beamng-mods
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:
beammp-serverbeammp-clientbeamng-only
If target is unclear, ask one short clarifying question.
Progressive Loading
Load only what is needed.
For beammp-server:
references/layouts.mdreferences/beammp-server-api.mdexamples/beammp-server-main.lua(when scaffolding code)
For beammp-client:
references/layouts.mdreferences/beammp-client-api.mdexamples/beammp-client-extension.luaexamples/modScript.lua
For beamng-only:
references/layouts.mdreferences/beamng-extension-api.mdexamples/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:
- Target type (
beammp-server,beammp-client, orbeamng-only) - Final file tree
- Code changes
- Quick test steps
Sources
Prefer official docs first:
- https://docs.beammp.com/scripting/server/latest-server-reference/
- https://docs.beammp.com/scripting/mod-reference/
- https://docs.beammp.com/guides/mod-creation/server/getting-started/
- https://docs.beamng.com/modding/programming/extensions/
- https://docs.beamng.com/modding/programming/virtualmachines/
Optional local sources (only if present in the current repo):
- BeamMP/BeamNG Lua stubs
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