Random events v2.3 is out!
Hey everyone! This is a big one. There’s a new menu, and I went through the whole mod: where event cars stand, which way they drive, how scenes play out and how smooth everything runs. Everything below was tested in game on BeamNG.drive 0.39.4.
Important: install Modslab Hub
The menu is now part of Modslab Hub, a free mod that all my mods share. Put it in your mods folder next to Random Events. Without it Random Events has no menu and can’t be turned on, and it will tell you that a few seconds after you start driving.
New menu
Press G to open it. The old Alt+G panel is gone. F3 works too, for the few stock work vehicles that use G for something else (bus kneel, dump bed, loader arm and so on)
Events - all 75 by category, each with on/off, chance, a load badge and Spawn now
Active - teleport to a running scene or remove it
Setup, Track Record and Almanac are all there, plus profiles, the Low-End preset and setup backup
Favourites (right-click anything to pin it), one search box for all mods, and a small dock in the corner that shows what’s going on near you
My other mods that support the hub get their own tabs in the same menu
New settings
The on/off switch is now remembered between game starts (only in free roam, career and scenarios start with the mod off)
Cars kept ready - how many event cars stay loaded, from 8 to 40, 24 by default. Each one uses about 100 MB of RAM. The Low-End preset sets it to 12
Warm up while loading - on by default, more about it below
Smoother performance
Spawning a car from scratch freezes the game for a second or more, so the mod keeps a pool of ready cars. The warm-up that fills this pool was pretty broken: it used up its slots on rare vehicles like the school bus and the logging truck, never got to normal cars and police, and only kept one of each model. With 51 events on, 9 of them still froze the game after warm-up. Now it’s only 2, both with rare vehicles that don’t fit in the 24 slots
Warm-up now runs behind a loading screen: when you load a map with the mod on (adds about a minute to loading), when you turn the mod on, and when you press Warm up. No more stutter during the first events. Turning the mod off stops it right away, and it never holds the screen for more than two minutes
Crashed cars are repaired and reused instead of deleted. Burned ones are still removed
When the pool is full, it now removes an old rare vehicle instead of a normal car you’ll need again, and scenes with several cars no longer take the same ready car twice
More scenes go to sleep when you’re far away (roadworks, checkpoints, crashes, spills, breakdowns, meets) and wake up when you come back
The mod now starts in about 50 ms instead of over a second, and the game doesn’t list it as a slow extension anymore
Fixed: cars and routes
Event cars now face the right way. The rotation the mod used was mirrored north to south, so on a lot of roads cars stood backwards or sideways and then turned around
Event cars can use the whole road network. On 0.39 they could only use roads in one direction and didn’t know about one-way streets. Now routes use the game’s own route generator, cars start forwards and follow one-way rules
A car that needs a new route keeps going the way it’s facing. Waiting at a red light or in a queue no longer counts as stuck
Cars from the pool no longer show up facing backwards or still rolling at their old speed
Fixed: scenes
Road closures actually work now. Crashes, roadworks and checkpoints closed their lane only on paper, traffic never knew about it and drove right into them. Every road opens again when the scene ends
Police, rivals and emergency vehicles that need to pass you now come from behind on your road. Wrong-way drivers come from ahead in your lane
Police chases end now: stop and you get a warning, get 350 m away and you’ve lost them, and after 90 seconds they give up. Speed trap and highway patrol use the road’s speed limit
The race challenger now races you instead of ramming you. Road rage ends when the victim stops
Scenes start when you get there: the school bus, overtakes, street takeovers, drag races and hit-and-runs don’t finish before you see them anymore
A scene doesn’t disappear in front of you. If its time runs out while you’re next to it, it waits until you leave
Hazard lights and police lights on parked cars work now, before they stayed off
Headlights at night on all moving event cars
Parked cars stay where they are and stand the right way on the shoulder
Emergency services drive in instead of appearing in front of you, park with lights on but no siren, and fires get a real fire engine that puts them out
Parking lot events show up again (drifters, burnout meets, derby, food trucks, supercar meets and more). On West Coast USA most of them never appeared
World Event works with Natural Disasters 2.0
Pausing the game pauses the mod, and slow motion slows down its timers
Night and weather changes now fade in and out
Smaller fixes: overtaking cars go back to their lane, the desert duel starts in the right lane, arrests end in place, the road crew no longer uses the car crusher as a “roller”, resetting your car doesn’t count as a crash anymore, nothing spawns during replays
Fixed: stability
Deleting an event car by hand no longer breaks the cleanup of its scene
An event that keeps failing is removed after three errors instead of spamming the log, and an error in the mod can’t stop other mods from running anymore
Settings and stats can’t be left half-saved after a crash
On 0.39 the mod didn’t start by itself unless its old panel was on screen. Now it starts with the game
Two notifications per event are now one
Install
Put random_events_2.3.0.0.zip and Modslab Hub in your BeamNG mods folder, don’t unpack them. Load a map, press G and turn Random Events on. The first time, a loading screen will warm up the cars for about a minute.
If you find any bugs, let me know in the comments!
https://www.patreon.com/ML2000/posts/random-events-v2-159406584 (embed)
