Just so your aware, your mod doesn't work with the Bushel Plus mod available on Giants website. As soon as I start a helper that has the Bushel Plus mod on, the log fills up with the following errors:
...\FarmingSimulator2022/mods/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:1706: attempt to index local 'dischargeNode' (a nil value)
2023-02-21 16:25 Error: Running LUA method 'update'.
Every time I unload a combine into a trailer and the combine restarts i get the "I need some tow chains over here" which is annoying to say the least, great mod though
thank you! that voice script will only get triggered if the vehicle is detecting collision issues. i wonder if the header on the combine and the dumping target are colliding?
Thanks for the reply, No, it happens once the combine is well clear of the unloading tractor/trailer and on every unloading. I will try to get a visual idea of distance next time I'm playing with the combine.
the mod breaks the forage harvester ai when i hire them the whole game breaks im stuck outside the forage harvester and i cant do anything can even tab to a other tractor kinda sucks cause i love that mod but cant use it now :(
thank you for posting. i am assuming the issue occurs (as you mention)... when a forage harvester is unloading. it is checking the load state and it is potentially being misidentified as a combine.
i personally don't run them much so as features were added to the mod, they were likely missed in the users testing it.
if i can get to a spot in time where i can check this out, i will. hopefully soon...
looks like during an unload of the JD T560 some sort of error is thrown on reporting back of its state. is this by chance the modded T560 with high bin capacity?
I don't think so not sure it was definitely several JD tractors though haven't tried it with anything else cuz it was killing my maintenance and I had to exit the game so it wouldn't save those details.
Hello, that is a great mod. But after a while I cannot unload the tank from the Harvester into a trailer. New save game loading resolve the problem for a while. Greetings
wondering about "mods/FS22_VehicleInfo/vehicleInfo.lua:618: bad argument #2 to 'format' (number expected, got nil)" in your log. Could that be creating an unload issue?
I had that error hitting on a mod combine i had at some point. I think it also created issues for me tryng to have hired help and that combine.
thank you for sharing this error. hopefully we can get a solution worked out for you.
Thanks for your reply. Hmm, when vehicle info only is loaded all is working as it should, maybe there is a conflict between these 2 mods. I will try to load only "CB helper" without "Vehicle Info"
Hello Gordo ;) I am still using 1.0.4.1 and just got autodrive locking my game after sending a harvester to a field. I dont know how your mod can interfere with autodrive, but the log is full of RadioHelper errors, and this doesnt happen with radiohelper not enabled.
Ill keep using this post to report any other "related" issue i might encounter.
Today, sending a forage harvester on a courseplay course bugged my game big time, and even if no helper was injured during the incident i wanted to report :D
Here are the related log lines (note that the error keep reporting thousands of times until i canceled the helper)
2022-07-24 12:03 AdvancedGameplaySettings: Saving XML configuration ..
2022-07-24 12:03 dataS/character/animals/wild/deer/deerAdult.i3d (53.47 ms)
2022-07-24 12:03 CBRadioHelper:onAIJobStarted loaded ========================================================
2022-07-24 12:03 CBRadioHelper micCB initiated with FARMER_WORKSTART by Curtis ===========================================================================================
2022-07-24 12:03 CBRadioHelper micCB initiated with GENERALWORKSTART by Tom ===========================================================================================
2022-07-24 12:03 :54 [dbg20 lp201677] Unknown: PICK UP 300
2022-07-24 12:03 :54 [dbg20 lp201677] Unknown: -3.5
2022-07-24 12:03 dataS/character/humans/npc/pedestrians/america/npcUSA06_m.i3d (12.75 ms)
2022-07-24 12:03 Error: Running LUA method 'update'.
MODS/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:933: attempt to compare number with nil
2022-07-24 12:03 Error: Running LUA method 'update'.
MODS/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:933: attempt to compare number with nil
2022-07-24 12:03 Error: Running LUA method 'update'.
MODS/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:933: attempt to compare number with nil
2022-07-24 12:03 Error: Running LUA method 'update'.
MODS/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:933: attempt to compare number with nil
2022-07-24 12:03 Error: Running LUA method 'update'.
MODS/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:933: attempt to compare number with nil
And the last lines of the same log, from cancelation of the task
2022-07-24 12:04 Error: Running LUA method 'update'.
MODS/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:933: attempt to compare number with nil
2022-07-24 12:04 CBRadioHelper:onAIJobFinished loaded ========================================================
2022-07-24 12:04 CBRadioHelper:cbHelperCrossMapping called with : C
2022-07-24 12:04 CBRadioHelper:cbHelperCrossMapping returning : C
2022-07-24 12:04 CBRadioHelper micCB initiated with GENERALWORKEND by Tom ===========================================================================================
2022-07-24 12:04 CBRadioHelper micCB initiated with FARMER_WORKEND by Tom ===========================================================================================
2022-07-24 12:04 CBRadioHelper micCB initiated with CBCHATTER by Tom ===========================================================================================
2022-07-24 12:05 CBRadioHelper micCB initiated with CBCHATTER by Tom ===========================================================================================
2022-07-24 12:06 CBRadioHelper micCB initiated with CBCHATTER by Tom ===========================================================================================
2022-07-24 12:06 CBRadioHelper:onAIJobFinished loaded ========================================================
2022-07-24 12:06 CBRadioHelper:cbHelperCrossMapping called with : I
2022-07-24 12:06 CBRadioHelper:cbHelperCrossMapping returning : I
2022-07-24 12:06 CBRadioHelper micCB initiated with GENERALWORKEND by Lilly ===========================================================================================
2022-07-24 12:06 CBRadioHelper micCB initiated with FARMER_WORKEND by Lilly ===========================================================================================
2022-07-24 12:06 dataS/character/humans/npc/pedestrians/generic/npcCommon07_f.i3d (11.17 ms)
2022-07-24 12:07 CBRadioHelper micCB initiated with CBCHATTER by Lilly ===========================================================================================
2022-07-24 12:07 SUN
2022-07-24 12:07 CLOUDY
2022-07-24 12:07 RAIN
2022-07-24 12:07 SNOW
2022-07-24 12:07 CBRadioHelper micCB initiated with CBCHATTER by Lilly ===========================================================================================
2022-07-24 12:08 CBRadioHelper micCB initiated with CBCHATTER by Lilly ===========================================================================================
2022-07-24 12:08 :49 [dbg13 lp211416] appendEndingTurnCourse: dzVehicleAtTurnEnd: -0.0, dzWorkStart: -3.4, extra 6.0)
2022-07-24 12:09 :18 [dbg13 lp212316] appendEndingTurnCourse: dzVehicleAtTurnEnd: 0.0, dzWorkStart: -3.4, extra 3.0)
I get a similar problem and when I tab to another vehicle all the graphics bottom right are not working, speedo, revs etc. as soon as I cancel sending the combine everything returns to normal. This hapens with both Autodrive and the inbuilt create job.
today's update, ended up having to disable the mod for now. Summary of current issues: (i know you answered some of this, just grouping it all)
-Number of AI workers. (ideas to increase this)
-GUI to edit wages? cool idea to have different wages, anything less than 150 bucks an hour would be great, given the default is 1000 bucks an hour.
-Autodrive locking up the server when a combine is told to drive to a point.
-Hearing and seeing the text when other farms hire a worker, also shows the worker status in the UI in the top left for the other farm.
-which of the volume sliders ingame controls the CB volume? Some of the clips are difficult to hear clearly and the text to speak sounding clips are much louder than the spoken lines. Ended up startling me when i hopped into a workers cab and the volume was double the sound from the tractor.
-I tend to ride along with the workers to make sure the AI is not screwing up the headlands, and it keeps telling me "i got this" while i am still in the cab, does this need to repeat if you have not left the cab since the first time the AI told you they had it?
I would like to see this become perfect, so any other assistance or testing I can do, please let me know.
EDIT: I forgot, lastnight when we were testing it, after we got 6 workers going, the FPS dropped to 14 for both clients.
Thank you for the fixes, I have been using it all afternoon with no errors.
So feedback, I see the mod handles 10 AI workers, this is a bit small for my map. I was using a mod to boost it up to 20 workers due to the number of players and how large the farms are. Is where a way to boost the number of workers?
As it stands, the dedicated servers cap out based on the number of player slots. The mod I was using to get around that was called "Helper Administration" and I have it disabled for now cause it changes names of the workers as well.
Also, how does one adjust the wages? I am missing a GUI button and I skipped the script and did not see it as a variable.
ahhh. that is not good. i had someone testing this with a group on g-portal.com and he said they were isolated and worked fine.
i will work on isolation for the GUI readout first, as you should not be seeing them. hearing them... that might be a "we are all on channel 19 talking" thing for now... where everyone can hear what is going on server-wide.
More testing, unable to use AutoDrive to send a combine to a waypoint, other things like smaller tractors are working, so far.
When you hit the "go" button on AutoDrive, the video on the client freezes up, but the GUI is still useable, when you click the button again, the video zooms forward to where the server thought it should be. So, kinda working, but locks up the client in the process.
that is a bigger issue in a few ways. i an stubbing into the helper engine as provided by GIANTS. adding additional helpers is something i had not planned on, but i totally understand what you are saying using large maps!
i'll see what i can do with that.
the wages... that was what i was about to work adding when i did this release. i have some code tucked away to do a per-worker wage model. i thought that would be neat as in "jack" works for $20 an hour while "bill" works for $15. i had a vocal script being done that would add younger sounding players as well, which would be working for much cheaper wages.
i do get a bunch of erros in the log about the sounds files not being able to load? most of the game i hear a cb radio but no audio after. will show 2 npc spoke with eachother and currently had no AI workers
Hello, Is there a plan to allow this mod to work on a dedicated server? I really like the idea of this mod but I am always on a hosted server. We rp on the server and this would be a great addition
awesome, i do hope it will be per farm, I have a server with 4 active farms. I have only tested it out briefly in single player and it is a really nice mod. I do agree that some options for muting or making the random static would be nice.
Also, due to the conflict with other helper mods, the main reasons i would assume most folks would use them for is to increase the number of ai workers and the cost of them.
hi, me again, I hope all is well! Still looking forward to the multiplayer update, any news? I told the guys about it and they have been asking me all week lol.
I believe CBRadioHelper conflicts with HELPER ADMINISTRATION mod and prevents hired worker from funtioning. If possible please make it an option to disable helper names to prvent conflict with other mods that change Helper names.
yes, sadly i imagine there is an incompatibility. what is happening with a lot of these helper type of mods is that they are not using the API to alter the helpers. so you get a display value that is not mapping to a created helper that can be referenced. in short, it makes anything working with the helper by reference (as you should) fail.
that said i hate the fact that this incompatibility occurs. i have looked at the idea of being able to alter this issue, but it has issues... like gender. in CB Radio Helpers it utilizes all possible helpers and notes their gender... providing a corresponding voice track.
i am working on an update which will allow end users to designate a wage for each helper, and start with a default of x% off the normal game rate. i hope that can help make this more attractive.
I'd like to expand on my issue earlier as I THINK it might still be the culprit. Im getting an error after i stop loading my auger and it breaks after this.
Error is:
CbRadioHelper onDischargeStateChanged initiated with ConveyAll 1690 on farm 1
Error: Running LUA method 'update'
CBRadioHelper.lua:1640 attempt to index field 'spec_combine' (a nil value)
It might not be related but it still is a good to investigate regardless.
Is there the possibility of adding an ability to have priority over the preset workers? Like shawn>allison>lily>etc? Ive grown quite fond of shawn and allison and would like a way to get them instead of spamming worker start.
Sorry for splitting your mod open all the time lol Its just part of being someone who hunts bugs alot. Even with all these issues I can't see myself disabling it unless I have no choice as it just... adds that little flair, flaire, english hard.
What text to speech did you use it's extremely good.
helper prioritization might be unpredictable, but i certainly love the idea! i'll put it on my list of things to investigate as i move along coding.
i use a TON of various ones. and some are assembled from those to create a voice. it is exhausting to keep track of, but the end result is pretty real :)
I see. I once found the united states CB weather band voice and generated files using it. Want me to try and find it for you to use for this instead of the female? I have a CB in my truck and the one i found was like.... 80-90% accurate sounding?
C:/Users/Asus/Documents/My Games/FarmingSimulator2022/mods/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:1026: attempt to concatenate local 'operatingOnFarm' (a nil value)
C:/Users/Asus/Documents/My Games/FarmingSimulator2022/mods/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:1026: attempt to concatenate local 'operatingOnFarm' (a nil value)
"
I can't continue to play the game after these messages and i have to quit.
Im seeing alot of working width 0 in console. I've had my augers randomly stop working and constantly having to be gsVehicleReload to work again. I wonder if your mod is whats causing my auger and dump truck unloading to break all the time.
I cant think of any other script mods that would do it. Message is " :52 [dbg20 lp346663] {vehicle}/- Getting work width... :52 [dbg20 lp346663] {vehicle}/- Has NO work area. :52 [dbg20 lp346663] {vehicle}/- Working width is 0. " {vehicle} = vehicle name. usually right below your mod messages.
those are debug messages from another mod. it looks like that could be debug messaging from Courseplay. it is calculating work areas. my mod does not perform any calculations/alterations on the work area. also, my mod does not use that output format to write to the log.
Got it. Your mod was the most recently installed so it got the finger first. I'll do some more testing when I have time and see anything else of note. I uh... tend to have more fun bug testing mods than i do playing with them sometimes lol.
Can you lower the random static or can we do that via xml? its uh... alil too loud.. Edit: You uh... might want to add a check for when the player is sleeping to. The results are... interesting.
yes, there will be an external config XML for volumes. very hard to estimate how people have their volumes set to establish that "just enough" experience.
it does have sleep protection on the game engine tick. but i will look at that for sure as i bet if helpers are active during a high speed game clock event, there could be some crazy audio.
if you want wage edited use this as it's compatible. https://www.modhoster.com/mods/aicost#description Hint: 0.0005 is the default wage of 1080. So if you modify anything use that as your reference. Have to edit the lua to get results.
Tested it myself for anyone who wants to use this but cant as they don't want to go back to giants 1080 an hour wage...
Course-play works fine also with the latest version of 7.0.1.3.
And got to say i've no issue to declare yet. The courseplay "integration" seemed ok. But ill use it more in next days... And will come back if anything new happens.
Its cool to have some chat ingame, makes solo sessions less... Solitary? 😅
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Just so your aware, your mod doesn't work with the Bushel Plus mod available on Giants website. As soon as I start a helper that has the Bushel Plus mod on, the log fills up with the following errors:
...\FarmingSimulator2022/mods/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:1706: attempt to index local 'dischargeNode' (a nil value) 2023-02-21 16:25 Error: Running LUA method 'update'.
thank you for sharing this!
i have not used that mod, but will indeed check it out. i wonder if that mod is doing something to alter the in-game helpers?
Not sure. What it is supposed to do is increase the yield you get when harvesting.
Every time I unload a combine into a trailer and the combine restarts i get the "I need some tow chains over here" which is annoying to say the least, great mod though
thank you! that voice script will only get triggered if the vehicle is detecting collision issues. i wonder if the header on the combine and the dumping target are colliding?
Thanks for the reply, No, it happens once the combine is well clear of the unloading tractor/trailer and on every unloading. I will try to get a visual idea of distance next time I'm playing with the combine.
the mod breaks the forage harvester ai
when i hire them the whole game breaks
im stuck outside the forage harvester and i cant do anything can even tab to a other tractor
kinda sucks cause i love that mod but cant use it now :(
thank you for posting. i am assuming the issue occurs (as you mention)... when a forage harvester is unloading. it is checking the load state and it is potentially being misidentified as a combine.
i personally don't run them much so as features were added to the mod, they were likely missed in the users testing it.
if i can get to a spot in time where i can check this out, i will. hopefully soon...
This mod breaks maintenance on vehicles *severely* when using AD 2.0.0.7 haven't tried it on .9
thank you for posting this log. i appreciate it!
looks like during an unload of the JD T560 some sort of error is thrown on reporting back of its state. is this by chance the modded T560 with high bin capacity?
I don't think so not sure it was definitely several JD tractors though haven't tried it with anything else cuz it was killing my maintenance and I had to exit the game so it wouldn't save those details.
Hello, that is a great mod. But after a while I cannot unload the tank from the Harvester into a trailer. New save game loading resolve the problem for a while. Greetings
log:
https://pastebin.com/xvhv2Lx1
hello and glad you like it!
wondering about "mods/FS22_VehicleInfo/vehicleInfo.lua:618: bad argument #2 to 'format' (number expected, got nil)" in your log. Could that be creating an unload issue?
I had that error hitting on a mod combine i had at some point. I think it also created issues for me tryng to have hired help and that combine.
thank you for sharing this error. hopefully we can get a solution worked out for you.
Thanks for your reply. Hmm, when vehicle info only is loaded all is working as it should, maybe there is a conflict between these 2 mods. I will try to load only "CB helper" without "Vehicle Info"
Hello Gordo ;)
I am still using 1.0.4.1 and just got autodrive locking my game after sending a harvester to a field.
I dont know how your mod can interfere with autodrive, but the log is full of RadioHelper errors, and this doesnt happen with radiohelper not enabled.
Here is the complete log, errors start line 3540 at 13:20
https://pastebin.com/qYtjDQdx
big help buddy. appreciate this log file.
i will dig into this a bit later today and see what i can uncover.
thanks again @tazmanyak
Ill keep using this post to report any other "related" issue i might encounter.
Today, sending a forage harvester on a courseplay course bugged my game big time, and even if no helper was injured during the incident i wanted to report :D
Here are the related log lines (note that the error keep reporting thousands of times until i canceled the helper)
And the last lines of the same log, from cancelation of the task
I get a similar problem and when I tab to another vehicle all the graphics bottom right are not working, speedo, revs etc. as soon as I cancel sending the combine everything returns to normal. This hapens with both Autodrive and the inbuilt create job.
today's update, ended up having to disable the mod for now. Summary of current issues: (i know you answered some of this, just grouping it all)
-Number of AI workers. (ideas to increase this)
-GUI to edit wages? cool idea to have different wages, anything less than 150 bucks an hour would be great, given the default is 1000 bucks an hour.
-Autodrive locking up the server when a combine is told to drive to a point.
-Hearing and seeing the text when other farms hire a worker, also shows the worker status in the UI in the top left for the other farm.
-which of the volume sliders ingame controls the CB volume? Some of the clips are difficult to hear clearly and the text to speak sounding clips are much louder than the spoken lines. Ended up startling me when i hopped into a workers cab and the volume was double the sound from the tractor.
-I tend to ride along with the workers to make sure the AI is not screwing up the headlands, and it keeps telling me "i got this" while i am still in the cab, does this need to repeat if you have not left the cab since the first time the AI told you they had it?
I would like to see this become perfect, so any other assistance or testing I can do, please let me know.
EDIT: I forgot, lastnight when we were testing it, after we got 6 workers going, the FPS dropped to 14 for both clients.
Thank you for the fixes, I have been using it all afternoon with no errors.
So feedback, I see the mod handles 10 AI workers, this is a bit small for my map. I was using a mod to boost it up to 20 workers due to the number of players and how large the farms are. Is where a way to boost the number of workers?
As it stands, the dedicated servers cap out based on the number of player slots. The mod I was using to get around that was called "Helper Administration" and I have it disabled for now cause it changes names of the workers as well.
Also, how does one adjust the wages? I am missing a GUI button and I skipped the script and did not see it as a variable.
Had another player to test tonight and it seems it is not "per farm", i am seeing his worker and hearing the radio chatter for his workers.
Confirmed that we are not 'contractors' to one another.
ahhh. that is not good. i had someone testing this with a group on g-portal.com and he said they were isolated and worked fine.
i will work on isolation for the GUI readout first, as you should not be seeing them. hearing them... that might be a "we are all on channel 19 talking" thing for now... where everyone can hear what is going on server-wide.
More testing, unable to use AutoDrive to send a combine to a waypoint, other things like smaller tractors are working, so far.
When you hit the "go" button on AutoDrive, the video on the client freezes up, but the GUI is still useable, when you click the button again, the video zooms forward to where the server thought it should be. So, kinda working, but locks up the client in the process.
edit to this report, the server locks up too, everything jumps forward and if something is working a field, there will be skips where it locked up.
that is a bigger issue in a few ways. i an stubbing into the helper engine as provided by GIANTS. adding additional helpers is something i had not planned on, but i totally understand what you are saying using large maps!
i'll see what i can do with that.
the wages... that was what i was about to work adding when i did this release. i have some code tucked away to do a per-worker wage model. i thought that would be neat as in "jack" works for $20 an hour while "bill" works for $15. i had a vocal script being done that would add younger sounding players as well, which would be working for much cheaper wages.
I'm playing in german language. Is there a way to get the english audio playing, instead of the (sometimes out of context translated) german ones ?
if you are comfortable editing a mod, you would extract it, then...
edit Translations/translation_de.xml
change this line...
<text name="CBRH_langCode" text="de"/>
to...
<text name="CBRH_langCode" text="en"/>
zip the mod back up and and it should then FORCE it into english.
let me know if i can be of more help and thank you for trying to mod!
Thanks, I'll give it a try.
It worked. Thank you very much. It siply sounds better on Westby, if the workers don't speak german.
tested and confirmed working with Courseplay 7.1.0.0
i use a more in depth mod for vehicle info called Simple Inspector, does it conflict with that?
it should have no conflict with it. i know that mod and have used it in the past.
if you experience any issues, please let me know and i'll look into it asap!
i do get a bunch of erros in the log about the sounds files not being able to load? most of the game i hear a cb radio but no audio after. will show 2 npc spoke with eachother and currently had no AI workers
i will look into these. i believe the newest upcoming multi-player version resolves many of these issues.
thank you for sharing this. i appreciate it.
does it mean the sound not wloading and wont work? i see other videos where they talk, so how?
Hello, Is there a plan to allow this mod to work on a dedicated server? I really like the idea of this mod but I am always on a hosted server. We rp on the server and this would be a great addition
Yes! Sorting out a release for later this week!
awesome, i do hope it will be per farm, I have a server with 4 active farms. I have only tested it out briefly in single player and it is a really nice mod. I do agree that some options for muting or making the random static would be nice.
Also, due to the conflict with other helper mods, the main reasons i would assume most folks would use them for is to increase the number of ai workers and the cost of them.
also, was thinking about it, the hud with all the tractors gets covered by the F1 menu, could that be moved to the center when the F1 menu is open?
yeah... i hate that too! i have a rough fix for that but it's not ready for release.
thank you for sharing that thought!
hi, me again, I hope all is well! Still looking forward to the multiplayer update, any news? I told the guys about it and they have been asking me all week lol.
I might be missing something obvious but is there a way to incress the volume
thank you for the message!
all the recordings will playback at volumes controlled in the game settings. there isn't a way to increase/decrease them separately at this time.
however, i have this on the list as future update!
I believe CBRadioHelper conflicts with HELPER ADMINISTRATION mod and prevents hired worker from funtioning. If possible please make it an option to disable helper names to prvent conflict with other mods that change Helper names.
thank you for your message!
yes, sadly i imagine there is an incompatibility. what is happening with a lot of these helper type of mods is that they are not using the API to alter the helpers. so you get a display value that is not mapping to a created helper that can be referenced. in short, it makes anything working with the helper by reference (as you should) fail.
that said i hate the fact that this incompatibility occurs. i have looked at the idea of being able to alter this issue, but it has issues... like gender. in CB Radio Helpers it utilizes all possible helpers and notes their gender... providing a corresponding voice track.
i am working on an update which will allow end users to designate a wage for each helper, and start with a default of x% off the normal game rate. i hope that can help make this more attractive.
Tiny thing: It says mph but its actually in kph for the combine hud. No other bugs to report.
I'd like to expand on my issue earlier as I THINK it might still be the culprit. Im getting an error after i stop loading my auger and it breaks after this.
Error is:
CbRadioHelper onDischargeStateChanged initiated with ConveyAll 1690 on farm 1
Error: Running LUA method 'update'
CBRadioHelper.lua:1640 attempt to index field 'spec_combine' (a nil value)
It might not be related but it still is a good to investigate regardless.i agree with you on that! this looks like a bug. i will investigate this shortly.
keep an eye out for an update patch!
thanks!
Is there the possibility of adding an ability to have priority over the preset workers? Like shawn>allison>lily>etc? Ive grown quite fond of shawn and allison and would like a way to get them instead of spamming worker start.
Sorry for splitting your mod open all the time lol Its just part of being someone who hunts bugs alot. Even with all these issues I can't see myself disabling it unless I have no choice as it just... adds that little flair, flaire, english hard.
What text to speech did you use it's extremely good.
helper prioritization might be unpredictable, but i certainly love the idea! i'll put it on my list of things to investigate as i move along coding.
i use a TON of various ones. and some are assembled from those to create a voice. it is exhausting to keep track of, but the end result is pretty real :)
I see. I once found the united states CB weather band voice and generated files using it. Want me to try and find it for you to use for this instead of the female? I have a CB in my truck and the one i found was like.... 80-90% accurate sounding?
So cool mod!
Can you help me with that please?
from log.txt
"
2022-03-08 12:51 Info: [AD] AutoDrive.xmlFileName_telemetry C:/Users/Asus/Documents/My Games/FarmingSimulator2022/autoDrive\AD_telemetry_out.txt
2022-03-08 12:51 Info: [AutoDrive] Loaded mod version 2.0.0.4 (by Stephan). Full version number: 2.0.0.4
2022-03-08 12:51 ** AutoRepair, version: 2.0.0.3, by: Bobster82 **
2022-03-08 12:51 CBRadioHelper loadMap loaded ========================================================
2022-03-08 12:51 Error: Failed to register console command 'restartMySavegame. Command was already registered!
2022-03-08 12:51 Error: Can't load resource 'C:/Users/Asus/Documents/My Games/FarmingSimulator2022/mods/FS22_CbRadioHelper/sounds/en/en/breakerBreaker.ogg'.
2022-03-08 12:51 Error: Can't load sample 'C:/Users/Asus/Documents/My Games/FarmingSimulator2022/mods/FS22_CbRadioHelper/sounds/en/en/breakerBreaker.ogg'.
2022-03-08 12:51 Error: Can't load resource 'C:/Users/Asus/Documents/My Games/FarmingSimulator2022/mods/FS22_CbRadioHelper/sounds/en/en/hollarHome20.ogg'.
"
also
"
2022-03-08 12:51 :48 [dbg17 lp2791] setting waypoint visibility true, mode 1
2022-03-08 12:51 dataS/character/humans/npc/pedestrians/america/npcUSA01_m.i3d (47.48 ms)
2022-03-08 12:51 Error: Running LUA method 'update'.
C:/Users/Asus/Documents/My Games/FarmingSimulator2022/mods/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:1026: attempt to concatenate local 'operatingOnFarm' (a nil value)
2022-03-08 12:51 Error: Running LUA method 'update'.
C:/Users/Asus/Documents/My Games/FarmingSimulator2022/mods/FS22_CbRadioHelper/scripts/CBRadioHelper.lua:1026: attempt to concatenate local 'operatingOnFarm' (a nil value)
"
I can't continue to play the game after these messages and i have to quit.
thank you for the message. let me look into this ASAP.
i can see that CB Radio Helpers had an issue trying to determine the current working farm.
hang in there... working on this right now...
Super cool! Keep up the great job!
Im seeing alot of working width 0 in console. I've had my augers randomly stop working and constantly having to be gsVehicleReload to work again. I wonder if your mod is whats causing my auger and dump truck unloading to break all the time.
I cant think of any other script mods that would do it.
Message is
"
:52 [dbg20 lp346663] {vehicle}/- Getting work width...
:52 [dbg20 lp346663] {vehicle}/- Has NO work area.
:52 [dbg20 lp346663] {vehicle}/- Working width is 0.
"
{vehicle} = vehicle name.
usually right below your mod messages.
thanks for sharing this.
those are debug messages from another mod. it looks like that could be debug messaging from Courseplay. it is calculating work areas. my mod does not perform any calculations/alterations on the work area. also, my mod does not use that output format to write to the log.
Got it. Your mod was the most recently installed so it got the finger first. I'll do some more testing when I have time and see anything else of note. I uh... tend to have more fun bug testing mods than i do playing with them sometimes lol.
Can you lower the random static or can we do that via xml? its uh... alil too loud.. Edit: You uh... might want to add a check for when the player is sleeping to. The results are... interesting.
yes, there will be an external config XML for volumes. very hard to estimate how people have their volumes set to establish that "just enough" experience.
it does have sleep protection on the game engine tick. but i will look at that for sure as i bet if helpers are active during a high speed game clock event, there could be some crazy audio.
The sleep protection does not work I can say that for certain. It runs all the callsigns and updates and etc as you sleep and right after you wake up.
Update on the sleep thing. Its very inconsistent. Some times it does it in a row, others once, and sometimes not at all for a whole month.
i will really be digging into that. thank you very much for the update!
https://farming-simulator.com/mod.php?lang=en&country=us&mod_id=236597&title=fs2...
Is also incompatible for anyone who uses it due to wage adjustment.
if you want wage edited use this as it's compatible.
https://www.modhoster.com/mods/aicost#description
Hint: 0.0005 is the default wage of 1080. So if you modify anything use that as your reference. Have to edit the lua to get results.
Tested it myself for anyone who wants to use this but cant as they don't want to go back to giants 1080 an hour wage...
Course-play works fine also with the latest version of 7.0.1.3.
I tried everything, i always come back to to good old "aicost" mod ahah
thank you for trying to mod... and for making your post!
i imagine that mod is also changing in the ID of the helper issued from the GIANTS engine. i will add it to the detection list of incompatible mods.
I tried playing with it today.
And got to say i've no issue to declare yet. The courseplay "integration" seemed ok. But ill use it more in next days... And will come back if anything new happens.
Its cool to have some chat ingame, makes solo sessions less... Solitary? 😅
that's great! so glad you are enjoying it.
more updates to be released shortly...
note... testing with Courseplay 7.0.1.3
initial BETA release