Beam Mod Manager (BMM) 🧡
2.11K subscribers
66 photos
6 files
57 links
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!
Download Telegram
BeamNG Mod Manager 🧡 0.8.31: Cover Images for Load-outs, and Smarter Version Suggestions.

Released August 11, 2026

A customization piece and a smarter Duplicates page, mostly.

Loadouts can finally have a custom image - Pick any picture from your computer right on the Load-outs page, the same way you already set a custom cover on a mod, and "Reset to Default" takes it back to the standard look. Covers travel with your own backups but are deliberately left out of a shared load-out file — they're your local display choice, not part of the load-out itself.

The mod name in the details panel now shows a little pencil beside it - The name has always been editable (click it and type), but nothing ever said so. The pencil makes that visible, and clicking it puts you straight into renaming.

A "Clear BeamMP Mods Folder" button in Settings empties the BeamMP mods folder in one go, after showing you exactly which folder, how many files, and how much space. Everything goes to the Recycle Bin — nothing's deleted outright — and BeamMP will redownload whatever a server needs the next time you join. Any servers you'd already prepped will need prepping again.

Smarter duplicate suggestions - BMM now also reads how recently the files inside each zip were changed. I did this so that mods with little-to-no info added by the mod author are still handled well by BMM and provide accurate suggestions on which mods to keep.

A newer build imported without version info used to be the one suggested for deletion in favor of the older copy; file dates now break that tie the right way round. This only changes which copy BMM suggests keeping, nothing is ever deleted automatically. To gather the dates, BMM rescans your whole library once after this update; at the next launch, or on your next "Rescan library" click if you've turned automatic launch rescans off — which can take a little while on a large library.

The "Multiple versions" section of the Duplicates page also got the same Resolve flow duplicates already have; Now you can open a version stack, compare version, update date, size, rating and when you added each build side by side, see when a build is part of a load-out before you delete it, and keep the one you want with BMM explaining why it suggests the one it does.

One more small one: Users have been requesting that there be a way to reset the Disk Space Saved total. Well now you can, go its dashboard if you want to start the count fresh. Resetting only clears the running tally — it doesn't delete, move, or change any files.

Updating: on 0.8.8 or newer, just hit Settings → Check for Updates (or the update pill in the top bar).

(Portable version is on there)

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-166440477

Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BMM 🧡 0.8.32 Update! Lifetime Stats has been added to BeamNG Mod Manager!

Released August 8, 2026

This is big one that I've wanted to add since like the first week of messing with BMM about 2 months ago. Stoked for this. Love the data. But also, it is just how wild it is to know how many times you've spent in the air or burning out in BeamNG. It's incredible, and I hope you all enjoy it as much as me and my brothers do. haha. 😅🤙

A NEW LIFETIME STATS PAGE!!

Now you see how far you've actually driven in BeamNG. Total distance, your most-driven vehicles, and time spent per game mode and per map. These are BeamNG's own numbers — the game's been keeping them all along, in a file on your PC — so your whole history is there the first time you open the page. BMM only reads that file, it never changes it, and nothing on the page ever leaves your machine. Free on every tier. Distances show in Kilometers or Miles, and your choice is remembered. If BMM can't find or make sense of that file, the page says exactly that and shows nothing rather than guessing — a blank number is never quietly filled in with a zero. This is just v1 and it will get more useful and prettier in future versions.

The extra file safety underneath: BMM is now a lot harder to upset with a malformed or deliberately hostile zip file - every piece of information BMM reads out of a zip (names, icons, preview images, backup contents) is now read with a hard size limit enforced as the data actually arrives, rather than trusting whatever the zip claims about itself. A zip that lies about its own size can no longer make BMM read far more than it should.

One thing I decided to lean towards safety on: Very large mods (over about 4 GB) are now listed under their file name without a preview image or details in the library. That size of mod uses a zip format that BMM can't safely tell apart from a hostile file, so it errs on the side of not reading it. Nothing is lost, deleted, or broken, and the mod still activates and works completely normally — it just looks plain in your library. If a big map of yours suddenly looks bare, this is why.

Two smaller things alongside all that: Mod downloads now check each step when the BeamNG site forwards them somewhere else, so a download can only ever follow a secure link that actually came from beamng.com itself. And the Loadout name in the editor now shows the same little pencil the mod name got last update, so it's obvious the name can be edited there too.

Updating: on 0.8.8 or newer, just hit Settings → 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/bmm-0-8-32-stats-166443278

Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧡 0.8.33: Less annoying when Patreon does a token "Refresh".

Released August 13, 2026

This one's for anyone who pays to support BMM, because it fixes something that really only annoys Paid users.

If BMM can no longer verify your Patreon connection - it no longer strips your premium features and throws the "choose Loadouts to keep" screen at you. Your benefits now keep working for up to 14 days while a "Reconnect Patreon" pill in the top bar and a note in the Membership window ask you to re-link, with the exact date your premium would pause if you don't. One click reconnects you, and a real change in your membership is still detected honestly — this isn't a loophole, just BMM no longer punishing you for its own connection trouble.

The "choose Loadouts to keep" screen itself got friendlier too, for the moments it does still show up - it now has a Reconnect Patreon button right there, which unlocks everything again instantly, and you can close it with Esc or the X to decide later; nothing's locked until you actually choose, and it simply asks again next launch. It also no longer flashes up during launch in the brief moment before BMM has finished re-checking your membership.

The Membership window tells the truth in every state now - if your saved connection has actually died, it says so and offers Reconnect instead of a "Re-check" that could only fail again, and a Disconnect option is always right there if you want it.

For anyone curious how this works without just quietly giving everyone premium forever: the fix distinguishes "your saved sign-in token no longer works" (an authentication problem, often caused by a lost token rotation on BMM's/Patreon's side) from "your membership actually ended" (a real answer from Patreon) — only the second one changes your tier. Nothing here weakens the checks: a lapsed membership still downgrades exactly as before, and the preserved access is strictly bounded by that same 14-day window. This also keeps the supporter wall updated more durably.

Updating: on 0.8.8 or newer, just hit Settings → 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-0-8-166721664

Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧡 0.8.34: A Live Dashboard to pair with in-game Driving, and more Stats!

Released August 14, 2026

I'm stoked to share this one! Check this out! 😁

A Live Dashboard (Player and up) - real-time gauges while you drive: speed, a tach with a shift light, gear, pedals, engine and oil temps, fuel, boost, a G-force friction circle, drift angle with a DRIFTING indicator, aircraft-style roll and pitch gauges, dash warning lights, and altitude, all updating live. It's fed by BeamNG's own data feeds, and it's built with a second monitor in mind — put BMM on one screen and drive on the other.

New, and free for everyone: This Session and Lifetime Driving Stats - Distance, Top Speed, 0-60/0-100/quarter-mile bests, Drift stats, detected crash/rollover/spin counts, per-gear stats, and more, all quietly accumulated locally as you play. Worth knowing: BeamNG doesn't actually report oil pressure (testing this so it may show, it may not), so that's the one gauge and stat that's the exception, and the crash/rollover/spin counts are BMM's own detected estimates rather than numbers the game reports directly.

Setting it up is one click - With your permission, BMM edits BeamNG's own settings file to turn on the two data feeds the dashboard needs, keeping a timestamped backup of that file in BMM's data folder first. If you already use another dashboard tool like SimHub, BMM passes the data through to it while BMM is running, so that keeps working too — but BeamNG is now pointed at BMM rather than your dashboard tool directly, so if BMM isn't running, your other tool won't receive anything until you reopen it. Manual setup instructions are included if you'd rather wire it up yourself.

All of this driving data — live and historical — stays on your PC. It's never sent anywhere.

A few smaller things came along with it: the Stats page gets a metric/imperial toggle for the whole page and can now auto-open when BeamNG launches (on by default; turn it off in Settings if you'd rather open it yourself). There's also a new tray icon — closing BMM's window can now minimize it to the tray instead of quitting outright, so the dashboard and the game-close import keep working in the background. You'll be asked which you want on the first close, and you can change your mind any time in Settings. And the Server Browser's columns can now be sorted just by clicking their headers.

For the technically curious: the game-settings edit is new, and it only ever happens with your consent. The existing "won't check for mod updates while BeamNG is running" behavior is unchanged.

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

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-166724617

Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
❤1
BeamNG Mod Manager 🧡 0.8.35: Customize your Live Dashboard and Stats Page, Update Hardening, and support for users running a BeamMP Server locally.

Released August 20, 2026

A couple of fixes worth knowing about, a new home for users that want to manage mods for a local BeamMP server, and some polish on last update's dashboard.

Fixed a rare case where "Check for Updates" could offer - and download - an older build of a mod than the one you already had. Three independent guards now stand between a mod and a downgrade: BMM compares the two versions before it will call anything an update, it checks again at the moment you click, and it refuses outright to replace a newer build with an older one. If a mod of yours was downgraded this way, run "Check for Updates" once - it now recognizes the situation and corrects itself.

Imported mods with a clashing name are named more sensibly. When a mod you import shares its file name with one already in your library but is a different file, the newcomer no longer lands as "... - IMPORTED DUPLICATE": it takes the mod's own version number where BMM can read one, and a plain "(2)" counter where it cannot. Files still carrying the old suffix are renamed to the new scheme automatically, once. This is a file name change only - your Loadouts, tags, favorites and covers are untouched.

New, free for everyone: My Server. If you run a BeamMP server on this PC, BMM can now look after its mod folder the same way it looks after the game's. Point BMM at the folder once, then use the new BeamNG / My Server switch at the top to choose which one you're activating mods into. BMM only ever touches the folder you pointed it at.

The Driving Stats page can now be laid out the way you want - drag cards into a different order and hide the ones you never look at. Hidden cards stay visible, dimmed, in place, while you're editing, so bringing one back is a single click rather than a full reset. You can also choose which gauges and readouts show on the Live Dashboard itself: Speed, Tach, Pedals, each vital, the G-circle, drift and attitude gauges, the warning lights and the altitude row. The "Reset Layout" button puts everything back to the factory layout.

A few smaller things: receiving data from another app now works properly - the two ports BMM listens on can be changed in Settings instead of being fixed, and there's a short guide for the arrangement where BeamNG feeds SimHub and SimHub passes the data on to BMM, useful if you'd rather leave your existing dashboard tool in charge of the game's settings. The two connection dots on the Live Dashboard are now labelled OG and MS, so it's obvious which feed each one is reporting on - OutGauge for the gauges, MotionSim for the roll and pitch. Also, now the mod details popout drawer now shows the date a mod was added to your library; it also appears on the Resolve cards when you're deciding which copy to keep.

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

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-167256011

Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧡 0.8.36: Mod Dependency Manager v1, and now Servers searches are persistent.

Released August 25, 2026

One of the last major hurdles to players having a frictionless experience modding beam is when mods fail because another mod is missing. I added the first version of some features to help fix that! 😁

New (Player+): BMM now notices when an active mod needs another mod to work. Plenty of mods say so only in their description - "requires the such-and-such pack" with a link - and it's easy to miss, so the mod simply misbehaves in game. A new Dependencies row in the sidebar counts the active mods whose stated requirements aren't active, and its page lists each one with what's missing and where that stands: sitting in your library but switched off, or not in your library at all. Mod details gained the fuller picture too - a "Dependencies" section listing every requirement with its status, including the ones already active, and a separate "Mentioned mods" list for the other mods a description merely points at, recommendations rather than requirements.

A new Dependencies row in the sidebar counts the active mods whose stated requirements aren't active, and its page lists each one with what's missing and where that stands: sitting in your library but switched off, or not in your library at all. Mod details gained the fuller picture too - a "Dependencies" section listing every requirement with its status, including the ones already active, and a separate "Mentioned mods" list for the other mods a description merely points at, recommendations rather than requirements.

Fixing what it finds is one click. On the Dependencies page, "Activate All Required" switches on every requirement you already own; in a mod's details each requirement gets its own Activate button; and a new check appears when you press Launch, listing what's missing before BeamNG starts and offering "Activate & Launch", launch anyway, or go back. Requirements you don't own yet are named and linked to their official page - BMM never downloads anything on its own. Not subscribed? The Dependencies row still shows you the count, and the page and the mod-details sections show you the shape of the answer behind a lock, so you can see exactly what you'd be getting.

Worth knowing about the detection: it reads the words mod authors write on their mods' repo page, so it's a helpful hint rather than a guarantee. BMM deliberately errs towards saying too little - a mod only counts as a requirement when the description actually asks for it, and anything less certain is listed as a mention instead of a warning. Nothing is ever activated, downloaded or changed without you clicking. I'm going to try to make this better manually as time goes on but it will likely rely on users reporting instances manually and then adding them to the BMM "logic". 🤝

The Servers page now remembers what you were doing - Your search, every filter, the column you sorted by and the server you had open all survive leaving the page and coming back, until you close BMM. Nothing about this is saved to disk. And with "Only servers I have every mod for" ticked, servers that need no mods at all no longer crowd out the ones you're actually ready for: servers you have mods for are listed first. Sorting a column yourself still wins over this.

Another small change: the update icon's been redrawn - a download arrow dropping into a tray - so the sidebar Updates row, the update badge on a mod card, and the top-bar update pill all fit just a bit better. Hover the Updates row and the arrow animates. 🤓

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

Download here: https://BeamModManager.xyz

Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/beamng-mod-0-8-167617407

Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
We’re LIVE! 🧡
Come join us on Twitch, YouTube, and X — we’re playing WARDOGS, released today!

🔴 X: https://x.com/i/broadcasts/1AGRnZdVONRGl
▶️ YouTube: https://www.youtube.com/watch?v=FQIY84r38pc
🎮 Twitch: https://www.twitch.tv/beamngmodmanager

Come hang out and watch us put WARDOGS through its paces!
BeamNG Mod Manager 🧡 0.8.37-0.8.41 Update: My Server, the Live Dashboard, and Your Patreon Connection - All Hardened. Plus Faster Bulk Deletes.

Released August 27, 2026

Five fairly quiet releases combined for this one - One small interface fix, and then a dedicated audit pass back through three of the features you've seen the most lately.

First, the small one: the "Missing dependencies" window that appears when you press Launch got tidied up. It's now wide enough that everything fits - the "Open official page" button no longer spills past its row, long mod names are shortened with an ellipsis instead of pushing things around (hover to read the full name), and the stray sideways scrollbar, plus the odd white square that sat in its corner, are gone.

The rest is where the real work went. After shipping My Server, the Live Dashboard, and the Patreon connection fix in close succession, this was our biggest code audit yet - a dedicated pass back through all three to close the edge cases, including a stuck-forever edge in mod-update downloads, quitting made more robust while stats are being saved, and a documentation pass so the code and its safety rules tell the same story.

My Server, kept honest - Moving or clearing your My Server folder no longer strands mods in limbo. Before, pointing BMM at a different server folder could have "Activate" claim success while putting nothing in the new folder, and clearing the folder meant a server mod couldn't be switched off at all. Now activating genuinely links into the folder you chose (the copy in the old folder is left alone, in case that server's still running), switching off works whether or not a folder is set, and a rescan flags any mods still pointing at the old folder. Alongside that: the two "Open Folder" buttons for the My Server folder in Settings now actually open it, automatic duplicate tidying leaves a mod alone when it's the copy your server is serving rather than possibly retiring it, picking a Mod Storage folder that sits inside your My Server folder now warns you the same way the reverse direction always did, prepping the same BeamMP server twice in a row no longer re-reports work it already did, and Rebuild Mod Database now sends BeamNG's db.json to the Recycle Bin instead of deleting it outright.
Live Dashboard, hardened - A rare startup hiccup could previously let BMM quietly save an empty history over your real lifetime driving stats, if it hit a disk error at exactly the wrong moment while recovering from an unclean shutdown. Now a failed read simply refuses to write anything for that session rather than risk your numbers. The relay's self-loop guard now checks where a forward target actually points rather than just how it's spelled, so a hostname that quietly resolves back to your own machine is caught the same way a literal 127.0.0.1 always was. Re-running one-click setup after changing BMM's listen port no longer mistakes BMM's own old setting for a real dashboard app and forwards it into a dead port, the setup card now tells you more when sends are failing or malformed packets show up, and driving-stat "bests" can no longer record a bogus multi-minute 0-60 or quarter-mile from creeping along before accelerating. The 20 Hz live-gauge stream also now only runs while something's actually showing it, instead of broadcasting for every Player+ user with the game running. From the same audit: a few smaller correctness fixes on this surface, plus 63 new regression checks pinning all of it in place.

Your Patreon connection, tidied - If BMM ever can't read your saved Patreon credentials, the buttons on that screen now match the situation: a free account can finally disconnect right there, and a premium account is offered Reconnect - the only action that can actually fix it - instead of a "Re-check" that could only fail again. A safety belt was also added to the load-out downgrade screen: if it's ever reached while your membership is still active, BMM now refuses to lock your Loadouts rather than act on a stale snapshot. You should never see that screen while entitled anyway - this just makes sure a paid account's loadouts can't be locked by mistake. New regression checks lock this logic down too, including a guard that an invalid sign-in token can never unlock premium.

And finally, faster under load - Deleting a lot of mods at once is much quicker now. BMM does the whole batch in a single pass, one save and one refresh at the end, instead of a slow separate round-trip per mod, so a big cleanup finishes quickly; everything else is unchanged, deleted files still go to the Recycle Bin, and BMM still asks you to close BeamNG first before removing mods that are active in-game. The app also stays more responsive while it's busy - during bulk actions it no longer re-scans your game and BeamMP install folders on every tiny internal update, briefly reusing a fresh result instead, while still re-checking immediately if you click "Check for game" or change a folder. And from the same audit as the three above: several duplicated pieces of code were merged into one shared version, trimming the app a little, with no change to how anything looks or behaves.

Updating: on 0.8.8 or newer, just hit Settings → 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-0-8-0-167847446

Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BeamNG Mod Manager 🧡 Update 0.8.42-0.8.44: The Dependencies System gets a bit better. Now User-Correctable and More Complete.

Released August 27, 2026

Three quick releases refining the dependency checking from a couple weeks back, plus a couple of small fixes.

Dependencies you can correct - You can now dismiss a dependency warning that doesn't apply to you. A mod's required-mod info only exists as free-form text in its description, so BMM can occasionally read a requirement that isn't really one; if that happens, click "Not a requirement" on the Dependencies page and the warning clears from the badge, the page, and the before-launch check all at once. Changed your mind? Open the mod's details page and choose "Re-include" - dismissals survive a rescan and are saved in your backups. And when a required mod is one you already own in more than one version, BMM now offers to activate the same build the rest of the app already treats as newest, so the Dependencies page, your Loadouts, and your version stacks all agree on which copy is current instead of occasionally disagreeing.

Dependencies filled in - Some mods don't clearly say which other mods they need; the requirement's buried in the description, or just not written down at all. BMM can now fill those gaps from a small, curated list, so a required mod the description didn't spell out still gets flagged on the Dependencies page, in the mod's details, and in the before-launch check. Anything that doesn't apply to your setup is still one click to dismiss, exactly like above. This works quietly in the background and needs no action from you - the list is maintained centrally and picked up automatically, so coverage can improve over time without waiting for an app update.
*This is something I have to do manually as we go so bear with the time it might take to cover more and more mods*

Two other small fixes: Deleting mods is a little safer now - If you had mods selected and then opened the Dependencies page, which shows a list rather than your mod cards, the Delete key and the bulk buttons could still act on mods that weren't on screen. Those actions are now hidden on that page, and your selection is kept intact for when you go back to a normal view. And if you manage mods for your own multiplayer server (the My Server view) and update a mod your server was serving, the update message now reminds you the server is still handing out the previous version until you re-activate it there - so what your server serves and what your library shows don't quietly drift apart.

Updating: on 0.8.8 or newer, just hit Settings → 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-0-8-0-167878050

Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
❤1
Channel name was changed to «Beam Mod Manager (BMM) 🧡»
BMM Update 0.8.45-46: Quality-of-Life Polish, Clearer Dependency Badges, and Membership Details

Two small polish releases back-to-back - Mostly making things that already existed easier to see and use.

Mods missing a required dependency now show a small red broken-chain badge right on the card - click it to jump straight to that mod's Dependencies. A mod's Dependencies section also now sits near the top of its details, so you can see it without scrolling. Then 0.8.46 refined the badge itself: it's now the same chain-link icon as the Dependencies row in the sidebar, with little break marks around it, and it's bigger on mod cards so it's easier to spot. In a mod's details it sits in the top-left corner in the same red, away from the close button.

Inside a mod's Dependencies list, each required mod's name is now always shown - on narrower panels it used to get squeezed out entirely - and "Not a requirement" is a tidy one-line link instead of large wrapped text.

The toolbar has a Deactivate button alongside Activate and Delete whenever you have mods selected. "My Server" mode is now themed green throughout, so it's obvious at a glance when you're managing your own server's mods rather than your BeamNG set - and in My Server mode the "Add Mods" button in the top bar stays BeamNG orange, so it no longer blends in with the green Launch button beside it.

The membership cards now list everything each tier actually includes. Player was missing Always On Loadouts, the dependency check, the Live Dashboard, and the automatic update check at launch; Supporter now mentions the access to the Supporter-only BMM BeamMP server. Once you're a member, the membership page also drops the logo under its title, so everything fits better.

A few smaller fixes: In the duplicate resolver, the copy we suggest keeping now highlights every detail where it's the best pick - newest update, most updates, most recently added, and so on - so the important bits are easy to spot, especially with several sets to resolve at once. In a Loadout you can now remove a mod with a quick X button, and the mods already in a loadout sort to the top of its edit list for easier tidying. The Live Dashboard's connection-status dots can now be hidden with a small toggle beside them. And the cramped BeamNG / My Server switch in the collapsed sidebar is fixed, with the Loadouts button moved above your Loadouts there to match the expanded layout.

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

Download here: https://BeamModManager.xyz
Full Patreon Post: https://www.patreon.com/BeamNGModManager/posts/bmm-update-0-8-171520524

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