v1.4.1.6 — Toggle key works: vehicle API + direct fallback
v1.4.1.6 — Toggle key works: vehicle API registration + direct fallback
The Numpad 5 depth-display toggle finally works — live-tested (toggle + rebinding).
What was wrong
The evening's diagnosis builds (1.4.1.4/1.4.1.5, never released) proved the mod's action
registration was fine all along: success=true, real event id, correct VEHICLE context,
binding present in the profile — and the callback still never fired, on any key binding.
On large mod lists the game's binding resolution simply drops the event (suspicion: load
order — TerraFarm loads early as FS25_0_*). Root cause inside the game, not the mod. Open.
What 1.4.1.6 does
- Registration now uses the vehicle's own
addActionEvent(TerraFarm's proven pattern). - Direct fallback: if a key press is not handled by the action system within a second,
the mod reads the key itself and toggles on release. Self-calibrating — on installations
where the action system works, the fallback stays silent and nothing changes. - Rebinding works in both paths — the fallback re-resolves your bound key from the
input system after every menu close. - The log states once when the fallback is active, and every registration is logged with
counter, success flag, event id and input context (capped at 25 lines) — that is our
remote diagnosis in every user log.
Known limits (fallback path only)
- Keyboard only — no gamepad buttons in the fallback.
- No F1-help entry on installations where the action system drops the binding.
- The key also toggles on foot there (harmless: without a machine there is no display).
- Tap the key, don't hold it. Two small timing edges in the 1-second handshake between
the two paths are known and queued for 1.4.2: holding the key longer than a second can
cancel its own toggle, and on fallback installations a second tap within one second is
ignored. Normal tapping is unaffected — exactly what the live test covered.
Built and diagnosed locally by Dredd, live-tested by Tommy, reviewed and released by Percy.