BeamNG Mod Manager đ§Ą 0.8.37-0.8.41 Update: My Server, the Live Dashboard, and Your Patreon Connection - All Hardened. Plus Faster Bulk Deletes.
Released August 27, 2026
Five fairly quiet releases combined for this one - One small interface fix, and then a dedicated audit pass back through three of the features you've seen the most lately.

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

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

My Server, kept honest - Moving or clearing your My Server folder no longer strands mods in limbo. Before, pointing BMM at a different server folder could have "Activate" claim success while putting nothing in the new folder, and clearing the folder meant a server mod couldn't be switched off at all. Now activating genuinely links into the folder you chose (the copy in the old folder is left alone, in case that server's still running), switching off works whether or not a folder is set, and a rescan flags any mods still pointing at the old folder. Alongside that: the two "Open Folder" buttons for the My Server folder in Settings now actually open it, automatic duplicate tidying leaves a mod alone when it's the copy your server is serving rather than possibly retiring it, picking a Mod Storage folder that sits inside your My Server folder now warns you the same way the reverse direction always did, prepping the same BeamMP server twice in a row no longer re-reports work it already did, and Rebuild Mod Database now sends BeamNG's db.json to the Recycle Bin instead of deleting it outright.

Live Dashboard, hardened - A rare startup hiccup could previously let BMM quietly save an empty history over your real lifetime driving stats, if it hit a disk error at exactly the wrong moment while recovering from an unclean shutdown. Now a failed read simply refuses to write anything for that session rather than risk your numbers. The relay's self-loop guard now checks where a forward target actually points rather than just how it's spelled, so a hostname that quietly resolves back to your own machine is caught the same way a literal 127.0.0.1 always was. Re-running one-click setup after changing BMM's listen port no longer mistakes BMM's own old setting for a real dashboard app and forwards it into a dead port, the setup card now tells you more when sends are failing or malformed packets show up, and driving-stat "bests" can no longer record a bogus multi-minute 0-60 or quarter-mile from creeping along before accelerating. The 20 Hz live-gauge stream also now only runs while something's actually showing it, instead of broadcasting for every Player+ user with the game running. From the same audit: a few smaller correctness fixes on this surface, plus 63 new regression checks pinning all of it in place.

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

And finally, faster under load - Deleting a lot of mods at once is much quicker now. BMM does the whole batch in a single pass, one save and one refresh at the end, instead of a slow separate round-trip per mod, so a big cleanup finishes quickly; everything else is unchanged, deleted files still go to the Recycle Bin, and BMM still asks you to close BeamNG first before removing mods that are active in-game. The app also stays more responsive while it's busy - during bulk actions it no longer re-scans your game and BeamMP install folders on every tiny internal update, briefly reusing a fresh result instead, while still re-checking immediately if you click "Check for game" or change a folder. And from the same audit as the three above: several duplicated pieces of code were merged into one shared version, trimming the app a little, with no change to how anything looks or behaves.
Updating: on 0.8.8 or newer, just hit Settings â Check for updates (or the update pill in the top bar). Or:

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