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
20 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.
The 30+ events
Traffic & 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 & blockers:
Roadworks — A randomized closure mixing six prop kits (concrete jersey barriers, plastic water barriers, oil barrels, crowd-control fences, delineators, arrow boards) with five layout patterns (single-lane taper, full block, chicane, detour, light cones). Each spawn picks a random kit × 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, two parked cruisers with lights on.
Motorcade — A VIP sedan flanked by police escorts moving in formation along a shared route.
Accidents & breakdowns:
Crash — A multi-car accident scene with broken parts, deflated tires, hazard lights, and warning cones; traffic AI slows and reroutes.
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 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, 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 centre.
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\<version>\mods\unpacked\random_events\
Packed: %LocalAppData%\BeamNG.drive\<version>\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 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 / template system to bulk-enable event groups (Police RP / Racing / Chill cruise / Chaos / Everything).
More events: tow truck (multi-phase), weather shift, night events, player pursuit, roadside assistance request, and more.
Intensity zones so events are denser in cities and sparser in the country.
Feedback and bug reports are very welcome — this is just the start.
Dear friends, please note, the mod is in EARLY EARLY ALPHA stage, there will be many bugs and issues. Lets improve and fix this mod together!) This mod will become a large project with lots of events, to bring more interesting moment and fun to BeamNG Drive.
Version 1.5.0.0:
In Patch 1.5, extensive optimization work was carried out across the entire mod, resulting in noticeably improved performance. Optimization efforts will continue in Patch 1.6. Make sure to press "Warm Up" button to preload all models to fix events spawn lags (some events may still cause FPS drops, I'll continue working on fix in patch 1.6).
Vehicle Reuse Pool (enabled by default). Spawning a vehicle requires compiling its JBeam and allocating physics on that frame - the heavier the vehicle, the larger the performance hitch (a semi-truck can take around 1 second to load). Instead of deleting a despawned vehicle, the mod now keeps its already-built body parked off-simulation and reuses it the next time the same vehicle is needed, making the process virtually free compared to a fresh load. Before reuse, the vehicle is reset to a clean state (AI disabled, inputs and lights cleared) to prevent unwanted behavior or visual glitches. Crash-damaged vehicles are never recycled.
Prop Reuse Pool. The same recycling system now applies to road props, including cones, barriers, barrels, fences, and delineators. These objects were previously responsible for stutters during police checkpoints and roadwork events, where many props were spawned simultaneously. Props are now taken directly from the reuse pool.
One-Click Pre-Warm. A "Warm Up Now" button (located at the top of the app) preloads all vehicles used by enabled events into the pool in advance, eliminating the initial loading spike when an event is triggered for the first time. Each category also includes its own warm-up button. Pre-warming only loads models from events that are currently enabled, so disabled events consume no resources.
Scene Hibernation. Static distant scenes (parked meets, wrecks, rest stops) are automatically put into hibernation when they are more than approximately 400 meters away. While hibernating, they are invisible and no longer simulated. They automatically wake up again within approximately 300 meters, preventing off-screen scenes from consuming unnecessary physics resources. Scheduled despawning behavior remains unchanged.
Spawn Rate Cap. Automatic events are limited to one new spawn every N seconds (60 seconds by default), preventing events from clustering together. Manual spawns triggered through the app are never affected by this limit.
Lower Idle Overhead. Removed per-frame memory allocations from proximity checks, player-state tracking, and scan-status updates, reducing garbage collection stutters during normal gameplay.
Warm Up Now (master button) and per-category warm-up buttons.
Vehicle Reuse Pool toggle (enabled by default).
Distance Hibernation toggle.
Spawn Interval (seconds) - automatic event spawn rate limit.

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