Mod Random Events version 1.6 for BeamNG Drive

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EARLY ALPHA!!!

This mod is in active development. Expect rough edges, occasional misbehaving AI, and events that do not yet handle every road or map perfectly. More events, smarter AI driving logic, and richer player-interaction features are coming in future updates. Please report any issues you find. Thanks!

Random Events turns any map into a living world. Drive around in Free Roam, and the world fills itself with believable scenes - aggressive racers, road closures with concrete barriers, accidents with wreckage, police chases, parking-lot drifters, motorcades, ambulances, and more. Everything is detected and placed at runtime from the loaded map's road graph and parking data, so the mod works on official maps and user-created maps alike, with no per-map setup required.

Features

- 20 distinct world events that spawn and despawn automatically based on your position and a configurable per-minute chance.
- Map-agnostic runtime detection. The mod scans the road graph and parking data of whatever map you load. It uses BeamNG's built-in parking spots when the map includes them, and falls back to a geometric raycast scan otherwise.
- Persistent scan cache. The first load of a map scans once. Later loads read the result from disk for instant startup. A map fingerprint automatically invalidates the cache when map data changes.
- In-game UI app. Add the Random Events app from the Apps menu. A compact view shows status - ON/OFF, active events, and scan progress. A one-click expand button reveals the full settings panel with per-event toggles, chance sliders, manual spawn buttons, and distance settings. An opacity toggle lets you fade the panel out so it does not block your view while driving. Hovering over it restores full opacity instantly.
- Spawned vehicles register as traffic, so they do not clutter your Tab vehicle cycle. Roadworks props and barriers are also skipped on Tab.
- Configurable spawn and despawn distance, so you can tune how close events appear and how far away they linger before cleaning up.

The 20 events

Traffic and racing:

- Racers - aggressive AI cars wander the road graph at maximum aggression and ignore lane rules.
- Convoy - a line of 3-5 traffic cars driving together with a shared speed cap.
- Slow vehicle - a semi, bus, dump truck, or road roller crawls along the road at low speed and builds a queue behind it.
- Ghost jam - a short queue of cars where the lead car periodically slams on the brakes. The stop wave cascades back through the queue, just like a phantom traffic jam in real life.
- Street race - 3-4 racers line up on a staggered grid and race together along a generated route at maximum aggression.
- Drag race - two racers side by side on a long straight, both flooring it down the road.

Roadworks and blockers:

- Roadworks - a randomized closure mixing six prop kits: concrete jersey barriers, plastic water barriers, oil barrels, crowd-control fences, delineators, and arrow boards. It also uses five layout patterns: single-lane taper, full block, chicane, detour, and light cones. Each spawn picks a random kit and layout combo for variety, and traffic AI reroutes around the closure.

Police:

- Police chase - a fleeing racer with one or two pursuing cruisers in chase mode, lights on.
- Police patrol - a lone cruiser loops a generated route at normal speed.
- Police checkpoint - concrete barriers across the road leaving a narrow gap, warning cones in front, and two parked cruisers with lights on.
- Motorcade - a VIP sedan flanked by police escorts moving in formation along a shared route.

Accidents and breakdowns:

- Crash - a multi-car accident scene with broken parts, deflated tires, hazard lights, and warning cones. Traffic AI slows and reroutes around the crash.
- Stalled car - a single broken-down car pulled onto the shoulder with hazards on.
- Delivery stop - a delivery van parked on the shoulder with hazards on and engine off.
- Ambulance - an emergency van rushes along a generated route with sirens on at high speed.

Parking-lot scenes:

- Drifters - one or two cars doing controlled donuts on a detected parking lot, with ESC and TC disabled.
- Cars & Coffee - 8-12 cars parked neatly in real parking spots, engines off. A static car meet.
- Abandoned lot - 4-7 derelict cars scattered at messy angles on a lot, most visibly wrecked.
- Street racers hangout - a ring of spectator cars around the perimeter of a lot, with a car doing donuts in the center.

Player interaction:

- Race challenge - a rival racer spawns behind you, catches up with lights flashing, then floors it past, implicitly baiting you to race.

Install

- Unpacked, for fast iteration:
%LocalAppData%\BeamNG.drive\\mods\unpacked\random_events\

- Packed:
%LocalAppData%\BeamNG.drive\\mods\random_events.zip

Enable the mod in Repository - Mods, then add the Random Events app from the Apps menu in Free Roam and toggle the system on.

Known limitations

- AI driving on routes is functional, but it can still get stuck on unusual geometry. Smarter route logic is a top priority for the next update.
- Some prop placements may snap to slightly offset positions on maps without authored parking-spot data.
- A handful of community maps with sparse road graphs will produce fewer events than dense official maps.

Coming next

- Polished AI route logic and smarter recovery from collisions.
- Profile and template system to bulk-enable event groups: Police RP, Racing, Chill cruise, Chaos, and Everything.
- More events: tow truck with multiple phases, weather shift, night events, player pursuit, roadside assistance request, and more.
- Intensity zones, so events are denser in cities and sparser in the countryside.

Feedback and bug reports are very welcome - this is just the start.

Dear friends, please note that the mod is in a very early alpha stage, so there will be many bugs and issues. Let us improve and fix this mod together! Over time, this mod will become a large project with lots of events, bringing more interesting moments and fun to BeamNG.drive.
What's new:
- New events;
- Now the mod is much better optimized. To stop lags during spawning, you need to press the Warm Up button in the UI (there is a general one and by category). After pressing the button, lags will begin, wait until everything stabilizes, and now there will be no lags when most events spawn.
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Version 1.1.0.0 for BeamNG Drive v0.38.x
Major update: from 20 to 28 events, a full UI with profiles and categories, settings persistence, major spawn optimization, and lots of fixes based on testing.

New Features:
- Profiles / presets - ready-made sets: Everything, Police RP, Racing, Chill cruise, Chaos, plus the ability to save your own. Selection is shown as a clickable list with a checkmark - clicking applies the profile instantly.
- Event categories in the interface - events are grouped (Racing, Police, Crashes, Traffic, Parking, Ambient, Player Interaction), with collapsing and a text filter.
- Alt+G hotkey - show/hide the app panel (can be reassigned in controls).
- Settings are saved between sessions - spawn radii, limits, and the state of each event survive a restart.
- Limit for simultaneous events and minimum event lifetime, so events do not disappear right in front of you.
- More vehicle variants + automatic filtering based on vehicles actually installed in the game.

New Events (8):
- Police pursuit - reckless driving makes the police chase the player.
- Roadside assist - push a stalled car, and the driver will start it and drive away (counts as a “good deed”).
- Tow scene - a tow truck pulls a car on a “tow line”.
- Road rage - an aggressor cuts off and rams another car.
- Speed trap - a patrol car on the roadside starts a chase if you fly past at high speed.
- Food truck stop - a food truck with cars gathered around it in a parking lot.
- Weather shift - fog/cloudiness for a few minutes.
- Night - forced nighttime for a few minutes.

AI and Behavior Improvements:
- The convoy now actually drives in formation (follow-chain behavior) instead of scattering at intersections.
- Drifters stay within the area and no longer fly across the map.
- Route-based events (races, ambulance, motorcade, patrol) no longer stop after one lap - the route is recalculated on the fly.
- Cars spawn in the direction of traffic and in their own lane - no more spawning sideways across the road or doing U-turns.

Performance:
- Spawning is spread across frames (spawn queue) - large scenes no longer cause freezes.
- Scenes with lots of cars use lighter models - less load when they appear.

Fixes:

- Installation has been simplified: the zip is packaged correctly (contents in the root) - the mod installs as usual, without manually copying files.
  • 31 may 2026
  • Mb
  • 35
Version 1.0.0.1
- Installation bug fixed.
  • 28 may 2026
  • Mb
  • 20
Version 1.0.0.0 for BeamNG Drive v0.38.x
  • 27 may 2026
  • 0,044Mb
  • 26

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