Description
EARLY ALPHA!!! This mod is in active development. Expect rough edges, occasional misbehaving AI, and events that do not yet handle every road / 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
- 70+ distinct world events that spawn and despawn automatically based on your position and 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 ships them, and falls back to a geometric raycast scan otherwise.
- Persistent scan cache. First load of a map scans once; later loads read the result from disk for instant startup. A map fingerprint invalidates the cache automatically 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, scan progress) and 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 doesn’t block your view while driving – hovering over it restores full opacity instantly.
- Spawned vehicles register as traffic so they don’t clutter your Tab vehicle cycle. Roadworks props and barriers are also skipped on Tab.
- Configurable spawn / despawn distance so you can tune how close events appear and how far away they linger before cleaning up.
70+ events
Racing:
– Racers: a lone street racer tearing down the road at full speed
– Drifters: drift cars doing donuts in a parking lot
– Racers hangout: street racers hanging out while one of them slides circles
– Street race: a pack of racers flying past in a street race
– Drag race: two cars lining up and launching down a straight
– Race challenge: a racer pulls up next to you and dares you to chase them
– Burnout meet: muscle cars roasting their tires in a parking lot
– Street takeover: an illegal takeover with a crowd and a car spinning donuts in the middle
– Cruise night: a slow evening cruise of sports and exotic cars you can join
– Shake the tail: a drifter glues to your bumper and bets you cannot lose them
Police:
– Police patrol: a police cruiser patrolling the streets
– Police chase: police hunting down a fleeing racer right past you
– Police checkpoint: a manned checkpoint with barriers across the road
– Speed trap: a police car hiding on the shoulder with a radar
– Radar row: a two-stage speed check – pass both units under the limit or get chased
– Traffic stop: an officer has pulled a driver over
– Motorcade: a police-led column rolling through town
– VIP escort: police escorting an important car
– Highway patrol pacing: a patrol car quietly tails you – drive clean and it leaves, speed and it pulls you over
– Stolen vehicle flee: police chasing a stolen car until the driver gets cornered and arrested
– Fire response: emergency units rushing to a call with lights and sirens
Accidents and hazards:
– Crash: a fresh crash with warning cones on the road
– Accident scene: a bigger accident with an ambulance and police already on scene
– Secondary pileup: a blockage backs traffic up, then someone rear-ends the queue
– Stalled: a stalled car on the roadside with its hazards on
– Flat tire: a driver stopped with a flat, cone out behind the car
– Overturned car: a car flipped over on the road
– Overturned truck: a truck rolled onto its side
– Overturned semi: a semi truck on its side with its trailer
– Lost load: cargo barrels spilled across the lane with the culprit van stopped ahead
– Ghost jam: a phantom traffic jam creeping along the road
– Road rage: two furious drivers chasing and cutting each other off
– Wrong way: a car coming at you against traffic
– Ambulance: an ambulance rushing somewhere with sirens on
– Tow responder: a flatbed tow truck picking up a broken-down car
Traffic and roadworks:
– Roadworks: a coned-off work zone traffic has to squeeze past – drive through it slowly and cleanly and it counts toward your record
– Road crew: a work convoy heading out to a job
– Convoy: a line of cars travelling together
– Slow vehicle: a crawling vehicle holding everyone up
– Truck overtake: a slow truck getting overtaken
– Car overtake: one car pushing past another
– Delivery stop: a delivery van stopped at the roadside
– Procession: a slow ceremonial column of cars
Parking lots:
– Cars and coffee: a casual morning car meet
– Supercar meet: exotic supercars parked nose-in for show
– Abandoned lot: old wrecks dumped in a forgotten lot
– Food truck stop: a food truck with customers parked around it
– Rest stop: travellers parked up at a highway rest stop
Player events:
– Roadside assist: a stranded driver asks you to push their car – do it and earn a good deed
– Hitchhiker: stop beside a stranded driver to give them a lift
– Breakdown shield: park behind a broken-down car and shield the driver from traffic
– Escort request: an official car asks you to lead it to its destination
– Player pursuit: drive like a maniac and the police will come for you
– Tow scene: a tow truck hauling a car close behind it
Ambient:
– Weather shift: the weather suddenly turns
– Night: darkness falls early and someone breaks down in it
Install
Unpacked (for fast iteration): %LocalAppData%BeamNG.drive<version>modsunpackedrandom_events
Packed: %LocalAppData%BeamNG.drive<version>modsrandom_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 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.
Feedback and bug reports are very welcome — this is just the start.
Version 2.2:
Where a car stands and which way it faces is now decided in one place, from the road’s own shape, instead of being guessed at by each event individually.
Fixed
- Vehicles are placed along the road, not across it. Headings used to be taken from the straight line between two points of the road network, but on anything other than a dead straight road that line is not the road, so cars were set down at an angle to it. The problem was worst on rural and off-road maps, where it was impossible to miss. The road’s real shape at that exact spot is used now.
- Events place on the road they picked. An event chooses a stretch of road, but placement then looked for the nearest road to that spot — and where tracks run parallel, the nearest one is not always the right one. That is how a scene could end up laid out along a neighbouring track. The chosen road is now carried all the way through.
- Vehicle size is taken into account. Offsets used to be identical for a hatchback and an articulated lorry, so the big rigs hung over the edge. Each model’s real width is now measured in game and used, and where a road genuinely cannot hold a vehicle the event is skipped rather than placed badly.
- Convoys follow the road. Escorts, motorcades, processions, cruises and emergency runs lay out along the road’s actual course, at even spacing.
- AI vehicles keep off dirt tracks. Routes are built along roads of the quality they started on, so a car no longer turns off tarmac onto a trail and strands itself.
- Effects leave with their event. Wreck steam, road flares and responder lights used to linger after a scene was gone, sometimes for a couple of minutes.
Added
Placement self-check. Type this in the console:
extensions.randomEvents_manager.placementAudit()
It spawns each event in turn and writes a placement report to settings/random_events/. It is included so a problem can be reported with numbers rather than a description. Add a list to check only some events, for example placementAudit(‘convoy,racers’).
Note
Placement on maps whose road data is unusual is better, but it will never be perfect. Where the data does not describe a usable road the event is now skipped, so on those maps you may see slightly fewer events than before.
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💡 Others also downloaded: Agent’s Simplified Realistic Traffic Mod V1.4 [0.39], Koenigsegg Agera Infinity V4.0 [0.39], Newport Speedway (Rally Edition) [0.39].
Compatibility: BeamNG 0.39, 0.38, 0.39 Other
Author: Modslab
How to install this mod (Full installation guide)
- Download the mod (ModsHost download guide).
- Find the mods folder on your computer
- Windows – Documents/BeamNG.drive/mods
- Copy the downloaded file to your Mods folder
- Launch the game and enjoy your mod!
Problems? Let us know in the comments! Your feedback helps modders improve the mod. Also, be sure to check the comments section - other players may have already shared solutions to common issues.
Download mod
random_events_1.6.0.0.zip (137 KB) Safe to download: Check random_events_1.3.0.0.zip (100 KB) Safe to download: Check random_events_v1.2.0.0.zip (86 KB) Safe to download: Check random_events_1.1.0.0.zip (72 KB) Safe to download: Check boostylink.comComments
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jsp comment t activer une fois en jeux a t il un menu a ouvrir ?
merci a vous
what beamng folder do i put it in?
just your regular mod folder