BeamNG Mod Manager 🧡
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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 — 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 — 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 — 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 — prepping a server from the browser does it for you — 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 — every one of them is still sitting in Mod Storage — 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 SettingsCheck 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 — 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 — if you deleted mods at the exact moment clean-up happened to be running — 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 — lost files, a library that won't open, lost mod data — 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 SettingsCheck 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 — 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 SettingsCheck 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.
BeamNG Mod Manager 🧡 0.8.30: "Always On" That snaps back like it should, and Quiet Tightening Under the Hood.

Released August 7, 2026

One real user-facing fix here, and a handful of quiet ones that don't change anything you'll see - which is exactly the point of them.

*Always On* Loadouts snap back the moment they should - Loadouts now switch their mods back on the instant your Patreon subscription is confirmed, instead of waiting for an unrelated action like a rescan or an import. Before this, resubscribing could show a load-out as enforced while nothing had actually been switched on yet. Worth knowing: BMM quietly re-confirms your subscription about twice a day, and that re-check now also re-applies Always On — so a mod you switched off by hand can come back on at that moment too, the same way it already does after a launch, rescan, or import.

Clicking "Connect with Patreon" again while a sign-in is already underway now joins the one already in progress instead of opening another browser tab and another listener each time. If you lose the browser tab, the second click simply picks up the same sign-in.

Under the hood: the app's two halves got a bit of internal tightening in how they talk to each other — the settings channel now accepts only the fixed list of settings BMM's own interface actually sends, and the "open folder" action will only ever open a folder.

No visible change here — the app's interface runs sandboxed and none of this was reachable from outside; it's a second line of defence, not a fix for a live problem. Installed builds also now always talk to BMM's own licensing server (a developer override still works while building the app, but is ignored once installed), and a bundled library the auto-updater uses to read its update feed got updated — the flaw it fixed could only make an update check spin the CPU, and only if the download host itself were compromised or the connection intercepted. Routine hygiene, not something any of you were exposed to.

Updating: on 0.8.8 or newer, just hit SettingsCheck 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-0-8-166440138

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