vehicle will wait for the following vehicle if the distance exceeds x% of the set distance?
I use FollowMe for baling behind the combine. Sometimes the tractor stops with the baler for some reason. (no fuel, obstacles, etc.). But the harvester keeps working ... Then you have to manually stop the combine and manually drive the tractor to do the job until you reach the combine.
So I would find it useful if the leading vehicle could wait for the following vehicle when x% of the set distance is exceeded.
##German##
Vielen Dank für FollowMe. Ich benutze es sehr gern und oft. :-)
Was hälst du von der Möglichkeit, dass das führende Fahrzeug auf das folgende Fahrzeug wartet, wenn der Abstand x% der eingestellten Entfernung überschreitet?
Ich benutze FollowMe zum Ballenpressen hinter dem Mähdrescher. Manchmal stopt der Traktor mit der Ballenpresse aus irgendeinem Grund. (kein Kraftstoff, Weghindernisse usw.). Aber der Harvester arbeitet weiter ... Dann muss man den Mähdrescher manuell anhalten und den Traktor manuell fahren, um die Arbeit zu erledigen, bis der Mähdrescher erreicht ist.
Daher fände ich es nützlich wenn das Führende Fahrzeug auf das folgende Fahrzeug warten könnte, wenn x% der eingestellten Entfernung überschrieten werden.
Viele Grüße
Hektor
I have set up a convoy: verhicles a, b, and c (b is following a and c is following b) it works perfect !
Vehicle a is a police car with working beacon light, b is a truck with heavy load and c is another police car. As c is an AI worker its beacon is not active.
Is it possible to activate beacon lights for following verhicles ?
Greets,
Jan van Dijk
Hi!
I wanted to propose a little enhancement! The basegame "bale loader" Arcusin ForStack 8.12 is able to pick up and stack 3 bales. His purpose is to stack these and make manual loading a bit faster. Even tho the loading trigger is bad, its pretty usefull. I am using a modded version that simply improves the loading trigger and speeds the animation up a bit. I managed to use it with Follow Me but unfortunately after it got 3 bales in, it wont unload itself and there is no automatic for it (modded or vanilla).
It would be amazing if it would stop and unload (this procress is pretty fast) then continue his path. I understand tho that this is not really Follow Me's purpose but i at least wanted to ask :)
Hi, so this is kinda hard to explain but ill try to make it as clear as possible. When im running a chopper(forage harvester) I turn on follow me on a tractor with a trailer so it comes driving next to the chopper. The problem however is, when I adjust distance to Lets say 5-10 meter in front to make the trailer drive next to the pipe, the tractor slows down when it gets in front of the chopper. No matter how many meters I adjust it, when I drive full speed the tracor wont go further than the chopper. This is annoying because the pipe has to blow the silage An unnecessary long way, I want to let the trailer drive next to the pipe and the tractor a bit in front of the chopper. Plz let me know if you understand what I mean and if you can do something about this. If you don't get it I'll try to post some pictures to explain.
Greetings,
Stewoe
Is it possible to get a disable/enable setting for the baler slowdown? Using courseplay with my mower then using follow me for every vehicle behind it (windrower,baler,wrapper,hauler) breaks the followme for the baler because it slows down on its own. my temporary workaround has been managing the speed of all vehicles with cruise control so the first vehicle is moving at 90% of the balers max speed so that way it never leaves it behind.
Hi @DeckerMMIV ,
This is the error in the log from a tractor when using followme FS17 with a harvester in standard game hired Worker.
Edit: only happens when you have two or three followers in chain. Not in a one to one set.
Load mod: FS17_DCK_Compass Load mod: FS17_DCK_FollowMe Load mod: FS17_DCK_VehicleGroupsSwitcher
--First Part of the error
Error: Running LUA method 'packetReceived'.
C:/Users/Alfredo/Documents/My Games/FarmingSimulator2017/mods/FS17_DCK_FollowMe/FollowMe.lua:642: attempt to index field 'currentHelper' (a nil value) data/vehicles/steerable/jcb/jcbFastrac3000.i3d (53.44) ms Warning (LUA): 'streamWriteUInt8': Argument 1 has wrong type. Expected: Int. Actual: Nil ..\..\..\src\base\scripting\lua\LuaScriptSystem.cpp (604): expectedType == Value::VoidType LUA call stack: =dataS/scripts/vehicles/specializations/events/AIVehicleSetStartedEvent.lua (0) : streamWriteUInt8 =dataS/scripts/network/Connection.lua (0) : writeStream =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : sendEvent =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : startAIVehicle =dataS/scripts/vehicles/Vehicle.lua (0) : update =dataS/scripts/network/Client.lua (0) : update =dataS/scripts/BaseMission.lua (0) : update =dataS/scripts/FSBaseMission.lua (0) : update =dataS/scripts/missions/mission00.lua (0) : update =dataS/scripts/main.lua (0) : update Error: Running LUA method 'update'. dataS/scripts/vehicles/specializations/AIVehicle.lua:0: attempt to index field 'currentHelper' (a nil value) Warning (LUA): 'streamWriteUInt8': Argument 1 has wrong type. Expected: Int. Actual: Nil ..\..\..\src\base\scripting\lua\LuaScriptSystem.cpp (604): expectedType == Value::VoidType LUA call stack: =dataS/scripts/vehicles/specializations/events/AIVehicleSetStartedEvent.lua (0) : streamWriteUInt8 =dataS/scripts/network/Connection.lua (0) : writeStream =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : sendEvent =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : startAIVehicle =dataS/scripts/vehicles/Vehicle.lua (0) : update =dataS/scripts/network/Client.lua (0) : update =dataS/scripts/BaseMission.lua (0) : update =dataS/scripts/FSBaseMission.lua (0) : update =dataS/scripts/missions/mission00.lua (0) : update =dataS/scripts/main.lua (0) : update Error: Running LUA method 'update'. dataS/scripts/vehicles/specializations/AIVehicle.lua:0: attempt to index field 'currentHelper' (a nil value) Warning (LUA): 'streamWriteUInt8': Argument 1 has wrong type. Expected: Int. Actual: Nil ..\..\..\src\base\scripting\lua\LuaScriptSystem.cpp (604): expectedType == Value::VoidType LUA call stack: =dataS/scripts/vehicles/specializations/events/AIVehicleSetStartedEvent.lua (0) : streamWriteUInt8 =dataS/scripts/network/Connection.lua (0) : writeStream =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : sendEvent =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : startAIVehicle =dataS/scripts/vehicles/Vehicle.lua (0) : update =dataS/scripts/network/Client.lua (0) : update =dataS/scripts/BaseMission.lua (0) : update =dataS/scripts/FSBaseMission.lua (0) : update =dataS/scripts/missions/mission00.lua (0) : update =dataS/scripts/main.lua (0) : update Error: Running LUA method 'update'. dataS/scripts/vehicles/specializations/AIVehicle.lua:0: attempt to index field 'currentHelper' (a nil value) Warning (LUA): 'streamWriteUInt8': Argument 1 has wrong type. Expected: Int. Actual: Nil ..\..\..\src\base\scripting\lua\LuaScriptSystem.cpp (604): expectedType == Value::VoidType LUA call stack: =dataS/scripts/vehicles/specializations/events/AIVehicleSetStartedEvent.lua (0) : streamWriteUInt8 =dataS/scripts/network/Connection.lua (0) : writeStream =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : sendEvent =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : startAIVehicle =dataS/scripts/vehicles/Vehicle.lua (0) : update =dataS/scripts/network/Client.lua (0) : update =dataS/scripts/BaseMission.lua (0) : update =dataS/scripts/FSBaseMission.lua (0) : update =dataS/scripts/missions/mission00.lua (0) : update =dataS/scripts/main.lua (0) : update Error: Running LUA method 'update'.
After reseting the vehicle
dataS/scripts/vehicles/specializations/AIVehicle.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Warning (Script): Unknown entity id 103694 in method 'getWorldTranslation'. LUA call stack: =C:/Users/Alfredo/Documents/My Games/FarmingSimulator2017/mods/FS17_DCK_FollowMe/FollowMe.lua (1211) : getWorldTranslation =C:/Users/Alfredo/Documents/My Games/FarmingSimulator2017/mods/FS17_DCK_FollowMe/FollowMe.lua (1273) : getWorldToScreen =dataS/scripts/vehicles/Vehicle.lua (0) : draw =dataS/scripts/BaseMission.lua (0) : draw =dataS/scripts/FSBaseMission.lua (0) : draw =dataS/scripts/missions/mission00.lua (0) : draw =dataS/scripts/main.lua (0) : draw Warning (Script): Unknown entity id 103694 in method 'getWorldTranslation'. Warning (LUA): 'streamWriteUInt8': Argument 1 has wrong type. Expected: Int. Actual: Nil ..\..\..\src\base\scripting\lua\LuaScriptSystem.cpp (604): expectedType == Value::VoidType LUA call stack: =dataS/scripts/vehicles/specializations/events/AIVehicleSetStartedEvent.lua (0) : streamWriteUInt8 =dataS/scripts/network/Connection.lua (0) : writeStream =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : sendEvent =dataS/scripts/vehicles/specializations/AIVehicle.lua (0) : startAIVehicle =dataS/scripts/vehicles/Vehicle.lua (0) : update =dataS/scripts/network/Client.lua (0) : update =dataS/scripts/BaseMission.lua (0) : update =dataS/scripts/FSBaseMission.lua (0) : update =dataS/scripts/missions/mission00.lua (0) : update =dataS/scripts/main.lua (0) : update Error: Running LUA method 'update'. dataS/scripts/vehicles/specializations/AIVehicle.lua:0: attempt to index field 'currentHelper' (a nil value) Warning (LUA): 'streamWriteUInt8': Argument 1 has wrong type. Expected: Int. Actual: Nil ..\..\..\src\base\scripting\lua\LuaScriptSystem.cpp (604): expectedType == Value::VoidType Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value) Error: Running LUA method 'packetReceived'. dataS/scripts/FSBaseMission.lua:0: attempt to index field 'currentHelper' (a nil value)
After the error happens, the follower is saying, I am not able to find the leader, but follow me continues having the control of the vehicle, and you can not disengage from the leader with the Right ctrl F.
The vehicle is not able to move, however, commands still works, like Ctrl H (waiting), In dedicated servers, you need to re start the server to stop this blockage.
A curious thing that also happens is that you can reset the vehicle and the follow me is stoped, but a draw of the player remains in the place from where the vehicle has been reset, And a continues error appears in the log.
I just discovered, that the latest game patch 1.5.1.0, causes FollowMe to error, when starting to follow another vehicle.
[..]/FarmingSimulator2019/mods/FS19_FollowMe/FollowMe.lua:224: attempt to compare number with nil
Probably it is due to the patch fixes regarding the "Fixed ai memory leak (1.5.1)"
Hello,
I have an idea for enhancing Follow Me mod with cache/save for each vehicle.
It currently remember last set inter space and offset, but it would be very useful if these can be saved for each vehicle which was followed.
My idea come from following use case:
I have two tractors with trailers on field used for following forage harvester set to 1m behind and 5 m on right. When both trailers are full I take them to BGA, but I have to change follow settings (on one of tractor) to 15m behind and no offset. When I'm back on field I have to set follow again to track harvester.
Settings could be saved with each machine section which followed others vehicles.
Additionally there would be usefully to have buttons for resetting settings remembered for one and/or all vehicles.
I'm not sure how much work this would require but I thrown idea.
Regards.
First time trying the follow me mod for farming simulator, I was running 2 combines, me and a follower, and for some reason whenever I encounter a turn, it does this weird circle thing, it stops, turns, moves forwards, turns the other way and repeats, I know it isn’t just me because I asked some other people and they said it happened too.
Not sure if this is issue, but being in following vehicle it follow mode is disable, than vehicle is blocked, and there is need to turn of engine and turn on it again to be able to drive freely.
Additionally disabling following vehicle from leader cause follower to turn of engine. As far as I remember in FS15 engine stood enabled in similar case.
'Follow Me' will cause errors for normal AI-workers, in particular for plows, when the end-of-field is reached and AI-worker should turn - but does not, and then lots of errors are written in LOG.TXT:
.../specializations/Plow.lua(680) : attempt to compare number with nil
A fix is being made, and will be uploaded to GIANTS' ModHub.
I assume Followme works off the ingame Hired worker somehow and charges wages when in use, is there a way to turn off wages for using followme? Just curious.
some auger wagons are < 5m long, and don't line up with the increments to bring the follower under the harvester unloader spout
The white HUD text was only visible in FS17 version (& FS15 I think) when you held down the CTRL button. Now it's on all the time from when you engage Follow Me.
Any chance of having it as it was in FS17?, or at least an option disable it for those of us who prefer a less info cluttered screen.
Thanks again for this essential mod anyhow :)
Thank you for the great mod.
Do you have any plans to support this mod for multiplayer in farming simulator 22?
No Teleport is in the in game mod downloads and is currently at v1.0.0.0
New here. don't even know if its the right place, but i'd made the Brazilian portuguese translation.
Wondering if the following vehicles are taking into account the turn speed of the leading vehicle?
I'm playing with the new More Realistic beta and am finding that my following vehicles are prone to tipping over at corners and turns, no matter how slowly the leading vehicle takes the turns, the following vehicles barrel through the turns and tip over.
Here is this version
https://farmingsimulator22mods.com/follow-me-v1-0-fs22/
But here on GitHub there is no trace ...
Any plan to port FollowMe on FS19? :D
Hi. I am still playing on fs17 and have been searching on here for your final fs17 edit of this mod (I am having that issue with more realistic mod). I had not been on here for a while so was unaware of the fix you had provided. Can you please aid me with a link to version 1.2.2.44. Thanks
When added both to a savegame, neither of them work.
I've been using Follow Me to help with normal Combine Harvesting, driving an Auger Wagon next to the Combine. I've usually been able to do this by setting the Tractor to drive ahead of the Combine by about 15 and offset by about 11. I've had the Tractor Cruise Control Set to 20 and it was working okay.
However after this week's update by Giants to Game Version 1.6, I can't get this to work at all. The Tractor now will not drive beside or even slightly ahead of the harvester, meaning the pipe can't unload into the wagon. The tractor looks like it keeps accelerating and braking, like it's stuttering or the driver seems scared to overtake the harvester. I've tried turning off the Collision Detection and it makes no difference, the guy still behaves the same. Also something else weird that happens now if the Follow Me Driver does become blocked by an object or another vehicle and we do get the message that Helper Blah Blah is blocked by an Object, when we go to the Vehicle and stop the Follow Me Helper, move the vehicle and reposition it with the the vehicle it was supposed to be following and try to activate the Follow Me again, it just flashes breifly on screen that Helper is Still Blocked by an Object and won't actually restart Follow Me. Basically that Vehicle becomes unable to use Follow Me until the game is restarted, or if playing Multiplayer until the Server is restarted.
Hello,
I observed that following vehicle is trying to drive on the same path on which followed vehicle was driving. This is OK, when following vehicle is on the back, but not very useful when it is in front.
In following scenario, when I'm cutting crops with combine, I set tractor to follow combine with trailer available under pipe. For biggest combines and biggest trailers, this have to be aprox. 10m in front and 10m right offset.
This is working until it comes to turns. When combine is turning then tractor tends to overdrive in front of combine on to crops.
Now question is it possible to make followers making less narrow turns when driving in front of followed vehicle, this could help to avoid situation when following vehicle is blocking followed vehicle (last words sound odd, isn't it).
Regards.
Is there any chance to get a beta/test version that will let the plugin run on multiplayer?
I don't know if this is a problem of the update 1.6, but FM doesn't work anymore.
If i start FM and leave the tractor, the helper is gone and nothing happens.
There is no error in the log.
Any suggestions?
Hi Decker, i'm using the Follow Me version 1.6.0.29.
The follower turn on the tanker when the follower is connected with the slurry tanker and to his relative injector. If the injector is not connected the follower don't turn on the slurry tanker. I've tested on Felsbrun and Ravenport with not other mod installed and the mod directory with just Follow Me mod inside.
A few times I have cancelled follow me at the end of a row, and the tractor is still following the combine.. though when I press the Cntrl F to follow again, it says there is no path to follow, get closer..
the only way to regain control of the tractor is to quit and restart
Hi,
First of all thank you very much for follow me mod. Great job much appreciated!! I have a lot of fun with it.
I am doing team ploughing using follow me. All works great but on turn around following vehicles are not rising and lowering plough but turning with plough lowered.
I would be very please if you add the feature (maybe switchable on/off) that follower is rising and lowering implement on the same waypoint as the leader.
What do you thing?
P-KK
Hi,
This is a great mod for fs19, but there isn't a translation for Simplified Chinese. Hence, I create one by myself. Could you please add it into next version?
Thanks!
Sorry for couldn't upload a xml file.
Running my harvester at 6MPH, and have a tractor with tipper following at 5.5 offset and +9 in front offset.
Instead of just cruising next to the combine and unloading, he drives up to the offset, hits the brakes and falls behind... cruises up to the offset, hits the brakes and falls behind
update: this seems to be a battle of control between Drive Control and Follow Me. If Drive Control is removed from the mods, this behavior stops - it will slam on the brakes the first time it approaches the combine, but seems to cruise along better afterwards. I feel like DC introduces something that causes the acceleration to be sluggish from a dead stop.. either way, it feels like the brakes are getting hit too hard when it hits the offset point
2022-05-16 01:44 Info: FS22_FollowMe.followVehicle specialization added to: woodTruck, balerDrivable, tractorReverseDriving, selfPropelledLeveler, woodCrusherDrivable, teleHandler, vineHarvester, FS22_Mercedes_MP4.Mercedesmp4, combineDrivable, selfPropelledMower, woodHarvester, car, baseDrivable, FS22_Cat_Pack.Cat980H, FS22_HoT_Cargo_System.tgx, drivableMixerWagon, FS22_Reepers_Volvo350.Volvo350l, combineCutterFruitPreparer, FS22_Trex_600.Trex, FS22_Warrior_Extreme_Edition.warrior, woodCrusherTrailerDrivable, forwarder, FS22_SuperLiner_6x4_V2_MD_fs22planet.PalletAutoLoaderTruck, FS22_TLX2020_Series.tlx2020vehicle, pickupConveyorBelt, FS22_U400.U400, tractor, FS22_IdealExtension.IdealExtension, FS22_HoT_Cargo_System.tgm, FS22_Unimog_fs22planet.UnimogU1600, carFillable, cottonHarvester, conveyorBelt, loaderVehicle, selfPropelledSprayer, selfPropelledManureBarrel.
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'woodTruck'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'balerDrivable'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'tractorReverseDriving'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'selfPropelledLeveler'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'woodCrusherDrivable'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'teleHandler'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'vineHarvester'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_Mercedes_MP4.Mercedesmp4'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'combineDrivable'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'handToolMower'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'selfPropelledMower'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'woodHarvester'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'car'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'baseDrivable'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_Cat_Pack.Cat980H'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_HoT_Cargo_System.tgx'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'drivableMixerWagon'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_Reepers_Volvo350.Volvo350l'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'inlineWrapper'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'combineCutterFruitPreparer'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_Trex_600.Trex'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_Warrior_Extreme_Edition.warrior'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'forwarder'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_SuperLiner_6x4_V2_MD_fs22planet.PalletAutoLoaderTruck'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_TLX2020_Series.tlx2020vehicle'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'pickupConveyorBelt'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_U400.U400'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'tractor'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_IdealExtension.IdealExtension'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_HoT_Cargo_System.tgm'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'FS22_Unimog_fs22planet.UnimogU1600'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'carFillable'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'cottonHarvester'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'conveyorBelt'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'loaderVehicle'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'selfPropelledSprayer'
2022-05-16 01:44 adding vehicleControlAddon to vehicleType 'selfPropelledManureBarrel'
2022-05-16 01:44 Register configuration 'baseColor'
2022-05-16 01:44 Register configuration 'design'
2022-05-16 01:44 Register configuration 'designColor'
2022-05-16 01:44 Register configuration 'vehicleType'
2022-05-16 01:44 Register configuration 'design2'
2022-05-16 01:44 Register configuration 'design3'
2022-05-16 01:44 Register configuration 'design4'
2022-05-16 01:44 Register configuration 'design5'
2022-05-16 01:44 Register configuration 'design6'
2022-05-16 01:44 Register configuration 'design7'
2022-05-16 01:44 Register configuration 'design8'
2022-05-16 01:44 Error from the ChangeModTitle.lua: Missing modTitle Attribute in modDesc file! Script is stopped!
2022-05-16 01:44 Register configuration 'ai'
Your question: Is this going to be upgraded to FS17?
My answer: Yes it is. - Hopefully available via the in-game mod browser.
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