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 → 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 — 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 → 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.
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 → 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 — 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 → 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
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.
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 — 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 — 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 — because the Loadout is locked, or your plan changed — 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 — unplugging a monitor or switching between 4K and 1080p, for example — 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 — 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 → 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.
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 — 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 — 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 — because the Loadout is locked, or your plan changed — 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 — unplugging a monitor or switching between 4K and 1080p, for example — 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 — 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 → 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
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.
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 — 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 — 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 — "Clear: supported creators only," "Clear: search …" — 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 — 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 — "Update Mod" or "Update All" — 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 — run it again afterward to pick up where it left off. ✅
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-0-8-0-166052840
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
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 — 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 — 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 — "Clear: supported creators only," "Clear: search …" — 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 — 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 — "Update Mod" or "Update All" — 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 — run it again afterward to pick up where it left off. ✅
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-0-8-0-166052840
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BeamNG Mod Manager
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.
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 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-0-8-166068022
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
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 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-0-8-166068022
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BeamNG Mod Manager
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.
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 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-0-8-166071398
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
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 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-0-8-166071398
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BeamNG Mod Manager
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.
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 Settings → 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.
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 Settings → 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.
BeamNG Mod Manager
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.
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 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-0-8-166440138
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
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 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-0-8-166440138
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.
BeamNG Mod Manager
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.
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.
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.
BeamNG Mod Manager
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.
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.
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
Home
A dynamic soft-body physics vehicle simulator capable of doing just about anything.
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.
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
BeamNG Mod Manager — Organize Your Mods, Save Disk Space
Organize all of your BeamNG & BeamMP mods in one library, activate mod load-outs in one click, join BeamMP servers easily, and save disk space while eliminating duplicates! Free. Available for Windows 10 & 11.