# FS25_UniversalAutoload makes every trailer's loading zone configurable

> UniversalAutoload is a Farming Simulator 25 Lua mod that gives any vehicle an autoload zone for pallets, big bags and bales, with a shop editor for zone size and no external configuration file. The catch is that the zone settings are tied to the vehicle type and are written when you buy, so existing vehicles need a restart and a resave.

**loki79uk/FS25_UniversalAutoload** — Mod for FS25. Please download latest release below.

- Repository: https://github.com/loki79uk/FS25_UniversalAutoload
- Stars: 688 · Forks: 48
- Language: Lua
- License: not declared
- Published: 2026-10-21 · Updated: 2026-10-21 · Language: en
- Canonical page: https://hysenlabs.com/projects/loki79uk-fs25-universalautoload

## Every vehicle gets a loading zone, and the shop is where you shape it

The mod's selling point in four lines: all pallets, big bags and bales are supported by default, loading zones are detected automatically in the shop, there is a UI to adjust the size of a loading zone before purchase, and no external configuration files are required.

That last point is the design decision worth understanding. A mod for a simulation game can store its data in a text file next to the mod, in the save game, or in the game's own mod settings. UniversalAutoload uses the game's mod settings, so the zone configuration travels with the vehicle and with the save, and there is nothing for a user to locate, edit or lose when they move a save game to another machine.

The trade is that the configuration is not hand-editable for most people, which is why the shop carries a dedicated editing mode. What you get instead is a visual editor: middle mouse click in the shop activates editing, right click drag moves individual faces, ALT with right click drag moves the opposing faces, which the documentation singles out as the one to use for width, and SHIFT with right click drag moves the whole zone. CTRL with any of those gives fine control, and SHIFT-CTRL with a middle mouse click auto-calculates the zone from scratch, which is the recovery move when the geometry has been dragged into nonsense.

There is still an escape hatch for anyone who is comfortable with XML, since the configuration can be edited in the mod settings XML directly, with the documentation's own warning that this is for people who know what they are doing.

## The zone is written when you buy, so existing vehicles need a resave

This is the part that catches people out, and it is stated at the top of the README rather than buried.

If you already have a vehicle in a save game before adding UniversalAutoload, you have two options. You can save the settings from the shop UAL menu, or you can purchase another copy of the same vehicle to create the setting. Either way you then have to restart the save game you want to use. The documentation adds a helpful detail: you can do this in any save game, and the act of buying the vehicle creates a global default for that vehicle type.

The timing rules are equally specific. The configuration file is updated when you buy a vehicle, or when you apply changes to a vehicle in the workshop. Changes applied from the workshop apply only to the edited vehicle for that session, but become the default for all vehicles of the same type after the next restart.

So the lifecycle has three states: a per-vehicle setting that you tweak in the workshop, a session in which that tweak applies to one vehicle only, and a restart after which the tweak becomes the type-wide default. If you edit a zone, drive one trailer with it and then load another trailer of the same type, the second one will still be on the old setting until the game restarts.

The known issues list states the same thing from the other end: existing trailers on a save game will not get autoload added until you restart with valid settings.

## On a multiplayer server the last player to adjust a vehicle sets the default

Multiplayer changes where the configuration lives, and the documentation is unambiguous about it. All clients can edit vehicles when they buy one, but the configuration is saved on the server only. The server default is therefore set by the last player to adjust it.

Individual vehicle settings persist for the rest of that game until the server is restarted, after which the default applies to all vehicles of the same type. That is the same session-then-restart model as single player, with the difference that the session is a server session and the last writer wins.

For a server administrator this is a genuine coordination problem rather than a bug. If two players configure the same vehicle type differently, the one who adjusted it last sets the default for everyone, and the only way to make a single player's configuration the shared one is to have them be the last to touch it, or to ask the server to restart at the right moment.

The same prerequisite applies on a server as on a single player machine: someone has to create the setting for the vehicle type, either through the shop UAL menu or by buying the vehicle, before the trailer will load anything.

## When a trailer refuses pallets, three checks decide the outcome

The troubleshooting section is short and each item is a different kind of failure, which is a good sign about how the mod is maintained.

First, if you cannot load logs, the logs may simply be too long for the trailer. The fix is geometric: make the zone longer or cut the logs shorter. This is a content problem rather than a configuration bug, and it is worth checking before you go editing anything.

Second, if the loading zone does not appear when the debug display is toggled with shift-ctrl-F12, the most likely cause is that the entry for that vehicle is corrupted in the mod settings file. The suggested fix is to delete the file completely, since a new one will be created, or to delete the offending vehicle entry manually in a text editor.

Third, the trailer may simply not be selected or active in game. Pressing G cycles the selected implement from the tractor or truck, which is a mechanic of the base game that catches everyone at least once.

The order matters. Checking the implement selection first costs one keypress, and the log length check is a matter of looking at the load, so both come before touching a file that the game will rewrite anyway.

## Install from ModHub or from the release tags, and mind the one known issue

There are two sources for the mod, and the README points at both:

```bash
Please get the latest ModHub release from: https://www.farming-simulator.com/mod.php?mod_id=325409
Or the latest development release from: https://github.com/loki79uk/FS25_UniversalAutoload/releases
```

The ModHub entry is the stable channel, and the GitHub releases are the development channel for people who want the newest build or want to report a problem against the current code.

The repository itself is a normal Farming Simulator mod layout: a UniversalAutoload.lua entry point, a UniversalAutoloadInstaller.lua, a modDesc.xml for the mod metadata, a language directory for the translated strings, gui, scripts, triggers, events and xml folders for the interface and behaviour, plus icons and an icon_UniversalAutoload.dds for the mod list.

The release tags are versioned in the game's own scheme rather than semver: v1.0.2.7 on 2026-05-09, v1.0.2.8 on 2026-05-25 and v1.0.2.9 on 2026-06-18, with the last push to the repository on the same date as the newest tag.

Two cautions apply to a mod of this shape. The single known issue is the one described above, that existing trailers will not get autoload until a restart with valid settings, which reads like a migration note rather than a defect. And no licence is declared for the repository, so if you plan to redistribute the mod rather than use it, check the ModHub terms and the release assets yourself.

## Conclusion

UniversalAutoload is worth adding to Farming Simulator 25 if you haul a mixed load of pallets, big bags and bales and keep running out of usable trailer space, since the zone can be resized per vehicle in the shop and the configuration lives with the vehicle rather than in a file you have to hand edit. It is the wrong tool if you only need one trailer fixed once, and it is unusable on a multiplayer server until someone buys the vehicle to create the global default. Verify first that the vehicle type already has a saved configuration, either by saving the settings from the shop UAL menu or by buying a second copy of the same vehicle, and restart the save game before you judge the mod.

## FAQ

### Where do I download FS25_UniversalAutoload?

The latest stable build is on the Farming Simulator ModHub at mod.php?mod_id=325409, and development builds are published as GitHub releases in the loki79uk/FS25_UniversalAutoload repository.

### Do my existing trailers get autoload after installing the mod?

Not immediately. Existing trailers on a save game will not get autoload added until you restart the game with valid settings, so you need to save the settings from the shop UAL menu or buy another copy of the same vehicle first, then restart the save game.

### Why is my trailer not loading pallets?

Check three things: whether the logs are too long for the trailer, which means making the zone longer or shortening the logs; whether the loading zone shows at all with the shift-ctrl-F12 debug display, since a missing zone points at a corrupted entry in the mod settings file; and whether the trailer is the selected implement, which you cycle with G.

### How do I resize the loading zone?

In the shop, use a middle mouse click to activate editing, right click drag to move individual faces, ALT with right click drag to move opposing faces for width, SHIFT with right click drag to move the whole zone, and CTRL with any of them for fine control. SHIFT-CTRL with a middle mouse click recalculates the zone from scratch.

### Where is the configuration stored in multiplayer?

On the server only. All clients can edit vehicles they buy, but the configuration is saved on the server and the default is set by the last player to adjust it, with individual vehicle settings lasting until the server restarts.

## Sources

- [Issues](https://github.com/loki79uk/FS25_UniversalAutoload/issues)
- [loki79uk/FS25_UniversalAutoload on GitHub](https://github.com/loki79uk/FS25_UniversalAutoload)
- [README](https://github.com/loki79uk/FS25_UniversalAutoload/blob/main/README.md)
- [Releases](https://github.com/loki79uk/FS25_UniversalAutoload/releases)

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Hysen Labs editorial analysis, written from the project's own repository and release notes. Cite the canonical page: https://hysenlabs.com/projects/loki79uk-fs25-universalautoload
