Open-source project
Stephan-S/FS25_AutoDrive avatar
Stephan-S/FS25_AutoDrive

FS25_AutoDrive adds autonomous driving to Farming Simulator 25

FS25 version of the AutoDrive mod

676 stars52 forksLuaMIT

At a glance

What is it?
FS25_AutoDrive is the Farming Simulator 25 version of the AutoDrive mod, written in Lua and released as a zip you drop into the game, with separate companion mods for crossings and reversing and a course editor maintained separately. It suits simulator players who want a driver that follows recorded routes, and it offers nothing to engineers looking for a reusable library.
Who is it for?
FS25_AutoDrive is worth installing if you play Farming Simulator 25 and want a vehicle that drives itself along a route you recorded, and the separate intersection and reversing mods are the parts that make the routing usable rather than a demo. It is the wrong thing to evaluate as an engineering dependency, since it is a game mod with no documented API, no test suite and no configuration reference beyond what you learn in game.
Can I use it commercially?
Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 6 days ago.
What is it written in?
Mainly Lua, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

A mod, not a library, and that decides most of the questions

FS25_AutoDrive is the Farming Simulator 25 version of the AutoDrive mod. That single sentence sets the scope, and it is worth being clear about what follows from it. This is a piece of game content written in Lua, distributed as a zip archive, dropped into a game installation so that a vehicle can drive itself along a route. It is not a library you can depend on, there is no API contract to code against, and no upstream package manager involved. The audience is therefore simulator players, and the engineering questions that matter for a library, such as whether the interface is stable, whether there is a test suite, whether a version bump breaks callers, mostly do not apply here. What does apply is whether the mod is current for your game version, whether the community resources the readme points to are still alive, and whether the release you download actually contains what the readme describes. The repository layout confirms the shape. Alongside the readme and a credits file there is a modDesc.xml, which is the descriptor the game reads to register a mod, a register.lua entry point, and directories for scripts, gui, translations, sounds, textures, tools and drawing. The translations directory is a useful signal, since it means the mod is not English only.

Installation is a release zip, and the readme gives you the direct link

There is no package manager, no build step and no dependency to resolve. The readme points at the latest release asset by a stable download URL, so the same address keeps working as new versions are published:

bash
Direct Download: https://github.com/Stephan-S/FS25_AutoDrive/releases/latest/download/FS25_AutoDrive.zip

That is a line from the readme rather than a command you paste into a terminal, and the process it implies is the usual one for a Farming Simulator mod: download the archive and unpack it into the game's mods folder so that the game can find the modDesc.xml. The readme does not document that unpack step, nor the folder name to use, so anyone publishing a guide on top of this has to fill in that part themselves. The same applies to updates, since there is no upgrade note, only a new zip behind a moving latest link. The release history in the repository shows a steady version line, 3.0.1.0 on 2026-03-05, 3.0.1.2 on 2026-03-27 and 3.0.1.4 on 2026-10-05, with patch numbers doing the work and the 3.0 series carrying the features.

The interesting routing features live in three separate repositories

The readme is candid that the parts people actually want are not in the main download. Placeable crossings and reversing are described as separate mods, with four direct download links pointing at a different repository, an AD_XandT-intersections archive, an xCrossing archive, a T_intersection archive and a reverseToMarker archive. That is the honest structure of the project. The main zip is the driver, and the pieces that make the driver useful in a map, crossing road geometry at junctions and reversing back to a marker, live alongside it in a maintainer's own repository. A third source is listed for maps that ship with prepared AutoDrive routes already integrated, described as a growing number of in game placeables such as buildings and silos, hosted on a separate site. So a user of this mod is assembling three things from three sources, and the main readme is the index that tells you where the others are. For a maintainer reading this as a dependency, that fragmentation is a signal. For a player, it is a map of what to download.

The course editor was handed to a different maintainer

One component has already been separated out. The readme states that the course editor is now maintained by a different person and gives a separate repository for it, with the attribution in the form of a GitHub handle. A course editor is the tool you need before any of the routing matters, because the routes the mod drives along have to be recorded somewhere, and a point-and-click editor inside the game is a different job from the driving logic itself. The handover is a healthy sign, since a mod with a single maintainer and a broad scope tends to stall, and the new repository carries its own release cycle. It also means the documentation in the main readme is not the documentation for the editor, so anyone following a tutorial that pairs the two is following two codebases with different histories. The same pattern appears in the crossing mods, which live in a different account entirely. The readme is explicit that contributors are welcome, with feature requests and issues valued equally with donations, and it names the founder, a community manager who also tests, two modders and a supporter who tests.

Support runs through Discord, not an issue tracker

The support channel is a Discord server, and the readme describes it as the place for help and support. That is a meaningful difference from a project that tracks bugs in an issue tracker, and it cuts both ways. A chat server gives quick answers from people who actually use the mod daily, which for a game mod is usually what a user needs at 11pm on a Friday. It also means the answers are not searchable a year later, and there is no public record of known bugs that a new user can check before installing. The repository does carry a SECURITY.md file at the top level, which suggests some attention to disclosure, and there is a .github directory, so not everything lives in the chat. The licence is MIT, the permissive end of the scale, so nothing about redistribution is in question, and the project publishes proper GitHub releases rather than leaving downloads on a personal site. The absence of a general team donation link is also explained directly in the readme, which says each contributor can post a preferred link and that donations are absolutely not required.

What the repository does not tell you, and why that is expected

There are gaps, and for a mod of this kind most of them are structural rather than oversights. The readme is short because a mod like this is expected to be self explanatory inside the game, with the GUI directory and the scripts directory carrying the actual user interface and behaviour rather than a manual. There is no configuration reference, no list of keyboard shortcuts, no description of what the routes file format looks like, and no changelog beyond the release list. There is also no documented compatibility statement, so the mapping between a mod version and a game version is left to the release numbers and the community. For a reader deciding whether to adopt this, the honest answer is that it is not evaluable in the way a library is. You cannot check the interface, only the release, the community and the sources the readme points at. What you can check is freshness. The last push to the repository was on 2026-10-17, days before the current date, and the newest release, 3.0.1.4, was published on 2026-10-05, which is a current project for a game that receives ongoing updates of its own.

Editorial conclusion

FS25_AutoDrive is worth installing if you play Farming Simulator 25 and want a vehicle that drives itself along a route you recorded, and the separate intersection and reversing mods are the parts that make the routing usable rather than a demo. It is the wrong thing to evaluate as an engineering dependency, since it is a game mod with no documented API, no test suite and no configuration reference beyond what you learn in game. Verify first that the release you install matches your game version, that the companion mods you need come from the separate repository the readme points to, and that the course editor you plan to use is the maintained fork rather than the original. The last push was on 2026-10-17 and the newest release is 3.0.1.4 from 2026-10-05.

Frequently asked questions

How do I install FS25_AutoDrive?

Download the release archive linked in the readme, which points at the latest release asset, and unpack it into the Farming Simulator 25 mods folder so the game can pick up the modDesc.xml. There is no package manager or build step.

Where do the intersection and reversing mods come from?

They are separate mods hosted in another repository, with direct download links for the X&T intersections, xCrossing, T_intersection and reverseToMarker archives. The main readme only links to them.

Which repository has the course editor?

The readme says the course editor is now maintained by a different person and points to a separate repository under the KillBait account, separate from the main FS25_AutoDrive repository.

What is the latest FS25_AutoDrive release?

The readme names 3.0.1.4 as the latest release, and the release history shows it published on 2026-10-05, after 3.0.1.2 on 2026-03-27 and 3.0.1.0 on 2026-03-05.

How do I get support for FS25_AutoDrive?

The readme points to a Discord server for help and support, and says feature requests and issues are valued equally with donations. The repository also carries a SECURITY.md file and a .github directory.

Official sources

  1. Issues
  2. License: MIT
  3. README
  4. Releases
  5. Stephan-S/FS25_AutoDrive on GitHub
Add this badge to your README

If you maintain this project, the badge below links readers to this analysis and shows its maintenance status from the daily GitHub snapshot. Paste the markdown into your README; add ?metric=license or ?metric=stars to the image URL for a different field.

Add this badge to your README

markdown
[![Hysen Labs](https://hysenlabs.com/badge/stephan-s-fs25-autodrive.svg)](https://hysenlabs.com/projects/stephan-s-fs25-autodrive)

Was this useful?