GuidesReference
Documentation Tag Index
Complete reference for all documentation tags across GE and VE contexts — use these tags to find relevant files in the game's Lua source.
Complete reference for all documentation tags across Game Engine (GE) and Vehicle Engine (VE) contexts. Use these tags to find relevant source files in the game's Lua codebase.
Tag Conventions
| Convention | Meaning | Example |
|---|---|---|
#snake_case | Core system/domain tags | #core, #powertrain |
#ctrl_* | Vehicle controllers (VE) | #ctrl_dynamics |
#mp_* | Multiplayer context | #mp_client, #mp_server |
| Single word | Data/concept tags | #speed, #rpm, #input |
Core System Tags (Both Contexts)
Foundation
| Tag | Description | Context | Key Files |
|---|---|---|---|
#core | Foundational globals, lifecycle, C++ bindings | Both | obj, v, be, extensions |
#foundation | Meta documentation (this file, architecture) | Both | TAGS.md, TL_DR_ARCHITECT.md |
#router | Navigation/discovery hub documents | Root | SKILL.md |
#globals | Global variables and functions reference | Both | globals.md |
#reference | API reference documentation | Both | All *.md files |
#api | Programming interface documentation | Both | Core module docs |
Communication & Integration
| Tag | Description | Context | Key Files |
|---|---|---|---|
#communication | Inter-VM logic (GE ↔ VE ↔ UI) and protocols | Both | communication.md |
#ui | UI communication, audio, visual props | Both | guihooks.md, props.md |
#ge | Game Engine specific | GE | GE references |
#ve | Vehicle Engine specific | VE | VE references |
Debugging & Development
| Tag | Description | Context | Key Files |
|---|---|---|---|
#debug | Visualization, diagnostic tools, profilers | VE | bdebug.md, debugDraw.md |
#tech | Research APIs (Lidar, Radar, co-simulation) | VE | tech/ directory |
Game Engine (GE) Tags
Core GE Systems
| Tag | Description | Key Objects/Modules |
|---|---|---|
#camera | Camera systems, view management, cinematography | Camera control, chase cam, orbit cam |
#input | User input handling, keybindings, devices | Input maps, device management |
#vehicle | Vehicle spawning, management, queries | be:getPlayerVehicle(), vehicle iteration |
#level | Level/map loading, navigation, scenetree | map, scenetree, terrain |
#mission | Mission/scenario system, objectives, flow | gameplay_missions |
#career | Career mode, progression, garage, economy | Career save, dealer, parts shop |
#gameplay | General gameplay systems, modes, rules | Game modes, freeroam |
#spawn | Object/vehicle spawning and despawning | spawn.spawnVehicle(), veh:delete() |
#state | Game state management, transitions | core_gamestate, state machines |
#time | Time of day, simulation time, day/night | core_environment.setTimeOfDay() |
#physics_global | Global physics controls (pause, step) | simTimeAuthority.pause() |
GE Subsystems
| Tag | Description | Examples |
|---|---|---|
#audio | Global audio, music, ambient sound | Soundscapes, music states |
#settings | Settings, options, configuration | Settings menu, profiles |
#save | Save/load system, persistence | Savegames, checkpoints |
#editor | World editor, level editor tools | Editor extensions |
#freeroam | Freeroam mode, exploration | Freeroam gameplay |
#scenario | Scenario system, structured gameplay | Scenarios, trials |
#checkpoint | Checkpoint/race logic, lap timing | Racing checkpoints |
#delivery | Delivery missions, cargo transport | Delivery gameplay |
#drift | Drift mode, scoring, zones | Drift challenges |
#race | Racing, time trials, leaderboards | Race missions |
Flowgraph System
| Tag | Description | Examples |
|---|---|---|
#flowgraph | Visual scripting system, node graphs | Flowgraph editor, node management |
#node | Individual flowgraph nodes | Node definitions, node types |
#nodes | Node collections, node categories | Node libraries, node groups |
#logic | Logic flow nodes, control flow | Branching, sequencing, conditionals |
#environment | Environment control nodes | Time, weather, gravity nodes |
#events | Event handling nodes | Triggers, callbacks, hooks |
Scene & Rendering
| Tag | Description | Examples |
|---|---|---|
#scene | Scene objects, world entities | Objects, prefabs, collections |
#rendering | Rendering pipeline, graphics | Render managers, post-effects |
#postfx | Post-processing effects | DOF, SSAO, bloom, fog |
#terrain | Terrain system, heightmaps | Terrain editing, materials |
#lighting | Lighting system, shadows | Light sources, shadow maps |
#procedural | Procedural generation | Procedural cameras, paths |
Traffic & AI
| Tag | Description | Examples |
|---|---|---|
#traffic | Traffic AI vehicles, systems | Traffic spawning, behavior |
#ai | Artificial intelligence, pathfinding | Script AI, navigation |
#pursuit | Police pursuit, chase mechanics | Pursuit modes, roadblocks |
#signals | Traffic signals, lights | Signal controllers, sequences |
Navigation & Markers
| Tag | Description | Examples |
|---|---|---|
#navigation | Navigation systems, pathfinding | GPS, route finding |
#markers | World markers, POI indicators | Ground markers, arrows |
#poi | Points of interest | Map points, locations |
#sites | Sites, zones, parking spots | Location management |
Rally System
| Tag | Description | Examples |
|---|---|---|
#rally | Rally racing, pacenotes | Rally stages, recce |
#pacenotes | Rally pacenote system | Note definitions, audio |
#loop | Rally loop system | Loop races, service areas |
UI Systems
| Tag | Description | Examples |
|---|---|---|
#imgui | ImGui-based interfaces | Editor UIs, debug windows |
#gui | GUI systems, interfaces | UI components, windows |
#minimap | Minimap, navigation display | Map UI, route overlay |
#apps | HUD apps, instruments | Dashboard apps |
#selector | Selection UI components | Vehicle selector, app selector |
#liveryEditor | Livery/decal editor | Paint, decals, textures |
Tools & Utilities
| Tag | Description | Examples |
|---|---|---|
#util | Utility functions, helpers | Helper modules, utilities |
#utils | General utilities | Common functions |
#tools | Development tools | Debugging, testing tools |
#gizmo | Gizmo tools, manipulation | Transform gizmos |
#spline | Spline systems, curves | Road splines, paths |
Vehicle Editor
| Tag | Description | Examples |
|---|---|---|
#vehicleEditor | Vehicle editor tools | Live editor, static editor |
#jbeam | JBeam structure editing | Part editing, variables |
#parts | Vehicle parts, components | Part management |
#tuning | Vehicle tuning, adjustments | Performance tuning |
Extensions & Modules
| Tag | Description | Examples |
|---|---|---|
#extension | Extension system, modules | Extensions, hooks |
#module | Module definitions | Flowgraph modules, system modules |
#gen | Code generation tools | Lua generators, exporters |
Roads & Infrastructure
| Tag | Description | Examples |
|---|---|---|
#roads | Road systems, decals | Decal roads, mesh roads |
#roadArchitect | Road architect tool | Procedural roads, junctions |
#trackBuilder | Track building tools | Race track creation |
Vehicle Engine (VE) Tags
Core VE Systems
| Tag | Description | Key Objects |
|---|---|---|
#powertrain | Engines, gearboxes, differentials, torque | powertrain module |
#electronics | Electrics bus, sensors, signals | electrics module |
#damage | Structural and component damage | beamstate, damageTracker |
#physics | JBeam structures, nodes, beams, forces | obj, JBeam |
#ai | Pathfinding, traffic, automation | ai, scriptai |
#wheels | Wheel/tire physics, thermals | wheels module |
Vehicle Controllers (#ctrl_*)
| Tag | Description | Location |
|---|---|---|
#ctrl_dynamics | Stability control (ESC/TCS), active aero, yaw control | controller/drivingDynamics/ |
#ctrl_powertrain | Shifting logic, 4WD, anti-lag, nitrous | controller/powertrainControl/, shiftLogic/ |
#ctrl_braking | ABS, transbrake, brake lights | controller/braking/ |
#ctrl_gauges | Instrument clusters, HUD data | controller/gauges/ |
#ctrl_actuators | Hydraulics, pneumatics, linear actuators | controller/hydraulics/, pneumatics/ |
#ctrl_props | Visual animations (needles, levers, interior) | controller/propAnimation/ |
#ctrl_lights | Lightbars, beacons, signal patterns | controller/lights/ |
#ctrl_utility | Templates, loggers, scripting helpers | controller/ root |
VE Subsystems
| Tag | Description | Examples |
|---|---|---|
#electrics | Electrics values bus, signals | electrics.values |
#sensors | Vehicle sensors, IMU, GPS, radar | Sensor controllers |
#jbeam | Raw node/beam structure manipulation | JBeam compilation |
#fuel | Fuel systems, tanks, consumption | Energy storage |
#battery | Electric vehicle batteries | energyStorage/ |
#n2o | Nitrous oxide systems | Nitrous controllers |
#thermal | Cooling, heat management, fire | Radiators, fire detection |
#sound | Audio triggers, samples, FMOD | Sound controllers |
Multiplayer Tags
| Tag | Description | Context |
|---|---|---|
#mp | Multiplayer general | Both |
#mp_client | Multiplayer client-side | MP Client |
#mp_server | Multiplayer server-side | MP Server |
#network | Network communication, sync | MP contexts |
#sync | State synchronization | MP contexts |
Data/Concept Tags (Synonyms)
Use these tags to find files by the data they handle:
Vehicle State
| Tag | Use For |
|---|---|
#speed | Speed data, velocity, sensors |
#rpm | Engine/motor rotation, powertrain |
#gear | Gearbox state, shifting logic |
#torque | Torque generation, transmission |
#traction | Grip, slip, wheel physics |
#boost | Turbo, supercharger, forced induction |
#throttle | Throttle input, control |
#brake | Brake input, pressure, systems |
#steering | Steering angle, input, ratio |
Position & Motion
| Tag | Use For |
|---|---|
#pos | World position, coordinates |
#velocity | Linear velocity, speed vectors |
#rotation | Orientation, quaternions, euler angles |
#force | Applied forces, impulses |
#accel | Acceleration, G-forces |
Environment & Conditions
| Tag | Use For |
|---|---|
#weather | Weather systems, rain, snow |
#gravity | Gravity adjustments, zero-G |
#collision | Collision detection, response |
#ground | Ground models, surface types |
Lifecycle & Hooks Tags
| Tag | Description |
|---|---|
#init | Initialization, startup, loading |
#reset | Reset behavior, state clearing |
#update | Update loops (onUpdate, onPreRender) |
#hooks | Extension hooks, event system |
#lifecycle | Lifecycle management, states |
#startup | Startup sequence, boot |
Complete Tag Index (A-Z)
#accel, #activity, #ai, #api, #apps, #audio, #battery, #beamng, #boost, #brake,
#camera, #career, #checkpoint, #class, #client, #collision, #communication,
#core, #crawl, #ctrl_actuators, #ctrl_braking, #ctrl_dynamics, #ctrl_gauges,
#ctrl_lights, #ctrl_powertrain, #ctrl_props, #ctrl_utility, #damage, #debug,
#delivery, #dragRace, #drift, #dynamicDecals, #economy, #editor, #electrics,
#electronics, #environment, #events, #extension, #flowgraph, #force, #foundation,
#freeroam, #fuel, #gameplay, #gear, #ge, #gen, #globals, #gravity, #ground,
#gizmo, #gui, #hooks, #imgui, #init, #input, #inspector, #internal, #jbeam,
#level, #liveryEditor, #liveEditor, #logic, #loop, #lua, #markers, #math,
#mesh, #milestones, #minimap, #mission, #missionEditor, #missions, #missions,
#module, #mp, #mp_client, #mp_server, #n2o, #navigation, #network, #node,
#nodes, #pacing, #parking, #parts, #physics, #physics_global, #poi, #pos,
#postfx, #powertrain, #procedural, #progression, #props, #pursuit, #race,
#rally, #recording, #reference, #rendering, #replay, #research, #reset,
#reputation, #roads, #roadArchitect, #router, #rpm, #save, #scenario, #scene,
#scoring, #selector, #sensors, #serialization, #settings, #signals, #sites,
#sound, #spawn, #speed, #spline, #state, #steering, #sync, #tags, #tech,
#terrain, #testing, #textures, #thermal, #throttle, #time, #toolUtilities,
#tools, #torque, #trackBuilder, #traction, #traffic, #transform, #tuning,
#ui, #undo, #update, #util, #utility, #utils, #ve, #vehicle, #vehicleEditor,
#vehicles, #velocity, #walking, #weather, #wheelsUsage Examples
Find Camera Documentation
grep -r "#camera" lua/ge/Find All Controller Files
grep -r "#ctrl_" lua/vehicle/Find Powertrain-related Files
grep -r "#powertrain\|#torque\|#rpm" lua/vehicle/Find Mission/Career Content
grep -r "#mission\|#career" lua/ge/See Also
- VE Tags - VE-specific tag reference
- TL;DR Architect - Quick architecture rules
- Communication Guide - Cross-context communication
- GE Globals - GE global objects and functions
GE Documentation Map
Directory map of all Game Engine Lua documentation — core APIs, career systems, freeroam, architecture, and communication references.
Angular Overlay Pattern (Mod UI)
How to create a full-screen overlay UI (splash screen, popup, modal) from a mod that renders on top of everything in BeamNG's CEF UI.