
This mod can be used to create a network of routes for vehicles to drive autonomously. Once setup you can tell a tractor that is standing anywhere close to the network to drive to any point, such as the shop, field 1 or to a sell point.
First release for FS25:
based on the latest FS22 version
it may still contain errors as Giants has changed a lot in the background
if error or problemes occur please report them as issue on github
Discord Server:
For help & support, feel free to join us on Discord: https://discord.gg/9D4B5hX
For a little thank you
If you like our work, feel free to buy us a coffee (of which we drink quite a lot 😀 )
For now, there is no general link for the team, so each contributer can post his/her preferred donation link here 🙂
But remember, this is absolutely not required. We value any issues and feature requests the same!
And to all who do donate: Thank you very much 🙂
Course Editor
The course editor is now maintained by @KillBait and can be found here: https://github.com/KillBait/AutoDrive_Course_Editor
- IF needed, delete the version numbers from the filename.
Release 3.0.1.2 (March 27, 2026):
Bug fixes and improvements:
fixed an issue with active unloading of harvesters
fixed an issue with loading seeds and fertilizer on seeders
fixed an issue with loading more than one trailer
improved detection of harvested and withered crops (especially root crops)
the mouse cursor will be automatically shown/hidden when opening/closing the AD-HUD
settings for lights and rotating beacons are now vehicle-specific again
if the “If silo empty” option is set to “Drive on” a few loading attempts will still be made before the process continues
Release 3.0.1.0 (05.03.2026):
Bugfixes and improvements:
Traffic detection: Due to asynchronous traffic checks along the route, nearby vehicles could sometimes get stuck unintentionally. This should now be avoided by synchronous checks.
no automatic repair: for long-running jobs, there was no check for automatic repair.
loading task: continue if small amount was loaded and setting for continue on empty silo is active
loading task: consider unload level while loading in reverse driving, i.e. filling multiple bigbags into seeders/spreader/trailer
extended the AD color assignments to header and background of the HUD and the destination text color
automatic connection in editor mode in MP, except for secondary dual routes (key combination too similar to deleting route sections)
support for the bunker silo from the Highlands Fishing DLC
collision detection: the vehicle height was set to at least 5 m to avoid collisions and prevent it from getting stuck in trees
pop-up message added when a vehicle gets stuck while driving
it was possible to manipulate Waypoints underneath the AI screen when edit mode was active
when using the MacDon swath pick-up for threshers, active driving did not work
New feature:
Extension of the “right of way rule” to all waypoints that have at least 3 connections:
if several vehicles pass a common waypoint but approach from different directions, priority (right of way) is granted.
wait for 4 waypoints before the intersection point and release the intersection point again after 4 points
on two-way routes, priority is proactively granted along the entire two-way route (as before)
intersection waypoints that are eligible for this regulation are displayed in light blue instead of red
Release 3.0.0.8 (03.12.2025):
Bugfixes and improvements:
disable mouse pointer when a player leaves a vehicle #143
AD drivers now ignore the FS automatic engine start setting #280
UAL does not unload when the destination points for unloading are rotated
using trains with AD leads to LUA errors #262
refueling via key combination fills trailers (diesel) #320
synchronization issue in MP #347
tailgating AI traffic #398
issue with unknown “specialization” #405
bales are not unloaded before AD departs #291
optimization of combine unloader with regard to leaving fruit
saving vehicle settings and restoring them in another vehicle does not work #412
less messages from AD in MP:
if a player is in the vehicle, they are displayed with ‘X’ but not for all other players
if no player is in the vehicle, they are displayed with ‘->’ and ‘X’ for all players in the same farm
notifications for vehicles in which no player is seated but which belong to another farm are not displayed at all
optimization of steering behavior and collision detection:
“Look ahead distance (turn)” removed, now determined by the vehicle
collision detection now follows the steering better
curves are driven more smoothly (course adjustments may be necessary)
New features:
AD target point display #243
users can choose whether AD target points should be displayed on the helper map in the main menu, on the mini-map in the game, on both maps, or on none of them
editing the route network is now possible in the “Landscaping” construction menu #101:
player must be seated in a vehicle
the HUD will not be displayed
editing is only possible using mouse and keyboard shortcuts
unload side adjustable in harvesters (only applies to harvesters with movable unloading pipes, such as choppers) #313
UAL fill types can be selected in AD (see wiki entry) #249 #316
Consecutive drive-through silos:
two or more drive-through silos in a row are treated as a single silo
the unloading speed is calculated accordingly to ensure that unloading takes place over the entire length of two or more separate drive-through silos
drive-through silos in a row must have the same width, but the length may vary
the areas of drive-through silos can be displayed using an assigned key combination (FS key assignment “AD: developer action”)
Release 3.0.0.6 (18.04.2025):
FS version 1.7.x is required!
Bugfixes and improvements:
the return of a leased contract vehicle with a current AD order blocks the game #185
AD vehicle sunken in the water cannot be reset #159
improved water detection
calculated length of a drive-through silo shortened by 2 meters #97
FPS drops with visible waypoints, especially in editor mode #189
display newly created destination points on the PDA
selecting a target point with the right mouse button on the PDA does not work
HUD is moved with clicks on the PDA
improved mouse operations for GUI, HUD, dialogs, etc.
crash when stepping onto a tractor after a trailed harvesting machine has been detached #260
missing tooltip for pipe distance added #238
resetting cached harvester informations when it is reconfigured in the workshop #257
filling tree planters with seedlings #133
MacDon M1240: reversing & hazard warning light logic #232
improved grain door detection (e.g. for Fliegl ASW 271)
tailgate remains closed during unloading (e.g. on Krampe SKS 30/1050 and Krone GX520)
check the growth status of potatoes and sugar beets to work around an error in Giants SDK #261
positioning of the front collision sensor
maximum length of the collision box increased to brake earlier at high speed #284 #252
improvement for UAL, as it can be deactivated per vehicle
when handing over from CP: brake the vehicle if no parking space is assigned #222
various improvements in the interface to CoursePlay
various corrections to avoid unnecessary errors (also for servers)
various updates to the language files (thanks to all translators)
bunker silo manager extended to all unloading destination points:
vehicles with the same unloading destination may only approach it one after the other
this should avoid collisions and traffic jams at the destination (especially when reversing)
empty vehicles may always leave the area
Note: is set to OFF by default
New feature:
record two lines simultaneously (Dual Recording):
only possible if the offset between the lines is not 0
LCTRL + LMB on record button = 2 directions of travel normal (green line)
LCTRL + RMB on record button = 2 lines that can be traveled on both sides (blue)
LCTRL + LShift + LMB on Recordbutton = 2 directions of travel, secondary route normal (orange line)
LCTRL + LShift + RMB on record button = 2 double-sided lines as secondary route (brown)# Release 3.0.0.4 (31.01.2025):
Bugfixes and improvements:
fix for patch 1.5 regarding saving
lights stay on when AD stops or is stopped and you are sitting in the vehicle #151
fix regarding forgetting which filltype was selected #154
New feature:
Delete waypoints in a scalable area:
select a waypoint (marked waypoint turns green)
press LALT an dhold
use the mouse wheel to enlarge or reduce the area to be selected (circle)
pressing LMB deletes the selected waypoints
release LALT to exit the mode
when reactivated, the same area (circle) is set, but can be adjusted
Release 3.0.0.4 (31.01.2025):
Bugfixes and improvements:
fix for patch 1.5 regarding saving
lights stay on when AD stops or is stopped and you are sitting in the vehicle #151
fix regarding forgetting which filltype was selected #154
New feature:
Delete waypoints in a scalable area:
select a waypoint (marked waypoint turns green)
press LALT an dhold
use the mouse wheel to enlarge or reduce the area to be selected (circle)
pressing LMB deletes the selected waypoints
release LALT to exit the mode
when reactivated, the same area (circle) is set, but can be adjusted
Release 3.0.0.2 (18.01.2025):
Bugfixes and improvements:
- various updates to the language files (thanks to all translators)
- various fixes regarding unload drivers (e.g. vehicles drives under pipe but doesn’t stop, vegetable harvester)
- various fixes regarding collision detection (e.g. signs, barriers, AI traffic)
- fix regarding reverse driving (e.g. faulty collision detection)
- fix regarding the detection of rear unloading via flap or grain pusher
- fix regarding height detection because of “floor deformation” (e.g. when creating curves with the mouse at inclined surfaces)
- fix regarding non-visible/activatable mouse pointer in some vehicles (especially in multiplayer)
- fix regarding non-activatable HUD in some vehicles
- fix regarding turning off all lights after parking
- fix regarding missing info messages (e.g. when you click on park but no parking space is assigned)
- fix regarding UAL and center unloading
- fix of various LUA errors
- immediate adoption of changed visual settings (e.g. line thickness)
- visual improvement with regard to selection lists (e.g. transparency of the target selection list)
- helper button shows “CP” first when CoursePlay is found
- various updates in the cooperation with CP (refilling, parking, etc.)
- for seed drills, fertilizer and seed loading must be selected via multiselect
- front-mounted forage harvesters are now supported
- waypoints that are closer to the vehicle are now preferred
New features:
- AutoDrive_config.xml: Route version and creator can be stored
- autostart of AD similar to the Giants helper (adjustable in the menu)
Credits:
Stephan (Founder):
https://www.paypal.me/StephanSchlosser
Iwan1803 (Community Manager, Supporter & Tester):
Axel & Tommo (Modder)
Willi (Supporter & Tester)
In order to work, please delete the version number after FS25_AutoDrive!
Download mod
| File | File size |
|---|---|
FS25_AutoDrive_V3_0_1_2
|
1 MB |
FS25_AutoDrive_V3_0_1
|
1 MB |
FS25_AutoDrive_V3_0_0_8
|
1 MB |
FS25_AutoDrive_V3_0_0_6
|
1 MB |
FS25_AutoDrive_V3_0_0_4
|
1 MB |
FS25_AutoDrive_3_0_0_2
|
1 MB |
FS25_AutoDrive_3_0
|
1 MB |
FS25_AutoDrive
|
1 MB |
AutoDriveEditor_v1.0.9
|
3 MB |

Does anyone else have the issue where when running this mod it disables your ability to lower cruise control speed with a controller?
You have to disengage AD to adjust CC.
Does this work on Mac?
Maybe I’m missing something here. I see your note but I’m confused. I see 6 autodrive downloads. Naturally you install the newest version only because it has all the bugs fixed up to that point. Again maybe I’m stupid but can someone explain how I delete the version after FS25_Autodrive when I’m only downloading the newest version.
just delete _V3_0_0_8 like this
This is a very good mod. I used it extensively in FS22. Tedious jobs can be automated.
There is bug though that I want to highlight. Sometimes, and I have noticed this mostly when using the combine harvester icon to collect from combines in field, it changes the destination silo to a different destination. It may be it only happens when more than one job is running, not sure.
I love this mod 🙂
no englis
I think using the More Realistic V0.25.6.09 mod there is a high chance that the speed in turns will no longer work because when using autodrive they fly into the fields
问题核心总结
你遇到的错误是由于 AutoDrive 模组未能正确处理已被销毁的实体(如车辆或设备),导致脚本在计算距离或分配卸载车辆时访问了不存在的对象。以下是关键点与解决方案:
错误原因详解
314822HarvestManagerCollisionDetectionUtils.lua:161nilx1 - x2解决方案玩家临时解决方法
My Games/FarmingSimulator2025/savegames开发者修复建议
(如果你是模组开发者或熟悉Lua脚本)
HarvestManager.luagetClosestIdleUnloader
lua 复制 for _, unloader in ipairs(unloaders) do -- 检查实体是否存在且有效 if unloader ~= nil and unloader:getIsValid() then local distance = getDistanceBetween(harvester, unloader) -- 其他逻辑 else -- 从列表中移除无效实体 table.remove(unloaders, _) end endCollisionDetectionUtils.lualua 复制 function getDistanceBetween(entity1, entity2) if entity1 == nil or entity2 == nil then log("错误:尝试计算无效实体的距离") return math.huge -- 返回极大值,避免后续逻辑崩溃 end -- 正常计算距离 endHarvestManagerupdate
lua 复制 function HarvestManager:update(dt) for i = #self.unloaders, 1, -1 do if not self.unloaders[i]:getIsValid() then table.remove(self.unloaders, i) end end -- 其他更新逻辑 endhttps://prnt.sc/hB0uBPLDCyaB
mod corrupt or mod defect
this isnt even for fs25, darn scraping sites and the crap they scrape from creators. throws an error when first starting to load a saved game
Delete the version numbers from the mod folder name