Beam Mod Manager (BMM) 🧑
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One unified library for all of your BeamNG mods. Activate the mods you want to play with using a single click! You save space, time, and sanity while being able to truly enjoy your modding experience and play more BeamNG!
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BeamNG Mod Manager 🧑 0.8.13: More file handling Safety and Hardening.

Released July 28th, 2026

Short version: BMM's automatic duplicate cleanup had a rare bug that could send the wrong file to the Recycle Bin. It's fixed. If your Mod Storage folder sits in one ordinary place on one drive, you were never exposed β€” but please read on if you keep it on a mapped network drive or reach it through a folder shortcut.

What the rare bug was

Every few versions I stop adding features and run a deep audit over the whole codebase. 0.8.13 is what came out of the latest one.

The serious find: when BMM folds two identical copies of a mod into one, it deletes the redundant copy and keeps the other. It was verifying that the two entries had identical contents β€” but not that they were actually two different files on disk.

That distinction matters if your Mod Storage folder can be reached by more than one path: a mapped network drive, a substituted drive letter, or a folder shortcut. In that case BMM could list one physical file twice, treat one listing as the spare, and delete it. Since both listings pointed at the same file, the copy it meant to keep went with it.

Normally those files go to the Recycle Bin and can be restored. Network locations don't have a Recycle Bin, so there the deletion is permanent. That's the part I'm least comfortable with, and it's why this shipped as a hotfix instead of waiting for the next feature release.

For what it's worth β€” nobody reported this. The audit found it. I'd rather tell you plainly than quietly patch it.

Also fixed

- Load-outs no longer lose a mod from packs that ship several parts under one repository page. Following the newest version could previously swap one part for another and drop the first.

- If BMM can't read your library list at startup, it now tells you, keeps a backup of the old file, and pauses automatic cleanup for that session instead of tidying up against settings it can no longer see.

- Automatic cleanup now re-checks files on disk before removing anything, so a mod you replaced by hand outside BMM can't be mistaken for a duplicate.

- Clearer message when saved Patreon credentials can't be read on this PC β€” it now tells you to reconnect, rather than claiming you were never connected.

Updating

On 0.8.8 or newer, use the update pill in the app. Anything older, grab it from beammodmanager.xyz.

Thanks as always. The unglamorous bits make the app safe and sound. An audit like this adds zero features, but it's the reason your library stays intact.

Let's continue to share BMM around everywhere so more people can enjoy their mods like this! Let your friends know! 🀝

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-165124237

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.14: More backend fixes and Hardening.

Released July 29, 2026

Last week's 0.8.13 was about making sure BMM never deletes the wrong file. v0.8.14 is the follow-up from the same audit, and it's about something quieter: making sure BMM never tells you the wrong thing.

Resolve Duplicates got guardrails. "Keep Only This" deletes every other copy in the group, so it now asks first β€” and the window can no longer be clicked twice into deleting more than you meant. Deleting one copy at a time works exactly as before.

The βœ“ Keep suggestion now tells you why. Newest, best rated, largest, or original file name β€” and it only makes a claim when no other copy in the group beats it. When nothing genuinely separates the copies, it says, "Keep this" and lets you judge, instead of inventing a reason.

Bulk actions report what actually happened. "Activated 3 of 5 mods" instead of claiming all five, and "Deactivate All" no longer hides a failure behind a green message.

Importing stops if the game comes back. If BeamNG or the BeamMP launcher starts while an import is running, BMM stops, leaves everything not yet imported exactly where it was, and tells you which program interrupted it.

Load-outs notify when updating. When BMM moves a load-out onto a newer version you already have, it now says so β€” and points you at how to hold a load-out on an older build if that's what you want.

A handful of messages were corrected to describe exactly what the app does β€” auto-import for BeamMP, backup restores, version pinning. If a message says it, it's true.

Under the hood: updated to the latest Electron, which carries security fixes.

Updating: on 0.8.8 or newer, just hit Settings β†’ Check for updates (or the update pill in the top bar). Otherwise grab it from beammodmanager.xyz.

Let's continue to share BMM around everywhere so more people can enjoy their mods like this! Let your friends know! 🀝

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-165134787

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.15: Pack-safe pinning, protected data files

Released July 29, 2026

A quick follow-up to last night's v0.8.14 update β€” and the release that closes out the deep audit behind the last three updates. πŸ€“

Pinning is now pack-safe. Some mods ship as multi-part packs β€” several zips under one repository page. Pinning a version of one part could quietly remove or swap a different part in your Loadouts. Pinning now only ever touches the part you actually picked. (Also fixed: re-clicking a pin no longer pointlessly rewrites your Loadouts or resets an open editor.)

Your data files are harder to lose. BMM already protected you when its mod list couldn't be read at all β€” it keeps a backup and pauses automatic clean-up. But a file corrupted into valid-looking junk (it reads fine, it just contains nothing usable) slipped past that protection and was silently replaced with a fresh start. Now the mod list, Loadouts, the clean-up log, and held restore data all get the same treatment: backup kept, clean-up paused, and BMM tells you what happened.

The "versions to keep" slider now tells you when clean-up is paused β€” so lowering it doesn't look like it did nothing.

Restores are upfront about your custom covers. The restore window now says exactly how many custom mod images will be applied now, how many apply later when their mods are added, and how many are kept because you already set one on this PC β€” and the completion message reports what really happened, not what was hoped.

More honest counts. Marking several mods "Not a Duplicate" or ignoring several updates now reports "3 of 5" when something failed, instead of always claiming the full count.

Under the hood: updated the library that reads mod zips. The new version outright rejects certain malformed zips instead of quietly accepting mismatched data β€” safer for a program whose whole job is opening zip files from the internet. Your duplicate detection is unaffected: we checked that mod fingerprints come out identical before shipping.

Updating: on 0.8.8 or newer, just hit Settings β†’ Check for updates (or the update pill in the top bar). Otherwise grab it from beammodmanager.xyz.

That completes the arc: 0.8.13 made sure BMM never deletes the wrong file, 0.8.14 made sure it never tells you the wrong thing, and 0.8.15 swept up everything else the audit surfaced. Thanks for being along for it.

Let's continue to share BMM around everywhere so more people can enjoy their mods like this! Let your friends know! 🀝

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-165170103

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.16: A much smaller image cache, Steadier version controls, and more fixes.

Released July 29, 2026

v0.8.15 went up a few hours ago, and here's 0.8.16 already β€” but this one isn't audit cleanup. πŸ˜„ I realized after loading up a BMM library with a lot of mods that the images that are used for the mod cards was filling up the cache and the file sizes were just too big, this fixes that!

Mod covers now take a fraction of the disk space - BMM keeps one preview image per mod in a cache of its own, separate from your actual mod files. It was storing that image exactly as it came out of the zip β€” and plenty of mod authors ship a full-resolution screenshot as their preview. Oversized covers are now saved as a compact copy instead: usually a few hundred kilobytes rather than several megabytes, and only when the compact version genuinely comes out smaller. At the size BMM shows the mod cards, they look the same at the new quality. You can see above the images are still beautiful. :)

I saved about 90% of the space (6GB) after updating to v0.8.16!

Your existing covers convert themselves - It happens during the next library re-scan, with nothing for you to click. Although, that first scan after updating goes through every mod you have, so give it a minute (or hit Rescan yourself if you've switched the launch scan off). One thing it deliberately won't do: if you picked a cover by hand, BMM leaves it alone β€” same file, same size. You chose it, so it doesn't get overwritten. Pick a new image for that mod and the new one gets the compact treatment automatically.

Leftover covers get tidied up - Images that no longer belong to any mod in your library β€” strays left behind by rebuilds and re-imports β€” used to sit in that cache forever. They're cleared out during a re-scan now. Covers belonging to versions still inside the clean-up log's undo window are deliberately kept, so undoing a clean-up brings the mod back with its picture. This only ever touches BMM's own image cache, never a mod zip.

The "versions to keep" slider now waits until you let go. It used to save on every notch it passed, and lowering it still moves older versions to the clean-up log right away β€” so dragging down past your target and correcting back up could sweep builds you never meant to drop. They'd have been sitting in the log, recoverable for a week, but only if you noticed. Now the value applies once, when you release the slider.

Dropping mods waits its turn - Zips dropped on the window while a dialog was open would import anyway, changing your library behind the dialog you were working in. Now BMM asks you to finish up first, and the same goes while a library scan is running.

Under the hood: my release checks now run the licensing server's 161 tests alongside the app's own β€” so the part that handles your Patreon connection, the supporter wall, and mod update checks sits behind the same gate as everything else.

Updating: on 0.8.8 or newer, just hit Settings β†’ Check for updates (or the update pill in the top bar). Otherwise grab it from beammodmanager.xyz.

The line at the bottom of every one of these posts says, "save time and space." Usually that means your mods. This time BMM cleaned up after itself.

Let's continue to share BMM around everywhere so more people can enjoy their mods like this! Let your friends know! 🀝

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-165224733

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.17: Creators can claim their mods in BBM now, plus Notifications get their own menu.

Released July 30, 2026

v0.8.17 is live!

If you're on an installed build of 0.8.8 or newer, BMM flags it in the top bar β€” click the Update pill, then Download Update, then Restart & Install. If you want a Portable build and or on a version older than 0.8.8, then just grab it on the homepage here: BeamModManager.xyz.

For mod creators: Now you can put your name on your work in BMM

BMM shows a "Support the creator" button on mods β€” It's how players support the people whose mods they use. Until now, BMM could only connect a mod to its creator through the official BeamNG repository. But a huge share of modding happens off-repo: Patreon exclusives, Discord releases, personal site downloads. When we checked the 100 Top BeamNG creators on Patreon, roughly 4-in-10 had no repository presence at all β€” including some of the biggest names! Their mods showed no Support button, because BMM had no honest way to know who made them β€” and guessing wrong would send someone's supporters to the wrong page, which is worse than showing nothing.

0.8.17 accounts for that using a single tiny file that you can add. Drop a bmm.json at the root of your mod's zip β€” beside your top-level folders (vehicles/, levels/, and so on), not inside one:

{ "bmm": 1, "user_id": 369484, "support": "https://www.patreon.com/YourName" }

(Copy the template from BeamModManager.xyz/creators rather than from this post β€” if the quote marks come out curly instead of straight, the file won't parse.)

"user_id" is the number in your BeamNG forum profile URL (beamng.com/members/yourname.369484/). support is the https link to your page on Patreon, Ko-fi, Buy Me a Coffee, Gumroad, or Boosty; Links from any other domains are ignored.

A support link works on its own; user_id on its own only lights up the button if you're already in BMM's curated creator listings. If you're not sure, include both. Save the file as UTF-8 β€” in Notepad that's Save As β†’ Encoding β†’ UTF-8; the "Unicode" option is UTF-16 and WON'T BE READ. Re-zip, done. πŸ€“

From your next release onward (once the snippet is added), every player on BMM 0.8.17 or newer who installs that build sees your button β€” automatically, nothing for them to do. And the sooner the better because, for now, BMM can't retrofit copies people downloaded before you added the file.

*That's proven difficult so far. lol*

A few things worth knowing, because a support link is money:

β€’ No account, no sign-up, no approval queue β€” The file rides inside your zip and BMM reads it locally on each player's PC. Nothing about you is sent anywhere. Privacy and Security > Everything.
β€’ BMM only ever opens links on those five platforms. Anything else is refused. Will add more sources if there's demand for it.

β€’ A malformed or oversized file is simply ignored β€” the only thing you lose is the button; nothing else about how your mod reads in BMM changes.

β€’ On repository mods, BMM's hand-curated creator listings outrank the file β€” Nothing inside a zip can override the creator BMM already knows. If a curated listing has you wrong, the contact link on the Creators page gets it changed automatically, protecting your work.

Want to be sure it took? BMM is free β€” Install it, drag your zip in, and your button shows right on the mod card.

Know a creator whose mods never show a Support button? Send them to BeamModManager.xyz/creators

A bell that remembers πŸ””

BMM's pop-up messages vanish after a few seconds β€” that's the point of them, but sometimes you look up too late. The new bell in the top bar keeps the last 50: imports, updates, tidy-ups. Repeats collapse into one line with a counter, a dot on the bell marks unread news, and Clear empties the list. History is per-session by design β€” it shows, what just happened, and it isn't design to be a permanent log.

Failed launches can't go silent anymore πŸ”•

Rare, but it happened: if BMM ever failed during startup, it could leave an invisible process running that stopped BMM from starting again β€” nothing on screen, Task Manager the only cure. Now a startup failure tells you what went wrong in an error window and exits cleanly, and if startup ever genuinely hangs, double-clicking the icon again after ten seconds tells you so instead of doing nothing. The startup/shutdown diagnostic log also survives into the next session now, so a problem can actually be investigated afterwards.

One more full re-scan (sorry, lol)

0.8.16 re-scanned your library to shrink cover images; 0.8.17 re-scans it to read creator markers. Second one in a row β€” apologies. It runs automatically at the next launch β€” or on your next "Rescan library" click if you've turned launch re-scans off β€” and, as always, keeps your tags, favorites, notes, and custom covers untouched.

β€”

If you have any bugs you want to tell me about β†’ Use the Bug Report button in the app. And thank you for the support β€” it's what keeps this moving.

Updating: on 0.8.8 or newer, just hit Settings β†’ Check for updates (or the update pill in the top bar). Otherwise grab it from beammodmanager.xyz.

Let's continue to share BMM around everywhere so more people can enjoy their mods like this! Let your friends know! 🀝

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-165279482

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
And all around BMM just tells you more, period - automatic clean-up used to do its folding and tidying before the window even opened, so you'd never see the notice. Now you get it the moment the window's up, with full details (and the 7-day undo) in Settings β†’ Cleanup log. The Settings import buttons now report everything an import actually did β€” copies folded, versions tidied, skips broken down by reason β€” instead of a summary that could call a locked file "already in your library" or a BeamMP cache folder "No mods found" when neither was true. Load-out messages show real applied counts instead of "Added 10" for ten mods that were already there, and sidebar counts finally match whatever your search box and author filter are showing.

A couple of smaller, worth-knowing changes: BMM 0.7.3 and older can no longer connect to Patreon β€” the old sign-in path those builds used got removed since a web page you never opened could trigger it. If you're still on one of those, update first and then connect. And automatic import on game close got a bit safer: a momentary hiccup in BMM's "is the game running?" check can no longer be mistaken for the game actually closing, so it won't move files while BeamNG or BeamMP is still open.

Under the hood: a far-future date on a mod can't fool BMM into treating the wrong build as the newest one anymore β€” the app closed that door in 0.8.18, and the update-check server closed the matching hole in 0.8.19, so a garbage date on a repository page can't fake an "update available" from either direction. This run also added two new regression-gate suites plus dozens of new checks, the opt-in telemetry consent text now lists exactly what an opt-in launch ping sends (app version, OS version, display language), and a paying member can no longer get bumped down to free by a momentary Patreon hiccup or a server-side misconfig β€” that now holds your offline grace instead of downgrading you instantly.

Updating: on 0.8.8 or newer, just hit Settings β†’ Check for updates (or the update pill in the top bar). Otherwise grab it from BeamModManager.xyz.

Three releases about BMM being straight with you felt worth doing back-to-back β€” hope it makes the app feel a little more trustworthy day to day.

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-0-165424189

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.18-0.8.20: Loadouts that don't Forget, Premium That Doesn't Vanish, and many fixes + tweaks

Released July 31, 2026

0.8.18, 0.8.19, and 0.8.20 all went out over the past day or so, and they all focused on the same things really so here's one post for all 3 updates.

BMM now explains more of what it's doing in moments it used to just quietly do. Lost load-out members you'd never notice were gone. Clean-up that ran before the window even opened. A "you're up to date" message after a check that never actually finished. All weren't very common but still possible, so I had decided to make sure they had fixes included in these versions.

Loadouts stop losing members that could come back - if you opened a load-out while BMM was still building your library (first launch after an update, or mid-rescan), it could permanently drop a member. The mod file was never touched, only the load-out's memory of it β€” so re-importing wouldn't bring it back. Now a member is only dropped when BMM genuinely can't recognize it anymore; anything recoverable stays, and re-importing puts it right back where it was.

"Support the creator" links can't vanish either - if BMM's curated creator list was briefly unreadable (a bad update on my end, or just a network hiccup), every user's saved links used to get wiped to empty until the next healthy start. Now BMM keeps whatever links it already has whenever the list can't be read and only clears them when it's genuinely meant to be empty.

BMM double-checks before it trusts a file - swap a mod's zip in Mod Storage by hand for a different build and importing that mod again used to be able to recycle the new file as a "duplicate" of bytes that weren't there anymore. BMM now confirms the stored file actually still matches before folding anything together β€” worst case, you get an extra copy on the Duplicates page to sort out yourself, instead of a silent, wrong merge. Damaged and unreadable zips get the same honesty: a zip that can't be read during a rescan is kept exactly as it was rather than quietly overwritten with a title-only stub, and it shows up under "Needs Rescan" with a real explanation instead of silently passing as scanned. And the Resolve screen no longer mistakes a creator's dated release (a file ending in something like "-20250114") for a renamed duplicate β€” a mix-up that could've had it recommending you delete the newer file.

Your premium status doesn't quietly lapse - if BMM ever can't confirm your Patreon membership for a while, it now tells you before your premium features actually drop: a small badge in the top bar, an honest line in the Membership window, and the date your offline grace runs out to. Premium keeps working that entire time, and the date pushes back out the moment a check succeeds again. If Windows can't read your saved Patreon login, BMM now says "reconnect to keep premium" instead of pretending everything's auto-renewing behind the scenes. The portable version got the same honesty for its own update check β€” one that couldn't reach the update feed now says "couldn't check" instead of quietly claiming you're already up to date.
BeamNG Mod Manager 🧑 0.8.21: Messages That Say More, a Panel That Says Less, and more fixes.

Released August 1, 2026

Ayo BeamNG Family! I'm back! Been head down building the past week and am way behind on posts. lolol. So I'm going to knock them out and let y'all know what I've been working on and shipping. Here we go!

This one's a batch of the smaller stuff that adds up - nothing headline-sized, just a lot of little friction points sanded down.

Notifications actually tell you what happened now - a mod update shows the version it came from and moved to (like "from v1.1 β†’ v1.4"), removing a mod shows its version too, adding or importing a single mod reads "Added … Mod" (which reads better for short names), and load-out messages name both the mod and the load-out that changed.

The notifications panel is quieter, not louder - everyday messages (activating/deactivating mods, "Loadout updated", "Image updated", "Launching...") still pop up as toasts, they just don't clutter the panel's history anymore, so the messages actually worth catching are easier to find. A partial result, like "3 of 5 mods activated," still gets logged, since that's worth seeing again.

Checking for updates no longer looks frozen - the top bar now shows a moving progress strip and a spinning icon while it works, instead of just sitting there.

A few other things worth knowing about: a new "Recently Active" sort puts the mods you've used most recently at the top; a "Disk Space Savings" button in Settings opens the full savings breakdown for when your window's too narrow to show the chip in the top bar; Settings lost its "About" heading β€” your app name and logo now sit right under the divider, with a slightly bigger logo; and a damaged or unreadable mod zip now stays counted under "Needs Rescan" (or the Broken list) until you actually replace it, instead of the rescan reminder implying every listed mod can just be fixed by rescanning again.

Updating: on 0.8.8 or newer, just hit Settings β†’ Check for updates (or the update pill in the top bar).

Otherwise download it here: BeamModManager.xyz

(Portable version available there too)

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-166049115

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.22-0.8.24: Always On Loadouts, and more fixes.

Released August 2-4, 2026

Here's the next three releases in three days. I wanted the "Always On" Loadouts to be completely persistent and that turned out to need more than one pass to get right - the feature itself in 0.8.22, then two rounds of hardening and clarity once real use turned up the edge cases.

What Always On does - mark any load-out "Always On" from the Loadouts page (Player tier and up) and BMM keeps its mods active no matter what else happens: switching to a different load-out, closing BeamNG or BeamMP, relaunching BMM entirely β€” an Always On Loadout's mods stay right where they are. Turning one of those mods off by hand is only temporary; it switches back on the next time BMM rescans your library, imports mods, applies a load-out, or launches, so an Always On load-out can't quietly end up missing pieces.

It got sturdier fast (it was hittin' the gritty 🀣)

Always On now holds even if you've turned off "import mods when the game closes," since the two settings used to be quietly tied together (switching off the import setting was silently switching off the close-time part of Always On too). The marker itself only shows up where it's actually being applied now β€” a locked Loadout, or one on a plan without Always On, no longer shows the marker or a lit-up button as though its mods were being kept active when they weren't. And while BMM is switching a set of mods on, it now re-checks whether the game has started back up mid-switch and stops if it has, instead of writing into a game that's already running; this matters most right after you quit and immediately relaunch.

And it got clearer - Always On now shows as a pin next to your load-out instead of an "On" label, so it's easy to tell apart from the green dot that marks whatever load-out is active right now. If Always On is saved but not actually running β€” because the Loadout is locked, or your plan changed β€” the Load-outs page now labels it "paused" instead of quietly doing nothing, and hovering the pin anywhere explains why. Your setting is kept either way; nothing gets switched off behind your back. Switching Always On off now asks you to confirm first too, so a setting that quietly stays on until you change it doesn't turn off in silence either.

A few other things that landed alongside all this: a maximized BMM window could get stuck small after a display or resolution change β€” unplugging a monitor or switching between 4K and 1080p, for example β€” instead of filling the new screen size, which is now fixed; opening a mod on the Conflicts page shows its conflicts right at the top of the details panel instead of making you scroll for them; "Check for updates" is now unavailable while BeamNG is open, after a report that using it could crash the game; and if BMM ever has to rebuild your library after its catalog file gets damaged, it now leaves your load-outs' version pins alone for that session rather than guessing and moving members onto whatever build is newest. One more, quieter change: sign-in hardening already went live on the licensing server with no update needed on your end β€” the Patreon connect flow can no longer be kicked off from a link on another website, and a connect link now expires after ten minutes instead of staying valid indefinitely.

Updating: on 0.8.8 or newer, just hit Settings β†’ Check for updates (or the update pill in the top bar). Or:

Download it here: BeamModManager.xyz.

(Portable version also available there)

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-0-166050910

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.25-0.8.26: A Sidebar That Shrinks, Mouse Navigation That (Actually) Works, and more fixes.

Released August 4-5, 2026

Two more updates from this past week that I felt belong together - 0.8.25 introduced a collapsible sidebar and mouse back/forward navigation (I know my power users are going to be happy with that one 🫑), and 0.8.26 is really just me making the mouse buttons actually work, because it turned out it mostly didn't and it depended on your hardware. Now it's actually works. lolol. Here's the details:

A sidebar that can shrink - Collapse it down to a slim icon strip using the arrow at its top, handy on smaller windows. Your library sections, Loadouts, the Loadouts page and the Servers page all stay one click away. Filter chips and library stats hide while it's narrow, but any filter you had switched on stays switched on β€” the strip shows a "Clear filters" row (hover it to see what's active), one click clears it.

Mouse back/forward. V2 (lol) - 0.8.25 added support for the back/forward buttons most mice have, the same way they work in a web browser: step between pages, scopes, and views you've visited, with your search and filters coming back with you. The problem: BMM listened for these the way Windows describes them, and on a lot of mice that signal never actually arrives β€” so for plenty of people the feature quietly did nothing. 0.8.26 fixes that for real: BMM now listens three ways at once, including the one your mouse actually uses, and Alt+Left / Alt+Right do the same job from the keyboard if you'd rather not rely on your mouse at all.

Filters got harder to lose track of - When something's narrowing your library, the sidebar now says so in plain words β€” "Clear: supported creators only," "Clear: search …" β€” and one click clears all of it. That row used to only show up while the sidebar was collapsed, so a filter you'd switched on by accident could quietly cut your library down to a fraction of itself with nothing on screen to explain why. It now also covers the author filter and search box, not just categories, tags and creators, so anything narrowing what you see is named in one place. "Supported Creators Only" also got easier to spot β€” it now lights up in Patreon orange using the same mark you already see on mod cards (it still matches Ko-fi, Buy Me a Coffee, Gumroad and Boosty creators too, not just Patreon), and it stays visible even when the sidebar is collapsed, instead of vanishing unless it was already on.

A few smaller things: Loadout names that start with an emoji now show that emoji in the collapsed sidebar instead of a letter; the sidebar's collapse control moved to a tab on the edge, matching the one on the mod details panel, so it no longer eats space inside the sidebar itself; and when an update button is greyed out, BMM now says why right on screen instead of hiding the reason in a tooltip you had to go looking for.

When starting a mod update β€” "Update Mod" or "Update All" β€” is also now unavailable while BeamNG or the BeamMP launcher is open, matching "Check for updates": before this, an update could still download in the background while the game was open, either sitting there waiting for you to switch after quitting or landing in your library without you realizing. "Update All" also now stops cleanly if BeamNG or BeamMP launches partway through a run, naming the program that interrupted it and still reporting what it finished β€” run it again afterward to pick up where it left off. βœ…

Updating: on 0.8.8 or newer, just hit Settings β†’ Check for updates (or the update pill in the top bar). or:

(Portable version is on there)

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-0-166052840

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.