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Allow opening the course generator while AutoDrive is driving to the field - #1295

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Allow opening the course generator while AutoDrive is driving to the field#1295
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Problem

While AutoDrive is driving a vehicle to the field (e.g. via driveTo/driveToVehicle), the Courseplay course generator refuses to open for that vehicle at all - there's no way to prepare a course in advance while AutoDrive is still en route.

Root cause

AutoDrive:getIsAIActive() (FS25_AutoDrive scripts/Specialization.lua) overrides the base-game function to return true whenever AutoDrive's own stateModule:isActive() is true - i.e. simply "AutoDrive is driving", not "a real AI/CP job is running".

CpCourseGeneratorFrame:setAIVehicle() uses that same getIsAIActive() to decide whether to open the job-creation UI (mirroring the vanilla "vehicle already has a job, show cancel instead of create" behavior). So AutoDrive driving alone silently blocks course creation, even though no CP job exists yet.

Fix

setAIVehicle now also opens the creator when the only reason getIsAIActive() is true is AutoDrive's own stateModule:isActive(). This is safe because AutoDrive clears stateModule to false in stopAutoDrive()before handing control to a real job - so a vehicle with an actually-running CP/base-game job is still correctly blocked from re-creating one.

Testing

Verified in-game repeatedly across several vehicles (AgroStar 8.31, Axial-Flow 7160 x2, FORTERRA HSX 120, T215 Active, Puma 260 CVXDrive x2): course generator opens reliably while AutoDrive is driving to the field, no misbehavior observed (no accidental course creation while a real job is running).

🤖 Generated with Claude Code

…field
AutoDrive's getIsAIActive() reports true whenever it is driving the
vehicle, independent of whether a real AI/CP job is actually running.
CpCourseGeneratorFrame:setAIVehicle() used that same flag to decide
whether to skip course creation (mirroring the "vehicle already has a
job" case), so the course generator silently refused to open for any
vehicle AutoDrive was currently driving to the field - a course could
never be prepared in advance.
Add an exception for the case where getIsAIActive() is true solely
because AutoDrive's own stateModule is active. This is safe because
AutoDrive clears stateModule to false in stopAutoDrive(), before
handing control to a real job, so a vehicle with an actually-running
CP/base-game job is still correctly blocked from re-creating one.
Verified in-game across several vehicles (harvesters and tractors)
with AutoDrive actively driving to the field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

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Checked what onCreateJob() actually does before approving, since the change loosens a gate that's presumably there to prevent messing with a vehicle that's already under AI control. It's pure UI state — populates the job type list, sets menu visibility/focus, nothing that touches vehicle control or interrupts AutoDrive's current driving. So isOnlyAutoDriveDriving only widens when the course-creation menu is allowed to open, it doesn't cause any actual control handoff or conflict with AutoDrive mid-drive.

The vehicle.ad and vehicle.ad.stateModule and vehicle.ad.stateModule:isActive() chain is properly nil-safe for vehicles/setups without AutoDrive installed.

Only a very minor nit, not blocking: the CpUtil.info(...) log fires whenever AutoDrive is active, even in cases where getIsAIActive() was already false and the OR-clause didn't actually change anything — so "opening course creator anyway" prints even when nothing was actually rescued. Cosmetic only.

LGTM.

@Tensuko
Tensuko requested a review from pvaikoAugust 19, 2026 08:55
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When AD drives to the field and you open the generator, generate a course, you can still hit "start job" -> turn off AD, driver continiouse to drive, that mess things up.
Won't add it like that, sry. Make the course before you start the driver is the save solution.

@Tensuko
Tensuko marked this pull request as draft August 25, 2026 11:43
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Allow opening the course generator while AutoDrive is driving to the field by helgehelge123 · Pull Request #1295 · Courseplay/Courseplay_FS25 · GitHub
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Allow opening the course generator while AutoDrive is driving to the field - #1295

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helgehelge123 wants to merge 1 commit into
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helgehelge123:feature/course-generator-while-autodrive-active
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Allow opening the course generator while AutoDrive is driving to the field#1295
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Problem

While AutoDrive is driving a vehicle to the field (e.g. via driveTo/driveToVehicle), the Courseplay course generator refuses to open for that vehicle at all - there's no way to prepare a course in advance while AutoDrive is still en route.

Root cause

AutoDrive:getIsAIActive() (FS25_AutoDrive scripts/Specialization.lua) overrides the base-game function to return true whenever AutoDrive's own stateModule:isActive() is true - i.e. simply "AutoDrive is driving", not "a real AI/CP job is running".

CpCourseGeneratorFrame:setAIVehicle() uses that same getIsAIActive() to decide whether to open the job-creation UI (mirroring the vanilla "vehicle already has a job, show cancel instead of create" behavior). So AutoDrive driving alone silently blocks course creation, even though no CP job exists yet.

Fix

setAIVehicle now also opens the creator when the only reason getIsAIActive() is true is AutoDrive's own stateModule:isActive(). This is safe because AutoDrive clears stateModule to false in stopAutoDrive()before handing control to a real job - so a vehicle with an actually-running CP/base-game job is still correctly blocked from re-creating one.

Testing

Verified in-game repeatedly across several vehicles (AgroStar 8.31, Axial-Flow 7160 x2, FORTERRA HSX 120, T215 Active, Puma 260 CVXDrive x2): course generator opens reliably while AutoDrive is driving to the field, no misbehavior observed (no accidental course creation while a real job is running).

🤖 Generated with Claude Code

…field
AutoDrive's getIsAIActive() reports true whenever it is driving the
vehicle, independent of whether a real AI/CP job is actually running.
CpCourseGeneratorFrame:setAIVehicle() used that same flag to decide
whether to skip course creation (mirroring the "vehicle already has a
job" case), so the course generator silently refused to open for any
vehicle AutoDrive was currently driving to the field - a course could
never be prepared in advance.
Add an exception for the case where getIsAIActive() is true solely
because AutoDrive's own stateModule is active. This is safe because
AutoDrive clears stateModule to false in stopAutoDrive(), before
handing control to a real job, so a vehicle with an actually-running
CP/base-game job is still correctly blocked from re-creating one.
Verified in-game across several vehicles (harvesters and tractors)
with AutoDrive actively driving to the field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

@KeilerHirschKeilerHirsch left a comment

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Checked what onCreateJob() actually does before approving, since the change loosens a gate that's presumably there to prevent messing with a vehicle that's already under AI control. It's pure UI state — populates the job type list, sets menu visibility/focus, nothing that touches vehicle control or interrupts AutoDrive's current driving. So isOnlyAutoDriveDriving only widens when the course-creation menu is allowed to open, it doesn't cause any actual control handoff or conflict with AutoDrive mid-drive.

The vehicle.ad and vehicle.ad.stateModule and vehicle.ad.stateModule:isActive() chain is properly nil-safe for vehicles/setups without AutoDrive installed.

Only a very minor nit, not blocking: the CpUtil.info(...) log fires whenever AutoDrive is active, even in cases where getIsAIActive() was already false and the OR-clause didn't actually change anything — so "opening course creator anyway" prints even when nothing was actually rescued. Cosmetic only.

LGTM.

@Tensuko
Tensuko requested a review from pvaikoAugust 19, 2026 08:55
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When AD drives to the field and you open the generator, generate a course, you can still hit "start job" -> turn off AD, driver continiouse to drive, that mess things up.
Won't add it like that, sry. Make the course before you start the driver is the save solution.

@Tensuko
Tensuko marked this pull request as draft August 25, 2026 11:43
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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Allow opening the course generator while AutoDrive is driving to the field by helgehelge123 · Pull Request #1295 · Courseplay/Courseplay_FS25 · GitHub
Skip to content

Allow opening the course generator while AutoDrive is driving to the field - #1295

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helgehelge123:feature/course-generator-while-autodrive-active
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Allow opening the course generator while AutoDrive is driving to the field#1295
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Courseplay:mainfrom
helgehelge123:feature/course-generator-while-autodrive-active

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Problem

While AutoDrive is driving a vehicle to the field (e.g. via driveTo/driveToVehicle), the Courseplay course generator refuses to open for that vehicle at all - there's no way to prepare a course in advance while AutoDrive is still en route.

Root cause

AutoDrive:getIsAIActive() (FS25_AutoDrive scripts/Specialization.lua) overrides the base-game function to return true whenever AutoDrive's own stateModule:isActive() is true - i.e. simply "AutoDrive is driving", not "a real AI/CP job is running".

CpCourseGeneratorFrame:setAIVehicle() uses that same getIsAIActive() to decide whether to open the job-creation UI (mirroring the vanilla "vehicle already has a job, show cancel instead of create" behavior). So AutoDrive driving alone silently blocks course creation, even though no CP job exists yet.

Fix

setAIVehicle now also opens the creator when the only reason getIsAIActive() is true is AutoDrive's own stateModule:isActive(). This is safe because AutoDrive clears stateModule to false in stopAutoDrive()before handing control to a real job - so a vehicle with an actually-running CP/base-game job is still correctly blocked from re-creating one.

Testing

Verified in-game repeatedly across several vehicles (AgroStar 8.31, Axial-Flow 7160 x2, FORTERRA HSX 120, T215 Active, Puma 260 CVXDrive x2): course generator opens reliably while AutoDrive is driving to the field, no misbehavior observed (no accidental course creation while a real job is running).

🤖 Generated with Claude Code

…field
AutoDrive's getIsAIActive() reports true whenever it is driving the
vehicle, independent of whether a real AI/CP job is actually running.
CpCourseGeneratorFrame:setAIVehicle() used that same flag to decide
whether to skip course creation (mirroring the "vehicle already has a
job" case), so the course generator silently refused to open for any
vehicle AutoDrive was currently driving to the field - a course could
never be prepared in advance.
Add an exception for the case where getIsAIActive() is true solely
because AutoDrive's own stateModule is active. This is safe because
AutoDrive clears stateModule to false in stopAutoDrive(), before
handing control to a real job, so a vehicle with an actually-running
CP/base-game job is still correctly blocked from re-creating one.
Verified in-game across several vehicles (harvesters and tractors)
with AutoDrive actively driving to the field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

@KeilerHirschKeilerHirsch left a comment

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Checked what onCreateJob() actually does before approving, since the change loosens a gate that's presumably there to prevent messing with a vehicle that's already under AI control. It's pure UI state — populates the job type list, sets menu visibility/focus, nothing that touches vehicle control or interrupts AutoDrive's current driving. So isOnlyAutoDriveDriving only widens when the course-creation menu is allowed to open, it doesn't cause any actual control handoff or conflict with AutoDrive mid-drive.

The vehicle.ad and vehicle.ad.stateModule and vehicle.ad.stateModule:isActive() chain is properly nil-safe for vehicles/setups without AutoDrive installed.

Only a very minor nit, not blocking: the CpUtil.info(...) log fires whenever AutoDrive is active, even in cases where getIsAIActive() was already false and the OR-clause didn't actually change anything — so "opening course creator anyway" prints even when nothing was actually rescued. Cosmetic only.

LGTM.

@Tensuko
Tensuko requested a review from pvaikoAugust 19, 2026 08:55
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When AD drives to the field and you open the generator, generate a course, you can still hit "start job" -> turn off AD, driver continiouse to drive, that mess things up.
Won't add it like that, sry. Make the course before you start the driver is the save solution.

@Tensuko
Tensuko marked this pull request as draft August 25, 2026 11:43
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Allow opening the course generator while AutoDrive is driving to the field - #1295

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helgehelge123 wants to merge 1 commit into
Courseplay:mainfrom
helgehelge123:feature/course-generator-while-autodrive-active
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Allow opening the course generator while AutoDrive is driving to the field#1295
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Problem

While AutoDrive is driving a vehicle to the field (e.g. via driveTo/driveToVehicle), the Courseplay course generator refuses to open for that vehicle at all - there's no way to prepare a course in advance while AutoDrive is still en route.

Root cause

AutoDrive:getIsAIActive() (FS25_AutoDrive scripts/Specialization.lua) overrides the base-game function to return true whenever AutoDrive's own stateModule:isActive() is true - i.e. simply "AutoDrive is driving", not "a real AI/CP job is running".

CpCourseGeneratorFrame:setAIVehicle() uses that same getIsAIActive() to decide whether to open the job-creation UI (mirroring the vanilla "vehicle already has a job, show cancel instead of create" behavior). So AutoDrive driving alone silently blocks course creation, even though no CP job exists yet.

Fix

setAIVehicle now also opens the creator when the only reason getIsAIActive() is true is AutoDrive's own stateModule:isActive(). This is safe because AutoDrive clears stateModule to false in stopAutoDrive()before handing control to a real job - so a vehicle with an actually-running CP/base-game job is still correctly blocked from re-creating one.

Testing

Verified in-game repeatedly across several vehicles (AgroStar 8.31, Axial-Flow 7160 x2, FORTERRA HSX 120, T215 Active, Puma 260 CVXDrive x2): course generator opens reliably while AutoDrive is driving to the field, no misbehavior observed (no accidental course creation while a real job is running).

🤖 Generated with Claude Code

…field
AutoDrive's getIsAIActive() reports true whenever it is driving the
vehicle, independent of whether a real AI/CP job is actually running.
CpCourseGeneratorFrame:setAIVehicle() used that same flag to decide
whether to skip course creation (mirroring the "vehicle already has a
job" case), so the course generator silently refused to open for any
vehicle AutoDrive was currently driving to the field - a course could
never be prepared in advance.
Add an exception for the case where getIsAIActive() is true solely
because AutoDrive's own stateModule is active. This is safe because
AutoDrive clears stateModule to false in stopAutoDrive(), before
handing control to a real job, so a vehicle with an actually-running
CP/base-game job is still correctly blocked from re-creating one.
Verified in-game across several vehicles (harvesters and tractors)
with AutoDrive actively driving to the field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

@KeilerHirschKeilerHirsch left a comment

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Checked what onCreateJob() actually does before approving, since the change loosens a gate that's presumably there to prevent messing with a vehicle that's already under AI control. It's pure UI state — populates the job type list, sets menu visibility/focus, nothing that touches vehicle control or interrupts AutoDrive's current driving. So isOnlyAutoDriveDriving only widens when the course-creation menu is allowed to open, it doesn't cause any actual control handoff or conflict with AutoDrive mid-drive.

The vehicle.ad and vehicle.ad.stateModule and vehicle.ad.stateModule:isActive() chain is properly nil-safe for vehicles/setups without AutoDrive installed.

Only a very minor nit, not blocking: the CpUtil.info(...) log fires whenever AutoDrive is active, even in cases where getIsAIActive() was already false and the OR-clause didn't actually change anything — so "opening course creator anyway" prints even when nothing was actually rescued. Cosmetic only.

LGTM.

@Tensuko
Tensuko requested a review from pvaikoAugust 19, 2026 08:55
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When AD drives to the field and you open the generator, generate a course, you can still hit "start job" -> turn off AD, driver continiouse to drive, that mess things up.
Won't add it like that, sry. Make the course before you start the driver is the save solution.

@Tensuko
Tensuko marked this pull request as draft August 25, 2026 11:43
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Allow opening the course generator while AutoDrive is driving to the field - #1295

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Allow opening the course generator while AutoDrive is driving to the field#1295
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Problem

While AutoDrive is driving a vehicle to the field (e.g. via driveTo/driveToVehicle), the Courseplay course generator refuses to open for that vehicle at all - there's no way to prepare a course in advance while AutoDrive is still en route.

Root cause

AutoDrive:getIsAIActive() (FS25_AutoDrive scripts/Specialization.lua) overrides the base-game function to return true whenever AutoDrive's own stateModule:isActive() is true - i.e. simply "AutoDrive is driving", not "a real AI/CP job is running".

CpCourseGeneratorFrame:setAIVehicle() uses that same getIsAIActive() to decide whether to open the job-creation UI (mirroring the vanilla "vehicle already has a job, show cancel instead of create" behavior). So AutoDrive driving alone silently blocks course creation, even though no CP job exists yet.

Fix

setAIVehicle now also opens the creator when the only reason getIsAIActive() is true is AutoDrive's own stateModule:isActive(). This is safe because AutoDrive clears stateModule to false in stopAutoDrive()before handing control to a real job - so a vehicle with an actually-running CP/base-game job is still correctly blocked from re-creating one.

Testing

Verified in-game repeatedly across several vehicles (AgroStar 8.31, Axial-Flow 7160 x2, FORTERRA HSX 120, T215 Active, Puma 260 CVXDrive x2): course generator opens reliably while AutoDrive is driving to the field, no misbehavior observed (no accidental course creation while a real job is running).

🤖 Generated with Claude Code

…field
AutoDrive's getIsAIActive() reports true whenever it is driving the
vehicle, independent of whether a real AI/CP job is actually running.
CpCourseGeneratorFrame:setAIVehicle() used that same flag to decide
whether to skip course creation (mirroring the "vehicle already has a
job" case), so the course generator silently refused to open for any
vehicle AutoDrive was currently driving to the field - a course could
never be prepared in advance.
Add an exception for the case where getIsAIActive() is true solely
because AutoDrive's own stateModule is active. This is safe because
AutoDrive clears stateModule to false in stopAutoDrive(), before
handing control to a real job, so a vehicle with an actually-running
CP/base-game job is still correctly blocked from re-creating one.
Verified in-game across several vehicles (harvesters and tractors)
with AutoDrive actively driving to the field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

@KeilerHirschKeilerHirsch left a comment

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Checked what onCreateJob() actually does before approving, since the change loosens a gate that's presumably there to prevent messing with a vehicle that's already under AI control. It's pure UI state — populates the job type list, sets menu visibility/focus, nothing that touches vehicle control or interrupts AutoDrive's current driving. So isOnlyAutoDriveDriving only widens when the course-creation menu is allowed to open, it doesn't cause any actual control handoff or conflict with AutoDrive mid-drive.

The vehicle.ad and vehicle.ad.stateModule and vehicle.ad.stateModule:isActive() chain is properly nil-safe for vehicles/setups without AutoDrive installed.

Only a very minor nit, not blocking: the CpUtil.info(...) log fires whenever AutoDrive is active, even in cases where getIsAIActive() was already false and the OR-clause didn't actually change anything — so "opening course creator anyway" prints even when nothing was actually rescued. Cosmetic only.

LGTM.

@Tensuko
Tensuko requested a review from pvaikoAugust 19, 2026 08:55
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When AD drives to the field and you open the generator, generate a course, you can still hit "start job" -> turn off AD, driver continiouse to drive, that mess things up.
Won't add it like that, sry. Make the course before you start the driver is the save solution.

@Tensuko
Tensuko marked this pull request as draft August 25, 2026 11:43
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@helgehelge123@Tensuko@KeilerHirsch
, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Allow opening the course generator while AutoDrive is driving to the field by helgehelge123 · Pull Request #1295 · Courseplay/Courseplay_FS25 · GitHub
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Allow opening the course generator while AutoDrive is driving to the field - #1295

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Allow opening the course generator while AutoDrive is driving to the field#1295
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helgehelge123:feature/course-generator-while-autodrive-active

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Problem

While AutoDrive is driving a vehicle to the field (e.g. via driveTo/driveToVehicle), the Courseplay course generator refuses to open for that vehicle at all - there's no way to prepare a course in advance while AutoDrive is still en route.

Root cause

AutoDrive:getIsAIActive() (FS25_AutoDrive scripts/Specialization.lua) overrides the base-game function to return true whenever AutoDrive's own stateModule:isActive() is true - i.e. simply "AutoDrive is driving", not "a real AI/CP job is running".

CpCourseGeneratorFrame:setAIVehicle() uses that same getIsAIActive() to decide whether to open the job-creation UI (mirroring the vanilla "vehicle already has a job, show cancel instead of create" behavior). So AutoDrive driving alone silently blocks course creation, even though no CP job exists yet.

Fix

setAIVehicle now also opens the creator when the only reason getIsAIActive() is true is AutoDrive's own stateModule:isActive(). This is safe because AutoDrive clears stateModule to false in stopAutoDrive()before handing control to a real job - so a vehicle with an actually-running CP/base-game job is still correctly blocked from re-creating one.

Testing

Verified in-game repeatedly across several vehicles (AgroStar 8.31, Axial-Flow 7160 x2, FORTERRA HSX 120, T215 Active, Puma 260 CVXDrive x2): course generator opens reliably while AutoDrive is driving to the field, no misbehavior observed (no accidental course creation while a real job is running).

🤖 Generated with Claude Code

…field
AutoDrive's getIsAIActive() reports true whenever it is driving the
vehicle, independent of whether a real AI/CP job is actually running.
CpCourseGeneratorFrame:setAIVehicle() used that same flag to decide
whether to skip course creation (mirroring the "vehicle already has a
job" case), so the course generator silently refused to open for any
vehicle AutoDrive was currently driving to the field - a course could
never be prepared in advance.
Add an exception for the case where getIsAIActive() is true solely
because AutoDrive's own stateModule is active. This is safe because
AutoDrive clears stateModule to false in stopAutoDrive(), before
handing control to a real job, so a vehicle with an actually-running
CP/base-game job is still correctly blocked from re-creating one.
Verified in-game across several vehicles (harvesters and tractors)
with AutoDrive actively driving to the field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

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Checked what onCreateJob() actually does before approving, since the change loosens a gate that's presumably there to prevent messing with a vehicle that's already under AI control. It's pure UI state — populates the job type list, sets menu visibility/focus, nothing that touches vehicle control or interrupts AutoDrive's current driving. So isOnlyAutoDriveDriving only widens when the course-creation menu is allowed to open, it doesn't cause any actual control handoff or conflict with AutoDrive mid-drive.

The vehicle.ad and vehicle.ad.stateModule and vehicle.ad.stateModule:isActive() chain is properly nil-safe for vehicles/setups without AutoDrive installed.

Only a very minor nit, not blocking: the CpUtil.info(...) log fires whenever AutoDrive is active, even in cases where getIsAIActive() was already false and the OR-clause didn't actually change anything — so "opening course creator anyway" prints even when nothing was actually rescued. Cosmetic only.

LGTM.

@Tensuko
Tensuko requested a review from pvaikoAugust 19, 2026 08:55
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When AD drives to the field and you open the generator, generate a course, you can still hit "start job" -> turn off AD, driver continiouse to drive, that mess things up.
Won't add it like that, sry. Make the course before you start the driver is the save solution.

@Tensuko
Tensuko marked this pull request as draft August 25, 2026 11:43
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@helgehelge123@Tensuko@KeilerHirsch
, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Allow opening the course generator while AutoDrive is driving to the field by helgehelge123 · Pull Request #1295 · Courseplay/Courseplay_FS25 · GitHub
Skip to content

Allow opening the course generator while AutoDrive is driving to the field - #1295

Draft
helgehelge123 wants to merge 1 commit into
Courseplay:mainfrom
helgehelge123:feature/course-generator-while-autodrive-active
Draft

Allow opening the course generator while AutoDrive is driving to the field#1295
helgehelge123 wants to merge 1 commit into
Courseplay:mainfrom
helgehelge123:feature/course-generator-while-autodrive-active

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@helgehelge123

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Problem

While AutoDrive is driving a vehicle to the field (e.g. via driveTo/driveToVehicle), the Courseplay course generator refuses to open for that vehicle at all - there's no way to prepare a course in advance while AutoDrive is still en route.

Root cause

AutoDrive:getIsAIActive() (FS25_AutoDrive scripts/Specialization.lua) overrides the base-game function to return true whenever AutoDrive's own stateModule:isActive() is true - i.e. simply "AutoDrive is driving", not "a real AI/CP job is running".

CpCourseGeneratorFrame:setAIVehicle() uses that same getIsAIActive() to decide whether to open the job-creation UI (mirroring the vanilla "vehicle already has a job, show cancel instead of create" behavior). So AutoDrive driving alone silently blocks course creation, even though no CP job exists yet.

Fix

setAIVehicle now also opens the creator when the only reason getIsAIActive() is true is AutoDrive's own stateModule:isActive(). This is safe because AutoDrive clears stateModule to false in stopAutoDrive()before handing control to a real job - so a vehicle with an actually-running CP/base-game job is still correctly blocked from re-creating one.

Testing

Verified in-game repeatedly across several vehicles (AgroStar 8.31, Axial-Flow 7160 x2, FORTERRA HSX 120, T215 Active, Puma 260 CVXDrive x2): course generator opens reliably while AutoDrive is driving to the field, no misbehavior observed (no accidental course creation while a real job is running).

🤖 Generated with Claude Code

…field
AutoDrive's getIsAIActive() reports true whenever it is driving the
vehicle, independent of whether a real AI/CP job is actually running.
CpCourseGeneratorFrame:setAIVehicle() used that same flag to decide
whether to skip course creation (mirroring the "vehicle already has a
job" case), so the course generator silently refused to open for any
vehicle AutoDrive was currently driving to the field - a course could
never be prepared in advance.
Add an exception for the case where getIsAIActive() is true solely
because AutoDrive's own stateModule is active. This is safe because
AutoDrive clears stateModule to false in stopAutoDrive(), before
handing control to a real job, so a vehicle with an actually-running
CP/base-game job is still correctly blocked from re-creating one.
Verified in-game across several vehicles (harvesters and tractors)
with AutoDrive actively driving to the field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

@KeilerHirschKeilerHirsch left a comment

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Checked what onCreateJob() actually does before approving, since the change loosens a gate that's presumably there to prevent messing with a vehicle that's already under AI control. It's pure UI state — populates the job type list, sets menu visibility/focus, nothing that touches vehicle control or interrupts AutoDrive's current driving. So isOnlyAutoDriveDriving only widens when the course-creation menu is allowed to open, it doesn't cause any actual control handoff or conflict with AutoDrive mid-drive.

The vehicle.ad and vehicle.ad.stateModule and vehicle.ad.stateModule:isActive() chain is properly nil-safe for vehicles/setups without AutoDrive installed.

Only a very minor nit, not blocking: the CpUtil.info(...) log fires whenever AutoDrive is active, even in cases where getIsAIActive() was already false and the OR-clause didn't actually change anything — so "opening course creator anyway" prints even when nothing was actually rescued. Cosmetic only.

LGTM.

@Tensuko
Tensuko requested a review from pvaikoAugust 19, 2026 08:55
@Tensuko

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When AD drives to the field and you open the generator, generate a course, you can still hit "start job" -> turn off AD, driver continiouse to drive, that mess things up.
Won't add it like that, sry. Make the course before you start the driver is the save solution.

@Tensuko
Tensuko marked this pull request as draft August 25, 2026 11:43
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@helgehelge123@Tensuko@KeilerHirsch
, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Allow opening the course generator while AutoDrive is driving to the field by helgehelge123 · Pull Request #1295 · Courseplay/Courseplay_FS25 · GitHub
Skip to content

Allow opening the course generator while AutoDrive is driving to the field - #1295

Draft
helgehelge123 wants to merge 1 commit into
Courseplay:mainfrom
helgehelge123:feature/course-generator-while-autodrive-active
Draft

Allow opening the course generator while AutoDrive is driving to the field#1295
helgehelge123 wants to merge 1 commit into
Courseplay:mainfrom
helgehelge123:feature/course-generator-while-autodrive-active

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@helgehelge123

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Problem

While AutoDrive is driving a vehicle to the field (e.g. via driveTo/driveToVehicle), the Courseplay course generator refuses to open for that vehicle at all - there's no way to prepare a course in advance while AutoDrive is still en route.

Root cause

AutoDrive:getIsAIActive() (FS25_AutoDrive scripts/Specialization.lua) overrides the base-game function to return true whenever AutoDrive's own stateModule:isActive() is true - i.e. simply "AutoDrive is driving", not "a real AI/CP job is running".

CpCourseGeneratorFrame:setAIVehicle() uses that same getIsAIActive() to decide whether to open the job-creation UI (mirroring the vanilla "vehicle already has a job, show cancel instead of create" behavior). So AutoDrive driving alone silently blocks course creation, even though no CP job exists yet.

Fix

setAIVehicle now also opens the creator when the only reason getIsAIActive() is true is AutoDrive's own stateModule:isActive(). This is safe because AutoDrive clears stateModule to false in stopAutoDrive()before handing control to a real job - so a vehicle with an actually-running CP/base-game job is still correctly blocked from re-creating one.

Testing

Verified in-game repeatedly across several vehicles (AgroStar 8.31, Axial-Flow 7160 x2, FORTERRA HSX 120, T215 Active, Puma 260 CVXDrive x2): course generator opens reliably while AutoDrive is driving to the field, no misbehavior observed (no accidental course creation while a real job is running).

🤖 Generated with Claude Code

…field
AutoDrive's getIsAIActive() reports true whenever it is driving the
vehicle, independent of whether a real AI/CP job is actually running.
CpCourseGeneratorFrame:setAIVehicle() used that same flag to decide
whether to skip course creation (mirroring the "vehicle already has a
job" case), so the course generator silently refused to open for any
vehicle AutoDrive was currently driving to the field - a course could
never be prepared in advance.
Add an exception for the case where getIsAIActive() is true solely
because AutoDrive's own stateModule is active. This is safe because
AutoDrive clears stateModule to false in stopAutoDrive(), before
handing control to a real job, so a vehicle with an actually-running
CP/base-game job is still correctly blocked from re-creating one.
Verified in-game across several vehicles (harvesters and tractors)
with AutoDrive actively driving to the field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

@KeilerHirschKeilerHirsch left a comment

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Checked what onCreateJob() actually does before approving, since the change loosens a gate that's presumably there to prevent messing with a vehicle that's already under AI control. It's pure UI state — populates the job type list, sets menu visibility/focus, nothing that touches vehicle control or interrupts AutoDrive's current driving. So isOnlyAutoDriveDriving only widens when the course-creation menu is allowed to open, it doesn't cause any actual control handoff or conflict with AutoDrive mid-drive.

The vehicle.ad and vehicle.ad.stateModule and vehicle.ad.stateModule:isActive() chain is properly nil-safe for vehicles/setups without AutoDrive installed.

Only a very minor nit, not blocking: the CpUtil.info(...) log fires whenever AutoDrive is active, even in cases where getIsAIActive() was already false and the OR-clause didn't actually change anything — so "opening course creator anyway" prints even when nothing was actually rescued. Cosmetic only.

LGTM.

@Tensuko
Tensuko requested a review from pvaikoAugust 19, 2026 08:55
@Tensuko

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Contributor

When AD drives to the field and you open the generator, generate a course, you can still hit "start job" -> turn off AD, driver continiouse to drive, that mess things up.
Won't add it like that, sry. Make the course before you start the driver is the save solution.

@Tensuko
Tensuko marked this pull request as draft August 25, 2026 11:43
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@helgehelge123@Tensuko@KeilerHirsch