WIP Visual Scripting for BeamNG Mods

Discussion in 'Utilities and programming' started by ragnarok179, Sep 4, 2026.

  1. ragnarok179

    ragnarok179
    Expand Collapse

    Joined:
    Dec 23, 2021
    Messages:
    11
    I was wondering how useful it would be to create a BeamNG mod that allows people to make mods using a fully node-based visual scripting system, similar to Blender nodes, TouchDesigner, or Unreal Engine Blueprints.

    I've been thinking about creating something like this, but I'm not sure how much interest there would be from mod developers, especially beginners who might find traditional coding difficult or intimidating.

    The idea would be to make it possible to create gameplay logic and interactions by connecting nodes together instead of having to write everything manually in code.

    Would something like this actually be useful to you?

    Would you personally use something like this? And if you're already an experienced BeamNG modder, do you think it could be useful for beginners or even speed up prototyping for more advanced developers?

    I'd love to hear what people think before I start seriously working on it.

     
    • Like Like x 1
  2. a28

    a28
    Expand Collapse

    Joined:
    Jan 28, 2020
    Messages:
    957
    what types of mods can be created with it?
    I mod cars and can't figure out.
     
    • Like Like x 1
  3. ragnarok179

    ragnarok179
    Expand Collapse

    Joined:
    Dec 23, 2021
    Messages:
    11
    Pretty much anything that can be done through BeamNG’s modding APIs. For car mods, you could use it to create things like custom vehicle controllers, driving assists, powertrain/electrics logic, inputs, interactive features, dashboards/UI, and other scripted systems.

    The idea is also that you’d be able to build the logic visually, inspect/edit the generated code directly inside BeamNG, and then have the tool generate the proper folder/file structure and package the finished mod into a standalone ZIP automatically.

    It still wouldn’t replace Blender for creating the actual 3D model, but for the coding, logic, UI and mod structure, the goal is to handle as much as possible directly inside BeamNG.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice