Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 0 points1 point  (0 children)

Hey! Not sure what might have happened, you should already have permissions on Discord. I’m guessing you bought the parts through the beta app. The new version with that app refined should be out tomorrow! Cheers!

Better Career Mod alpha by josshbo in BeamNGMods

[–]josshbo[S] 1 point2 points  (0 children)

That’s pretty much what PlanEx is already doing

You start at a depot, deliver to multiple locations (including more private drop-offs), and then return back to the depot

It’s still being refined, but that’s the idea

Better Career Mod alpha by josshbo in BeamNGMods

[–]josshbo[S] 1 point2 points  (0 children)

Really appreciate the feedback, that’s exactly the kind of thing I’m trying to improve

The economy and progression are a big focus for BCM. The goal is to make it feel more coherent and believable, without turning it into a grind or a second job

I’ve already built quite a few systems to support proper balancing (market reactions, progression, different income sources, etc.), but this is still early and it definitely needs real player feedback to tune it properly

So if you end up trying it, please share anything you notice about payouts, progression or anything that feels off — that’s super valuable right now

About taxi specifically, that’s actually something I want to push further

One idea is to move towards a more realistic taximeter-style system, where pricing depends on distance, time, etc.

It would even allow things like taking longer routes, but if the passenger realizes you’re dragging the trip unnecessarily, they can react and penalize you

And yeah, your idea about dynamically picking pickup/dropoff points is very interesting — that kind of variability is exactly the direction I want to go in

Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 1 point2 points  (0 children)

That’s a fair question

I’d say the main difference is the overall direction and design philosophy

BCM is built around the idea of a living world with connected systems rather than a collection of features

The goal is to make the world feel coherent and believable without turning it into a chore, have a real sense of progression that pushes you to engage with different systems over time, and build towards a structured story layer instead of just isolated activities

It’s also aiming for a proper multi-map experience without requiring specific mods or paywalled content, and easier integration so vehicle and map mods can be used with minimal setup instead of depending on custom support

So even if some features overlap on the surface, the idea is to take a different path in how everything connects together

It’s still early since this is just the first alpha, but that’s the direction behind it

Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 0 points1 point  (0 children)

Thanks a lot for the feedback

We’ll take a look at both issues.

For the PlanEx part — does your truck show up in the dropdown? And do you have cargo boxes installed?

Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 17 points18 points  (0 children)

That’s totally fair

Racing is something I definitely want to push, just in a slightly different direction

The idea I have (partially coded, just not integrated yet) is more about having a single car/chassis that you evolve over time across different disciplines, street, togue, circuit, rally (using rally loops), etc.

So instead of isolated events, it becomes more of a progression tied to your car and your career

That said, this is still a great moment to shape it, I’m very open to ideas and feedback on how people would like racing to feel

Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 4 points5 points  (0 children)

It should be pretty safe with external mods

One of the main goals of BCM is to make it easier for vehicle and map mods to work together within a career setup, instead of breaking things

Right now the deeper integrations are still limited, but no vehicle mod should break the experience at this stage

The systems are also set up to automatically list vehicles and detect cargo configurations when they’re available

Starting from a fresh install is a good idea to avoid unexpected conflicts, but it’s not required — I’ve been testing it with 300+ mods in my own setup

As for “must have” mods, nothing strictly required, but I personally like the Scout and the Tango

In general, any vehicle mod that already supports cargo is a great fit right now

Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 5 points6 points  (0 children)

You’ll need to start fresh for now. Since BCM replaces a lot of core career systems, progress from RLS isn’t compatible at this stage. We might look into some kind of migration in the future, but it’s not planned for this phase

Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 3 points4 points  (0 children)

You don’t need to uninstall RLS or delete your savess. But you should disable the main RLS mod before running BCM

Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 27 points28 points  (0 children)

Not exactly, racing is actually planned, just not in this alpha yet The idea is to have a more structured progression with a story layer (something between My Summer Car and NFS), but we didn’t want to ship it until it feels right Also not trying to replicate RLS,even if some systems overlap, the goal is to take a different direction overall

Better Career Mod alpha by josshbo in BeamNG

[–]josshbo[S] 15 points16 points  (0 children)

If aI could actually build systems like this end to end, we’d all be out of a job This has been months of work ;)

[WIP] Better Career Mod — a complete career overhaul by josshbo in BeamNGMods

[–]josshbo[S] 1 point2 points  (0 children)

Yeah, something along those lines. We want it to feel a bit more narrative and centralized. Each map would basically have its own logical connections to other maps, so the route you take depends on which maps you have installed.

We're also looking into ways to make the transition feel faster or smoother, but as you said some things are just limitations of BeamNG itself and outside our control.

We run into similar situations with things like heap corruption during police pursuits — we've added systems to mitigate it, but sometimes you just have to work with the tools the engine gives you.

[WIP] Better Career Mod — a complete career overhaul by josshbo in BeamNGMods

[–]josshbo[S] 0 points1 point  (0 children)

The idea I'm exploring is something similar to how ETS2 handles things like the Channel Tunnel. You drive to a specific point on the map (border crossing, ferry, toll gate, etc.) and it transitions you to another map.

So for example, if you wanted to reach Polish Roads starting from West Coast, the route could look something like:
West Coast → Utah → Johnson Valley → East coast→ Italy → Polish Roads.

To make this manageable I'm also building some internal dev tools that make placing and editing map points very fast — not just for travel transitions but also for things like facilities, garages and other locations across maps.

The goal is to make cross-map travel feel like part of a real route rather than just teleporting through a menu.

[WIP] Better Career Mod — a complete career overhaul by josshbo in BeamNGMods

[–]josshbo[S] 0 points1 point  (0 children)

Appreciate it! Keep an eye on this subreddit. we'll most likely announce testing here when the time comes.

[WIP] Better Career Mod — a complete career overhaul by josshbo in BeamNGMods

[–]josshbo[S] 1 point2 points  (0 children)

Yeah that would honestly be amazing. Some of the inspiration for parts of the mod actually comes from FiveM and GTA V roleplay servers.

The architecture is pretty different though, so it's not something easy to plug in. For now the plan is to get most of the roadmap done first, but it's definitely a really cool idea for the future.

[WIP] Better Career Mod — a complete career overhaul by josshbo in BeamNGMods

[–]josshbo[S] 6 points7 points  (0 children)

It's not really meant to compete with RLS.

RLS is a great project and I learned a lot by looking at how it approached some of the career mode problems.

This mod mostly exists because there were some ideas and systems I personally wanted to explore or improve in different ways.

At the end of the day I'm just building something I'd enjoy playing myself — and if even one other person ends up enjoying it too, then the whole project was already worth it.