Modding is a core part of BeamNG, and we want to make it as accessible as possible. This page provides basic troubleshooting tips for common issues you may encounter while creating mods. It is not a full tutorial, but a starting point to help you diagnose and fix problems.
Our community regularly shares content, and newcomers are always welcome, so don’t hesitate to get started.
We aim to respond to support requests within 1 to 2 working days.
Official mod support hours:
Monday to Friday, 10:00 to 15:00 CET
All submitted mods go through manual review. This may take a few working days.
If your mod disappears from “pending approval” and is not published, you will receive a private message explaining what needs to be fixed.
Start by clearing the cache (see Useful Links). Many issues, especially with materials and models, are caused by outdated cached data.
Check the console (~ key) for errors. Most spawning issues are related to JBeam problems. See Introduction to JBeam
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Open the console (~) and fix any reported errors. Poorly optimized or error heavy mods can cause long load times and freezing.
Make sure you uploaded the exported vehicle from Automation, not just the .car file. The correct export can be found in your BeamNG mods folder. The repository does not support raw .car files. See Common Automation export issues .
Avoid overwriting original files. Use subfolders inside /vehicles/ and check the console for “duplicate files found” warnings. Check Overwriting game files issues
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Use a single .zip file containing all vehicles. Each vehicle should have its own folder inside the archive. Automation “art” folders can be placed at the root if needed. For more information see Correctly packing mods .
Always place files inside the proper structure, e.g. /vehicles/yourmod/.
Do not leave files in the root of the zip or add extra unnecessary folder layers. Check Correctly packing mods .
This is usually caused by incorrect paths in main.materials.json.
Check:
Using Texture Cooker is recommended instead of raw PNG textures. See more here .
Common causes:
Avoid starting names with numbers and keep naming consistent throughout.
JBeam uses JSON syntax. Even small mistakes will break it.
Tips:
Use materials.json instead of the deprecated materials.cs.
You can rename your material file (e.g. mymod.materials.json) to avoid conflicts with base game files. Check Overwriting game files issues .
This is often due to incorrect origin settings.
In your 3D software, set position/rotation/scale correctly and apply transforms (e.g. “Apply All” in Blender). The model origin should be at 0,0,0.
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