Unit Convert Preview: Update 12/13/25
Hello everyone! Work continues on the next project, which happens to be the new Unit Convert. I am hoping to have a stable version of this ready by Christmas but, as always, the game likes to keep throwing me curveballs. So, we'll see how things go.
In this video I am testing what I have finished so far. The vehicle fill level hud is now converted and seems to be working. The Precision Farming yield meters seems to be working as well, now in multiplayer as well.
The newest addition is the monster that is the price menu lol. I forgot how hard it is to convert over to being able to use actual units. So many little dynamically changing pieces that all have to be individually set up to use the new system. But, as you can see, it all seems to be working. Well, minus the trends part. That is a little separate area that I have to hunt down and convert over yet.
Unit conversion in the game requires reworking each individual gui/hud, passing the information required for conversions to those guis/huds, then updating the information they display to show the units. Always has been a kind of time-consuming task, simply because the game only works with static values (in most places) by default. In other words, liters (or whatever unit is being displayed) is just a label by default. There is no fill type information or any of that in a lot of cases. It's just values that are assumed to be always the same unit, which is why no fill type information gets passed. If that makes sense.
But I'm getting there, lol. It will have a menu eventually, but it is xml configured for now. Some of that is automatically done by the script itself, but you can go in and add/edit things in your modSettings folder as well. Units can be added/removed, and every fill type can have as many units as you like. The number of selectable units is set in the thUnitConvert.xml and can be selected on any screen with an in-game keybind.
The current version wip/alpha is in Gold tier for people to try out and test early if they like. As an alpha version, however, expect bugs and changes to come at any given time.
If I can't get a public release ready before Christmas, I will probably still open it up to all tiers for pre-release use/testing until I get all of the snags ironed out. For now, though, we are still in alpha mode, because there a good number of places I still need to hunt down and convert yet. I still need to do some more extensive multiplayer testing as well.
Anyway, outside of the normal support and Q & A that I and my support team do on a pretty much daily basis, that's what's going on in the lab. Have a couple more in store as well, but have to get this one a little more stable first.
That's all for now, have a good one!
