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GuidesReference

GE Documentation Map

Directory map of all Game Engine Lua documentation — core APIs, career systems, freeroam, architecture, and communication references.

Complete directory map of the Game Engine (GE) Lua documentation with descriptions.


Overview

This folder contains documentation for the BeamNG Game Engine (GE) Lua scripting context. GE handles global game state, UI, missions, level logic, and orchestrates communication with Vehicle Engines (VE).


Documentation Files

Fast Track & Rules

FileDescription
SKILL.mdGE skill entry point and quick start guide
references/TL_DR_ARCHITECT.mdQuick rules reference for GE extension lifecycle and hooks
references/cheatSheet.md50+ common one-liners for copy-pasting
references/TAGS.mdTag definitions for documentation discovery (shared GE + VE)

Core Engine APIs

FileDescription
references/globals.mdGlobal variables, functions, and type reference
references/be.mdbe engine binding - vehicle access, physics, object pool, time of day
references/extensions.mdExtension system - loading, hooks, lifecycle, creating custom extensions
references/scenetree.mdScene graph queries - find/manipulate any engine object by name, ID, or class
references/map.mdLevel data - road network, pathfinding, vehicle tracking, terrain queries
references/guihooks.mdUI communication bridge - triggers, events, streams, notifications
references/settings.mdSettings system - engine settings, custom JSON config, preferences

Business System (references/career/business/)

FileDescription
references/career/business/businessComputer.mdCentral façade - routes UI requests, vehicle ops, cart purchasing, damage locks
references/career/business/businessManager.mdBusiness registration, purchase/finance flow, ownership tracking
references/career/business/businessInventory.mdPer-business vehicle storage, spawn/despawn, garage teleport, parking
references/career/business/businessHelpers.mdLeaderboard time lookups for race-based business jobs
references/career/business/businessPartCustomization.mdLive part-swap preview sessions, dependency resolution, fuel preservation
references/career/business/businessPartInventory.mdRemoved-parts inventory, selling, JBeam data expansion
references/career/business/businessSkillTree.mdSkill tree progression, prerequisite checks, upgrade purchasing
references/career/business/businessTabRegistry.mdDynamic tab registration for business computer UI
references/career/business/businessVehicleModificationUtil.mdPost-purchase vehicle respawn cycle
references/career/business/businessVehicleTuning.mdTuning variables, shopping cart, category pricing, discounts

Freeroam & World Systems

FileDescription
references/freeroam/facilities.mdFacilities system - garages, shops, dealerships, gas stations, parking spots, POI integration
references/freeroam/organizations.mdOrganizations - reputation tracking, delivery associations, unlock progression
references/freeroam/gasStations.mdGas station system - fuel types, refueling mechanics, career vs freeroam
references/freeroam/bigMap.mdBig map POI provider - POI collection, group filtering, visibility, navigation

Architecture & Communication

FileDescription
references/initSequence.mdGE boot sequence and extension lifecycle
references/communication.mdInter-VM communication patterns (GE ↔ VE ↔ UI)
references/propertyTree.mdQuick lookup for GE object paths and hierarchies

GE Context Quick Reference

Key Global Objects

ObjectPurpose
beBeamNG Engine - core engine access, physics, vehicles
extensionsExtension loading and hook management
guihooksUI communication bridge to HTML/JavaScript
mapLevel/map data and navigation
scenetreeScene graph entity queries

GE vs VE Context

AspectGE (Game Engine)VE (Vehicle Engine)
ScopeGlobal game statePer-vehicle physics
Main Objectsbe, map, scenetreev, obj, powertrain
Typical UseMissions, UI, level logicVehicle controllers, powertrain

Lifecycle Hooks

HookTimingUse For
onExtensionLoadedExtension loadSetup, registration
onInitAfter batch extensions loaded (GE only)Second-phase init
onClientPostStartMission(levelPath)Level readyLevel-specific init
onWorldReadyState(state)World objects ready (state=2)Deferred entity queries
onUpdate(dtReal, dtSim, dtRaw)Every frameGame logic, timers
onPreRender(dtReal, dtSim, dtRaw)Every frame (after physics)Visual updates
onVehicleSpawned(vid, vehObj)Vehicle addedTrack vehicles
onVehicleDestroyed(vid)Vehicle removedCleanup
onResetGameplay(playerID)Gameplay resetClean state
onPreExitBefore shutdownSave data

Communication Patterns

DirectionMethod
GE → VEveh:queueLuaCommand("code")
VE → GEobj:queueGameEngineLua("code")
GE → UIguihooks.trigger("event", data)
GE → GEextensions.hook("event", ...)

See Also

  • GE Skill - Main GE skill documentation
  • VE Documentation - Vehicle Engine documentation
  • Root Folder Overview - Complete directory map of all skills

Vehicle Engine Tag Index

Tag definitions for VE documentation — use these tags to find relevant vehicle scripting files via grep or IDE search.

Documentation Tag Index

Complete reference for all documentation tags across GE and VE contexts — use these tags to find relevant files via grep or IDE search.

On this page

OverviewDocumentation FilesFast Track & RulesCore Engine APIsBusiness System (references/career/business/)Freeroam & World SystemsArchitecture & CommunicationGE Context Quick ReferenceKey Global ObjectsGE vs VE ContextLifecycle HooksCommunication PatternsSee Also