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aaronfloreyaaronflorey/agent-skills/skills/beamng-mods/SKILL.md

beamng-mods

Skill2 starsChanged 7 months agoMITView on GitHub

Build and debug BeamNG.drive and BeamMP mods, resources, and server plugins using Lua. Use this skill whenever the user mentions BeamNG modding, BeamMP, `Resources/Server`, `Resources/Client`, `modScript.lua`, `lua/ge/extensions`, `extensions.load`, `MP.RegisterEvent`, `AddEventHandler`, client/server event wiring, custom vehicles, gameplay scripts, or BeamNG Lua hooks.

The file

We split this skill into the rules it gives an agent

8 rules. About 0 are common, 8 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈8

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Keep responses concise and implementation-first.

    line 16
  2. Distinctive:

    If target is unclear, ask one short clarifying question.

    line 25
  3. Distinctive:

    Use JSON payloads for client/server boundaries and validate inputs.

    line 50
  4. Distinctive:

    Keep event handlers short.

    line 51
  5. Distinctive:

    Prefer one small, testable feature per iteration.

    line 52
  6. Distinctive:

    If any local stubs are provided, treat them as helper hints only.

    line 53
  7. Distinctive:

    When implementing/scaffolding, include:

    line 57
  8. Distinctive:

    Prefer official docs first:

    line 65

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

BeamNG + BeamMP Modding

Build, scaffold, and debug:

  • BeamMP server plugins
  • BeamMP client mods (modScript.lua + GE extension)
  • BeamNG Lua extensions (common/ge/vehicle)

Keep responses concise and implementation-first. Prefer small working patches.

First Decision

Choose one target before writing code:

  1. beammp-server
  2. beammp-client
  3. beamng-only

If target is unclear, ask one short clarifying question.

Progressive Loading

Load only what is needed.

For beammp-server:

  • references/layouts.md
  • references/beammp-server-api.md
  • examples/beammp-server-main.lua (when scaffolding code)

For beammp-client:

  • references/layouts.md
  • references/beammp-client-api.md
  • examples/beammp-client-extension.lua
  • examples/modScript.lua

For beamng-only:

  • references/layouts.md
  • references/beamng-extension-api.md
  • examples/beamng-ge-extension.lua (or adapt for common/vehicle VM)

Core Rules

  • Namespace custom events as pluginName:eventName.
  • Use JSON payloads for client/server boundaries and validate inputs.
  • Keep event handlers short; avoid long blocking loops/sleeps.
  • Prefer one small, testable feature per iteration.
  • If any local stubs are provided, treat them as helper hints only; prefer official docs on conflicts.

Output Format

When implementing/scaffolding, include:

  1. Target type (beammp-server, beammp-client, or beamng-only)
  2. Final file tree
  3. Code changes
  4. Quick test steps

Sources

Prefer official docs first:

Optional local sources (only if present in the current repo):

  • BeamMP/BeamNG Lua stubs

Download now (ZIP)

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