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Modding since 2024

GuidesGetting Started

Publishing Your Mod

How to package, version, and distribute BeamNG.drive mods via the official repository.

Once your mod is working, it's time to share it with the community. This guide covers how to package your mod correctly and publish through the official BeamNG repository.


Mod Folder Structure

Your mod must mirror BeamNG's internal folder structure. A typical mod looks like this:

my_awesome_mod/
├── lua/
│   ├── ge/extensions/        -- GE extensions
│   └── vehicle/extensions/   -- VE extensions
├── vehicles/
│   └── my_vehicle/           -- Vehicle files (JBeam, DAE, etc.)
├── art/
│   └── sound/blends/         -- Custom sounds
└── levels/
    └── my_map/               -- Custom map data

The key rule: your mod's internal paths must match where the game expects to find those files.

You do not need to include a mod_info.json — the official repository generates this automatically when you upload your mod.


Packaging as a ZIP

Mods are distributed as ZIP archives. The ZIP file should contain your mod folder structure directly:

  1. Select all files and folders in your mod directory
  2. Compress them into a .zip file
  3. The ZIP should unpack so that your directory structure is at the root level inside the archive

Important: Do not wrap everything in an extra folder. The game expects to find your directory structure immediately inside the ZIP.

During development, you can work with an unpacked mod by placing your folder directly in Documents/BeamNG.drive/mods/unpacked/. For distribution, always use ZIP.


The Official Repository

The primary platform for publishing BeamNG mods is the official repository at beamng.com/resources. This repository is also accessible from the in-game main menu.

  • Mods go through a review and approval process before becoming public — this may take time, especially on weekends
  • Users can subscribe to mods for automatic updates via the in-game mod manager
  • The repository is the safest and most trusted source for mods
  • BeamNG retains the right to only approve mods with a certain level of quality

Repository Rules

Before uploading, make sure your mod follows the official modding guidelines:

Requirements

  • Your mod must work by simply dragging the ZIP into the mods folder or clicking install — no additional steps
  • You must use the correct folder structure so the mod works when dropped into the mods folder
  • You must be the original author or have explicit permission to use another user's content
  • Use unique ZIP filenames to prevent conflicts with other mods. If your name isn't unique enough, appending your username can help (e.g. pickupengine_username)
  • Use unique file and part names to avoid overwriting game files or other mods' content
  • Describe your mod in the overview and include at least two images
  • Check that your mod does not produce error messages in the console before uploading
  • ZIP filenames may only contain: A-Z, a-z, 0-9, -, _ (no version numbers in the filename)

Prohibited

  • No copyrighted content or content from other users without permission — this includes real-world brand names
  • Do not overwrite any default game files — this means no replacing or modifying any vanilla file, including Lua scripts, JBeam parts, mesh names in .dae files, objects in materials.json, index files, or anything else the base game ships with. If you need to change default behavior, override the module to add your functionality on top rather than overwriting the original
  • No unused files or readme files — use the repository overview section instead. Minimize file size
  • No inappropriate content
  • Do not upload multiple simple mods separately — consolidate them where possible
  • Do not copy an entire map/car just to add a small detail — modify existing content instead

Skins

  • Skin textures and materials.json must be in a subfolder
  • Use DDS textures (highly recommended)
  • Give your skin a unique subfolder name and unique "Global Skin" name to prevent conflicts

Updating Your Mod

When releasing an update on the repository:

  1. Use the blue "Post resource update" button on your mod's page
  2. Keep the exact same ZIP filename — this ensures the old version gets replaced instead of duplicating
  3. Increment your version number (e.g. 0.1 → 0.2)
  4. Summarize your changes in the update notes

Make sure your mod stays up to date and works with the latest game version — moderators may tag outdated mods or archive them.


In-Game Mod Manager

Players install mods through the in-game mod manager, which:

  • Browses the official repository
  • Downloads and installs mods with one click
  • Manages updates automatically for subscribed mods
  • Places downloaded ZIPs in the game's mods/ folder

You can access the user folder (where mods are stored) through the game launcher's "Manage User Folder" option.


Safety Notes

  • Always distribute as ZIP — legitimate BeamNG mods are never EXE files
  • Avoid including unnecessary files (editor backups, .git folders, OS metadata)
  • Test your packaged ZIP by installing it fresh into a clean mods folder before publishing

See Also

  • Getting Started — Setting up your first mod
  • Mod System Architecture — How BeamNG loads and manages mods
  • Creating a GE Extension — Building extensions for your mod

Testing & Debugging Your Mod

Console commands, logging, live reload, and debugging strategies for BeamNG mod development.

GE Extension System

Complete reference for the Game Engine extension system — loading, unloading, hooks, dependencies, and creating custom extensions.

On this page

Mod Folder StructurePackaging as a ZIPThe Official RepositoryRepository RulesRequirementsProhibitedSkinsUpdating Your ModIn-Game Mod ManagerSafety NotesSee Also