anglicky 2026-08-01

BeamNG Mod Manager 🧡 0.8.18-0.8.20: Loadouts that don't Forget, Premium That Doesn't Vanish, and many fixes + tweaks

Released July 31, 2026

0.8.18, 0.8.19, and 0.8.20 all went out over the past day or so, and they all focused on the same things really so here's one post for all 3 updates.

BMM now explains more of what it's doing in moments it used to just quietly do. Lost load-out members you'd never notice were gone. Clean-up that ran before the window even opened. A "you're up to date" message after a check that never actually finished. All weren't very common but still possible, so I had decided to make sure they had fixes included in these versions.

Loadouts stop losing members that could come back - if you opened a load-out while BMM was still building your library (first launch after an update, or mid-rescan), it could permanently drop a member. The mod file was never touched, only the load-out's memory of it — so re-importing wouldn't bring it back. Now a member is only dropped when BMM genuinely can't recognize it anymore; anything recoverable stays, and re-importing puts it right back where it was.

"Support the creator" links can't vanish either - if BMM's curated creator list was briefly unreadable (a bad update on my end, or just a network hiccup), every user's saved links used to get wiped to empty until the next healthy start. Now BMM keeps whatever links it already has whenever the list can't be read and only clears them when it's genuinely meant to be empty.

BMM double-checks before it trusts a file - swap a mod's zip in Mod Storage by hand for a different build and importing that mod again used to be able to recycle the new file as a "duplicate" of bytes that weren't there anymore. BMM now confirms the stored file actually still matches before folding anything together — worst case, you get an extra copy on the Duplicates page to sort out yourself, instead of a silent, wrong merge. Damaged and unreadable zips get the same honesty: a zip that can't be read during a rescan is kept exactly as it was rather than quietly overwritten with a title-only stub, and it shows up under "Needs Rescan" with a real explanation instead of silently passing as scanned. And the Resolve screen no longer mistakes a creator's dated release (a file ending in something like "-20250114") for a renamed duplicate — a mix-up that could've had it recommending you delete the newer file.

Your premium status doesn't quietly lapse - if BMM ever can't confirm your Patreon membership for a while, it now tells you before your premium features actually drop: a small badge in the top bar, an honest line in the Membership window, and the date your offline grace runs out to. Premium keeps working that entire time, and the date pushes back out the moment a check succeeds again. If Windows can't read your saved Patreon login, BMM now says "reconnect to keep premium" instead of pretending everything's auto-renewing behind the scenes. The portable version got the same honesty for its own update check — one that couldn't reach the update feed now says "couldn't check" instead of quietly claiming you're already up to date.

And all around BMM just tells you more, period - automatic clean-up used to do its folding and tidying before the window even opened, so you'd never see the notice. Now you get it the moment the window's up, with full details (and the 7-day undo) in Settings → Cleanup log. The Settings import buttons now report everything an import actually did — copies folded, versions tidied, skips broken down by reason — instead of a summary that could call a locked file "already in your library" or a BeamMP cache folder "No mods found" when neither was true. Load-out messages show real applied counts instead of "Added 10" for ten mods that were already there, and sidebar counts finally match whatever your search box and author filter are showing.

A couple of smaller, worth-knowing changes: BMM 0.7.3 and older can no longer connect to Patreon — the old sign-in path those builds used got removed since a web page you never opened could trigger it. If you're still on one of those, update first and then connect. And automatic import on game close got a bit safer: a momentary hiccup in BMM's "is the game running?" check can no longer be mistaken for the game actually closing, so it won't move files while BeamNG or BeamMP is still open.

Under the hood: a far-future date on a mod can't fool BMM into treating the wrong build as the newest one anymore — the app closed that door in 0.8.18, and the update-check server closed the matching hole in 0.8.19, so a garbage date on a repository page can't fake an "update available" from either direction. This run also added two new regression-gate suites plus dozens of new checks, the opt-in telemetry consent text now lists exactly what an opt-in launch ping sends (app version, OS version, display language), and a paying member can no longer get bumped down to free by a momentary Patreon hiccup or a server-side misconfig — that now holds your offline grace instead of downgrading you instantly.

Updating: on 0.8.8 or newer, just hit SettingsCheck for updates (or the update pill in the top bar). Otherwise grab it from BeamModManager.xyz.

Three releases about BMM being straight with you felt worth doing back-to-back — hope it makes the app feel a little more trustworthy day to day.

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

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