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 🧑 0.8.16: 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.
BeamNG Mod Manager 🧑 0.8.27: A Real BeamMP Server Browser, and One Library Instead of Two.

Released August 6, 2026

This is the biggest change to how BMM handles BeamMP since I added support for it, so bear with me β€” there's a lot here, and it's worth explaining properly. This one was a gnarly one to build. lol.

A real BeamMP server browser - the Servers page has been rebuilt to work like BeamMP's own in-game browser: categories down the side (Public, Official, Featured, Partner, Favorites, Recent, Direct Connect), a proper server table with country, map, player counts, and how many of its mods you already have, plus a filter panel for tags, server version, country, player count, download size and map β€” with the standard BeamNG maps listed first. You can favorite servers and see the ones you looked at recently. Selecting one shows its owner, description, tags and who's playing right now, alongside the list of mods it needs and which of those you already have.

Direct Connect lets you paste a server address to find it and get your mods ready. To be clear about what that actually does: BMM finds the server in the public list and preps your mods β€” it can't join for you. I tried so hard, but it feels like the only way to do it would violate BeamNG/BeamMP terms honestly and I definitely don't want to upset them. Also, if an address isn't in the public list, BMM can't see which mods it uses. Join servers from BeamMP's own list instead and BeamMP will download what it needs on its own.

And here's the part that actually changes how BMM works - the BeamNG/BeamMP switch is gone, and so is the separate BeamMP mod view. Managing BeamMP mods by hand isn't necessary anymore β€” prepping a server from the browser does it for you β€” so BMM is now one library, with the Servers page handling everything BeamMP. Because of that, BeamMP Loadouts have been removed, and any mods BMM had linked into BeamMP were deactivated once, when you updated. None of your actual mod files were touched β€” every one of them is still sitting in Mod Storage β€” and BMM tells you exactly what it did the first time you open it after updating.

A couple of things moved as a result: "Import mods from BeamNG" is now always in the top bar, importing from BeamMP lives in Settings, and there's a "Launch BeamMP" button right on the Servers page for when you just want the client open. Conflicts also now covers both BeamNG and BeamMP together instead of only whichever side you'd last selected, with each conflict labeled by where it applies.

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-0-8-166068022

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.28: Protecting Your Library From Some Rare But Serious Failures.

Released August 7, 2026

This one's not flashy, and that's kind of the point β€” five fixes for edge cases that were rare enough to go unnoticed, but serious enough that I wanted them out on their own rather than buried in a bigger post.

BMM will never delete a file from your Mod Storage folder while removing a mod from the game - if you'd ever pointed BMM's BeamMP folder at your Mod Storage folder, or at another name for it, like a mapped drive, deactivating a mod could delete the library copy outright, with nothing going to the Recycle Bin. BMM now recognizes the original file no matter how its path is spelled and refuses to touch it, and it'll warn you if you pick a BeamMP folder that overlaps your library.

Two ways BMM could fail to start, and stay that way, are fixed - if certain entries in its internal library file were damaged (a bad shutdown, a disk error, hand-editing), BMM would close with an error before the window even appeared, and every relaunch would do the same. Reinstalling didn't help, because the file survives that. BMM now repairs those entries as it loads instead.

Automatic clean-up pauses instead of guessing - if BMM's settings file couldn't be read at startup, your settings used to just reset to defaults, which meant automatic clean-up would quietly start using the default "versions to keep" number instead of yours, and could tidy away versions you actually meant to hold onto. Clean-up now pauses instead, tells you it's paused, and picks back up as soon as you confirm or change that setting.

Two smaller ones rounding it out: a rare case during automatic duplicate clean-up where a mod's tags, rating, notes and custom cover could be lost β€” if you deleted mods at the exact moment clean-up happened to be running β€” is fixed. And the mod-update downloader is hardened against a malformed response that could write a file outside BMM's download folder.

These are rare edge cases, but the failure mode on each one was bad enough β€” lost files, a library that won't open, lost mod data β€” that I wanted them called out clearly instead of buried in a bigger patch-notes post.

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-0-8-166071398

Cheers!
NickTheGrizzly 🧑
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧑 0.8.29: Server Preps That Survive Updates and Tidy-ups.

Released August 7, 2026

0.8.27 unified BeamNG and BeamMP into one main page. This one's the follow-through of making sure a server prep actually survives everything else BMM does around it, instead of quietly breaking the moment you update a mod or clean up duplicates. Pardon about how few images there are, wasn't much to show you guys. lol.

"Update Mod" and "Update All" no longer touch your BeamMP files - Updating a mod used to re-point its BeamMP link at the new version under a name the BeamMP launcher never actually looks for, quietly breaking the server prep it belonged to and leaving a stray file behind in the launcher's cache folder with no way to clear it. The launcher's folder now belongs to server prep alone: an update switches the active BeamNG mod only, "Updated" in the message means exactly that, and prepping a server again picks the right versions itself.

Automatic duplicate clean-up follows the same rule - Folding identical copies together no longer re-links the kept copy into BeamMP under a name the launcher wouldn't recognize. If a clean-up clears a prepped mod, the next prep of that server restores it correctly. Clean-up also now decides whether a fold is safe before touching anything, so a fold it ends up rejecting no longer switches the mod off first.

BMM also leaves the BeamMP launcher's own space alone - After you close BeamMP, BMM no longer moves, adopts, or tidies anything inside the launcher's cache folder; whatever it finds there is left exactly as it was. New mods are still counted and offered ("N new BeamMP mods available"), and the import button in Settings remains the way to bring them into your library.

Under the hood: BMM now keeps an explicit record of which BeamMP files it created for a server prep, instead of inferring it from filenames β€” the inference was nearly always right, but a wrong guess in either direction could leave a stray file behind or remove a file the launcher actually owned. Existing prep links get marked once, at the first launch after updating. The one-time BeamMP tidy-up from 0.8.27 is more careful too: it now waits until the BeamMP launcher is closed, completes properly even when the BeamMP mods folder can't be found, and its summary message is no longer lost if a save fails partway through. And prepping a server while another prep is still running is now refused with a clear message, instead of the two runs tangling with each other.

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

(Portable version is on there as well)

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-166439366

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