beamng-mods

Installation
SKILL.md

BeamNG + BeamMP Modding

Build, scaffold, and debug:

  • BeamMP server plugins
  • BeamMP client mods (modScript.lua + GE extension)
  • BeamNG Lua extensions (common/ge/vehicle)

Keep responses concise and implementation-first. Prefer small working patches.

First Decision

Choose one target before writing code:

  1. beammp-server
  2. beammp-client
  3. beamng-only

If target is unclear, ask one short clarifying question.

Progressive Loading

Load only what is needed.

For beammp-server:

  • references/layouts.md
  • references/beammp-server-api.md
  • examples/beammp-server-main.lua (when scaffolding code)

For beammp-client:

  • references/layouts.md
  • references/beammp-client-api.md
  • examples/beammp-client-extension.lua
  • examples/modScript.lua

For beamng-only:

  • references/layouts.md
  • references/beamng-extension-api.md
  • examples/beamng-ge-extension.lua (or adapt for common/vehicle VM)

Core Rules

  • Namespace custom events as pluginName:eventName.
  • Use JSON payloads for client/server boundaries and validate inputs.
  • Keep event handlers short; avoid long blocking loops/sleeps.
  • Prefer one small, testable feature per iteration.
  • If any local stubs are provided, treat them as helper hints only; prefer official docs on conflicts.

Output Format

When implementing/scaffolding, include:

  1. Target type (beammp-server, beammp-client, or beamng-only)
  2. Final file tree
  3. Code changes
  4. Quick test steps

Sources

Prefer official docs first:

Optional local sources (only if present in the current repo):

  • BeamMP/BeamNG Lua stubs
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Installs
13
First Seen
Mar 18, 2026