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: BeamModManager.xyz
(Portable version is on there)
Cheers!
NickTheGrizzly 🧡
Save time and space so you can play more BeamNG.