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Modding since 2024

GuidesReference

Vehicle Engine Documentation Map

Directory map of all Vehicle Engine Lua documentation — core modules, controllers, extensions, and system references.

This folder contains the core module documentation for the BeamNG.drive vehicle Lua context. Each file represents a primary system or namespace available in the vehicle VM.

Developer Guides & Cheat Sheets

  • Modding Guide: Best practices for custom extensions and value manipulation.
  • Cheat Sheet: Quick one-liners for common tasks.
  • Common Patterns: Scripting recipes for speed, impacts, and sync.
  • Communication: Inter-VM (GE/VE/UI) communication guide.
  • Initialization Sequence: Vehicle boot lifecycle and hooks.
  • Math Utilities: Unit conversions (Speed, RPM, Power) and constants.
  • Tagging System: Definitions for the #tag search system.

Core Modules

  • AI: Automation, pathing, and traffic. Links to Script AI.
  • Backwards Compatibility: Legacy support layer.
  • Beam Debug / Impl: Visualization tools for nodes and beams.
  • Beamstate: Core damage, breakgroups, and Couplers. Updates Electrics.
  • Controller: Manager for logic controllers. See the Controller Subfolder(/docs/api/ve/controller/FOLDER_OVERVIEW).
  • Damage Tracker: Reporting for collision impact. Feeds UI and Beamstate.
  • Damage Overview: Start here for understanding the different damage systems.
  • Drivetrain: Legacy state proxy. Modern logic is in Powertrain.
  • Electrics: Electrical bus for lights, signals, and shared values. Synced by Input and Powertrain.
  • Energy Storage: Fuel and battery containers. Linked to Powertrain. See Energy Storage Components(/docs/api/ve/energyStorage/FOLDER_OVERVIEW).
  • Extensions: Infrastructure for loading and hooking Vehicle Extensions.
  • Fire: Thermal damage and explosion simulation.
  • Guihooks: Communication bridge to the HTML/JS UI. Supports streaming and notifications.
  • Hydros: Hydraulic actuators and Force Feedback. Scanned by Input for steering.
  • Input: User input smoothing and driving assistants. Maps to Electrics.
  • JBeam: Parsing, compilation, and physics commit logic.
  • Mapmgr: Navigation data, road analysis, and traffic tracking for AI.
  • Material: Glowmaps and damaged textures. Driven by Electrics values.
  • Obj: C++ Vehicle object binding. Primary interface for direct physics manipulation.
  • Part Condition: Persistence for mileage and part health. Linked to Beamstate.
  • Particles / Filter: Management of physical particles (dust, smoke, sparks).
  • Powertrain: Physical torque/velocity simulation. See Powertrain Components(/docs/api/ve/powertrain/FOLDER_OVERVIEW).
  • Props: Handling of animated visual props (needles, steering wheels).
  • Protocols: External telemetry standards master. See Specific Protocols(/docs/api/ve/protocols/FOLDER_OVERVIEW).
  • Recovery: System for resets, towing, and world teleporting.
  • Script AI: Recording and playback system for AI paths.
  • Sensors: Access to G-force, rotation, and physical sensors for AI.
  • Sounds: Audio interface for engine, impact, and wind sounds.
  • Streams: Telemetry streaming for UI apps.
  • Tech: Advanced analysis utilities (Mass, COG, Inertia).
  • Thrusters: Direct physical forces applied to JBeam nodes.
  • V: Access to compiled JBeam Data and Configuration.
  • Wheels: Tire physics, thermals, and ABS. Reacts to Powertrain torque.

Extensions Directory

  • Vehicle Extensions: A directory containing modular, specialized extensions for specific vehicle behaviors and Tech integrations.

Data Persistence & Saving

How to save and load mod data — JSON files, game settings, career savedata, and persisting state across level changes.

Vehicle Engine Tag Index

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

On this page

Developer Guides & Cheat SheetsCore ModulesExtensions Directory