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0.36 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Jun 17, 2025.

  1. Pewterdude73

    Pewterdude73
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    Joined:
    Apr 30, 2016
    Messages:
    94
    thank you for looking
     
  2. Luan_321

    Luan_321
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    Joined:
    Dec 14, 2023
    Messages:
    58
    BeamNG devs, fix the force feedback system, if I use it at 500 I get no feedback, car doesn't countersteer, doesn't pull when accelerating and I don't feel the bumps. If I use a strength that I am comfortable with, which is more than double the game's max in the settings, it breaks pieces inside my wheel, also, the steering becomes way too stiff when turning, come on devs, we need a balance in between strength and feedback, we need the wheel to be light when turning but we also need the car to countersteer by itself, react to bumps, torque steer, etc.

    --- Post updated ---
    When turning with 650 strength, the steering becomes as stiff as turning while parked, I don't think this is how you feel a car in real life, turning while moving should be lighter than trying to turn without power steering while parked in real life
     
  3. Deef_

    Deef_
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    Joined:
    Sep 15, 2021
    Messages:
    20
    now when i select disks from the list, the list starts from the beginning, which is very annoying
     
    • Agree Agree x 3
  4. Xupaun

    Xupaun
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    Joined:
    Aug 18, 2020
    Messages:
    840
    Looking at the files here, I noticed something strange:

    This is the code for the front drum brakes on the Burnside
    Code:
    "burnside_brake_F": {
        "information":{
            "authors":"BeamNG",
            "name":"Front Drum Brakes",
            "value":250,
        },
        "slotType" : "burnside_brake_F",
        "slots": [
            ["type", "default", "description"],
            ["brakepad_F","brakepad_F", "Front Brake Shoes", {"coreSlot":true}],
        ],
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            //brake discs
            ["burnside_spindle_FR", ["wheel_FR","wheelhub_FR"], [],{"scale":{"x":0.995,"y":1,"z":1}}],
            ["burnside_spindle_FL", ["wheel_FL","wheelhub_FL"], [],{"scale":{"x":0.995,"y":1,"z":1}}],
            ["burnside_brakedrum_FR", ["wheel_FR","wheelhub_FR"], []],
            ["burnside_brakedrum_FL", ["wheel_FL","wheelhub_FL"], []],
        ],
        "pressureWheels": [
            ["name","hubGroup","group","node1:","node2:","nodeS","nodeArm:","wheelDir"],
            //brakes
            {"enableABS":false},
            {"brakeTorque":"$=$brakestrength*3200"},
            {"brakeInputSplit":0.5},
            {"brakeSplitCoef":0.5},
            {"parkingTorque":0},
            {"brakeSpring":125},
    
            //brake thermals
            {"enableBrakeThermals":true},
            {"brakeDiameter":0.27},
            {"brakeMass":8.5},
            {"brakeType":"drum"},
            {"rotorMaterial":"steel"},
            {"brakeVentingCoef":1.0},
            //brake sounds
            {"squealCoefNatural": 0.0, "squealCoefLowSpeed": 0.0}
        ],
    },
    
    And this is from the Miramar's
    Code:
    "miramar_brake_F": {
        "information":{
            "authors":"BeamNG",
            "name":"Front Drum Brakes",
            "value":200,
        },
        "slotType" : "miramar_brake_F",
        "slots": [
            ["type", "default", "description"],
            ["brakepad_F","brakepad_F", "Front Brake Shoes", {"coreSlot":true}],
        ],
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            //brake discs
            ["miramar_brakedrum_FR", ["wheel_FR","wheelhub_FR"], ["miramar"]],
            ["miramar_brakedrum_FL", ["wheel_FL","wheelhub_FL"], ["miramar"]],
        ],
        "pressureWheels": [
            ["name","hubGroup","group","node1:","node2:","nodeS","nodeArm:","wheelDir"],
            //brakes
            {"brakeTorque":"$=$brakestrength*1150"},
            {"brakeInputSplit":1},
            {"brakeSplitCoef":1},
            {"parkingTorque":0},
            {"brakeSpring":125},
    
            //brake thermals
            {"enableBrakeThermals":true},
            {"brakeDiameter":0.23},
            {"brakeMass":3.75},
            {"brakeType":"drum"},
            {"rotorMaterial":"steel"},
            {"brakeVentingCoef":1.0},
            //abs
            {"absSlipRatioTarget":0.2},
            //brake sounds
            {"squealCoefNatural": 0.0, "squealCoefLowSpeed": 0.0}
        ],
    },
    
    Neither of them have ABS, but why the Burnside have, probably 3 layers of ABS deactivation (The brakes, the spindles and maybe somewhere else in the front) while the Miramar has none? COnsidering that ABS only works when activated, why force SO deeply the Burnside, the Nine, the Bluebuck, the Barstow and the Moonhawk to NOT have ABS when they wouldn't have it anyway because they don't have the ABS activator anyway. And I know that this is not an Old vehicle thing, because the Miramar, Piccolina, Bolide, Pigeon and Wigeon don't have the "{"enableABS":false}," line on their brakes, or anywhere else for them to not have ABS.

    The question is: Is there a reason for the old american cars to have multiple layers of ABS deactivation? Is that some tipe of joke to drive modders insane? Because it make ABSOLUTELY no sense for them to have that, and worse, for the Nine, that is a brand new vehicle code wise, to have that code on its brakes AND spindles. Like, WHY???

    I know that I can change a config in game and get ABS on everything, but that's not the point.
     
    • Like Like x 1
  5. synsol

    synsol
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    QA Lead
    BeamNG Team

    Joined:
    Aug 4, 2013
    Messages:
    1,475
    using game mode and the default current proton all levels load correctly for us, are you using an experimental proton version ?
     
    • Like Like x 2
  6. JulleGaard90

    JulleGaard90
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    Joined:
    Jan 4, 2017
    Messages:
    3
    HI, thanks for getting back.
    Yes, the problem is also present with the current default proton version and many others. Again no issues at all in desktop mode, which I find very weird.

    I've found a reddit thread where some other users have the same issue:

    https://www.reddit.com/r/BeamNG/s/V7mwaatkk9
     
  7. X-90

    X-90
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    Joined:
    Jun 5, 2016
    Messages:
    2
    Minor visual bug with MD Series SWAT variant. The rear U-Joint will continue to spin in sync with the front U-Joint even when the rear drive shaft is destroyed or removed. When the entire rear axle is torn from the vehicle, the rear U-Joint is still spinning in sync.
     
    • Agree Agree x 3
    • Like Like x 1
  8. McBeamer94

    McBeamer94
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    Joined:
    Jan 4, 2019
    Messages:
    2,581
    This has been a thing from the get go, ever since the MD got published in September last year.
     
    • Agree Agree x 3
  9. Shelbyiris

    Shelbyiris
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    Joined:
    Sep 9, 2022
    Messages:
    1,414
    like a week or 2 before 0.36 i noticed that at random times the game would just dive to 4 fps, then after a few seconds return to normal.

    checked with other people, they also have this issue, so can't be a hardware issue. i also can't immediately tell what could be possibly causing this.

    edit: god fucking damn it
     
    #309 Shelbyiris, Jun 23, 2025 at 9:49 PM
    Last edited: Jun 24, 2025 at 1:27 AM
  10. figs074

    figs074
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    Joined:
    Apr 18, 2024
    Messages:
    890
    youre a bit late
     
  11. Shelbyiris

    Shelbyiris
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    Joined:
    Sep 9, 2022
    Messages:
    1,414
    :3
     
  12. MarcDoesRacing

    MarcDoesRacing
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    Joined:
    Dec 21, 2022
    Messages:
    719
    wow, the covet remaster is great! i hope we get a new map next!
     
    • Agree Agree x 5
    • Like Like x 2
  13. BlazerNG

    BlazerNG
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    Joined:
    Apr 10, 2023
    Messages:
    36
    Since this update, something is wrong with how the game loads textures. The material editor is also pretty buggy. Now it’s no longer enough to just click on the car icon - you actually have to type the name of the car you currently have spawned in order to even see what textures it’s using. Anyway, the problem is that if you spawn one car and then another shortly after, the game sometimes completely ignores that you switched vehicles and loads some textures from the car that was spawned before.
    I’m not entirely sure how to describe the issue, so I’m including a link to a 2 videos: 1) 2)

    Everything worked fine in previous versions - this only started happening in 0.36. And yes, I’ve cleared the cache. :D
     
  14. CARROTloVEr56

    CARROTloVEr56
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    Joined:
    Jan 15, 2018
    Messages:
    80
    i do miss the smoother and more realistic gauge clusters, as well as the realistic temp and fuel gauge animation :(
     
    • Agree Agree x 2
  15. Cookiehead

    Cookiehead
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    Joined:
    Mar 20, 2023
    Messages:
    335
    that's because of the new smooth lighting.. it creates a conflict for some reason
     
    • Agree Agree x 1
  16. ShakeandBake

    ShakeandBake
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    Joined:
    Apr 8, 2025
    Messages:
    46
    Agreed. Selecting wheels takes a lot longer because of this

    As someone who knows nothing about coding, this is baffling. It’s like wiring a radio in your car and now the wipers turn on when you turn up the volume
     
    • Agree Agree x 1
  17. LiamBrazil

    LiamBrazil
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    Joined:
    Oct 1, 2017
    Messages:
    1
    The Vulkan version of the game wont load any levels, it just gets stuck loading forest after 2 mins, it worked fine on release but when i switched to the open track day from the quickstart menu it broke, i cleared cache, uninstalled all my mods and started in the Vulkan safe mode and still nothing.
     
    • Like Like x 1
  18. Lada_2105

    Lada_2105
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    Joined:
    Mar 17, 2024
    Messages:
    226
    the door trim and rear bumper parts on the Miramar Ute do not change color when choosing the "Colorable trim" skin
     
  19. Super4x4

    Super4x4
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    Joined:
    Aug 5, 2017
    Messages:
    2
    Hi,
    After updating BeamNG to version 0.36, I noticed that whenever I use the replay tool and stop recording, the camera automatically switches back to Orbit. I usually use the Relative camera, and before the update, it would stay on whatever view I was using unless I changed it myself.

    Now it keeps resetting, which is really frustrating — especially when I'm trying to record or review something from a specific angle.

    Is this a known issue? Or is there a way to stop the camera from resetting after using the replay tool?

    Thank you
     
  20. stuffi3000

    stuffi3000
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    Joined:
    Feb 6, 2022
    Messages:
    47
    [World Editor: Building Architect]
    Since the buildings architect tool was introduced, I am unable to properly export the buildings I am creating. When trying to export a building, as soon as the windows are changed, the export function breaks and throws this error into the log:
    934.78629|E|GameEngineLua:Exception| [string "/lua/ge/extensions/editor/gen/world.lua"]:1288: attempt to index a nil value
    =============== Stack Traceback >> START >>
    (1) metamethod C function '__index'
    (2) Lua local 'cb' at line 1288 of chunk '/lua/ge/extensions/editor/gen/world.lua'
    w = table: 0x01cf3b904c10 {pillar:table: 0x01ced95bd0c0, pos:cdata: (...), avplus:table: 0x01cf39404af8, df:table: 0x01cf37b8e6f8, balcony:table: 0x01cf4e26ed38, win:/art/shapes/common/building_architect_modules/windows/R_HS_A_WN_01_70x70.dae, uv:table: 0x01cda7e00c20, id:40363, nwin:0, ij:table: 0x01cdb3615b08, storefront:table: 0x01cf37b85178, doorbot:0.001, achild:table: 0x01cda7b94000, winbot:1, mat:m_greybox_base_bat, agrid:table: 0x01cdb38f8e98, doorwidth:1.5, v:cdata: (...), uvref:table: 0x01cf39393520, u:cdata: (...), stringcourse:table: 0x01cedc3fa790, winleft:0.2, door:/art/shapes/common/building_architect_modules/doors/R_HS_A_DR_01_80x200.dae, arc:table: 0x01cdb3616000}
    ij = table: 0x01cf3c7afa88 {1:3, 2:3}
    (for generator) = C function: next
    (for state) = table: 0x01cf37b8e6f8 {/art/shapes/common/building_architect_modules/windows/R_HS_A_WN_01_70x70.dae:table: 0x01cdb3615ef8}
    (for control) = userdata: (...)
    pth = string[76]: "/art/shapes/common/building_architect_modules/windows/R_HS_A_WN_01_70x70.dae"
    list = table: 0x01cdb3615ef8 {scale:1.2000000476837}
    (for generator) = C function: next
    (for state) = table: 0x01cdb3615ef8 {scale:1.2000000476837}
    (for control) = userdata: (...)
    _ = string[5]: "scale"
    id = number: 1.2
    (*temporary) = nil
    (*temporary) = cdata: (...)
    (*temporary) = number: 1
    (*temporary) = userdata: (...)
    (*temporary) = cdata: (...)
    (*temporary) = number: 40372
    (*temporary) = userdata: (...)
    (*temporary) = C function: 0x01cdcce12878
    (*temporary) = number: 9.79735e-312
    (*temporary) = userdata: (...)
    (*temporary) = userdata: (...)
    (*temporary) = string[28]: "attempt to index a nil value"
    (3) Lua upvalue 'forBuilding' at line 1192 of chunk '/lua/ge/extensions/editor/gen/world.lua'
    desc = table: 0x01cdb3ea7100 {basement:table: 0x01cdc0aaad70, afloor:table: 0x01cde8746140, pos:cdata: (...), id:40139, data:table: 0x01cdb3f82190}
    cb = Lua function '?' (defined at line 1281 of chunk /lua/ge/extensions/editor/gen/world.lua)
    ij = table: 0x01cde8728068 {1:3}
    aij = nil
    dbg = nil
    forscope = boolean: false
    cfloor = number: 3
    aijside = nil
    (for generator) = C function: next
    (for state) = table: 0x01cde8746140 {1:table: 0x01cf3b7e0290, 2:table: 0x01cf3f15aa40, 3:table: 0x01cdb33bbb30}
    (for control) = userdata: (...)
    i = number: 3
    f = table: 0x01cdb33bbb30 {update:false, top:table: 0x01cdfea60098, awall:table: 0x01cf3f159198, pos:cdata: (...), base:table: 0x01cdb31ed4a0, ij:table: 0x01cdb392e110, awplus:table: 0x01ce31b33270, h:3.2}
    (for generator) = C function: next
    (for state) = table: 0x01cf3f159198 {1:table: 0x01cf3b6d3b28, 2:table: 0x01cdb30f4b20, 3:table: 0x01cf3b904c10, 4:table: 0x01cf401af390}
    (for control) = userdata: (...)
    j = number: 3
    w = table: 0x01cf3b904c10 {pillar:table: 0x01ced95bd0c0, pos:cdata: (...), avplus:table: 0x01cf39404af8, df:table: 0x01cf37b8e6f8, balcony:table: 0x01cf4e26ed38, win:/art/shapes/common/building_architect_modules/windows/R_HS_A_WN_01_70x70.dae, uv:table: 0x01cda7e00c20, id:40363, nwin:0, ij:table: 0x01cdb3615b08, storefront:table: 0x01cf37b85178, doorbot:0.001, achild:table: 0x01cda7b94000, winbot:1, mat:m_greybox_base_bat, agrid:table: 0x01cdb38f8e98, doorwidth:1.5, v:cdata: (...), uvref:table: 0x01cf39393520, u:cdata: (...), stringcourse:table: 0x01cedc3fa790, winleft:0.2, door:/art/shapes/common/building_architect_modules/doors/R_HS_A_DR_01_80x200.dae, arc:table: 0x01cdb3616000}
    tocall = boolean: true
    (4) Lua field 'daeExport' at line 1281 of chunk '/lua/ge/extensions/editor/gen/world.lua'
    mat = nil
    f2m = Lua function '?' (defined at line 1260 of chunk /lua/ge/extensions/editor/gen/world.lua)
    desc = table: 0x01cdb3ea7100 {basement:table: 0x01cdc0aaad70, afloor:table: 0x01cde8746140, pos:cdata: (...), id:40139, data:table: 0x01cdb3f82190}
    aid = table: 0x01cf377f8918 {1:40367, 2:40368, 3:40369, 4:40370, 5:40371, 6:40372}
    afi = table: 0x01cf377f8960 {}
    id = number: 0
    (5) Lua field 'onVal' at line 18054 of chunk '/lua/ge/extensions/editor/gen/world.lua'
    key = string[10]: "dae_export"
    val = string[6]: "Export"
    sval = string[6]: "Export"
    dae = nil
    desc = table: 0x01cdb3ea7100 {basement:table: 0x01cdc0aaad70, afloor:table: 0x01cde8746140, pos:cdata: (...), id:40139, data:table: 0x01cdb3f82190}
    (6) Lua upvalue 'buttonT' at line 594 of chunk '/lua/ge/extensions/editor/gen/ui.lua'
    text = string[6]: "Export"
    key = string[10]: "dae_export"
    ctxt = cdata: (...)
    cbg = cdata: (...)
    dim = cdata: (...)
    center = boolean: true
    shift = number: -4
    (7) Lua field 'control' at line 927 of chunk '/lua/ge/extensions/editor/gen/ui.lua'
    list = table: 0x01cdb3815868 {1:- NONE -, 2:m_plaster_worn_01_bat, 3:m_stonebrick_mixed_02_bat, 4:m_stonewall_damaged_01_bat, 5:m_stucco_scraped_01_bat, 6:m_stonebrick_eroded_01_bat, 7:m_greybox_base_bat, 8:m_plaster_float_bat, 9:m_concrete_cinderblock_01_bat, 10:m_bricks_01_bat, 11:m_stonebrick_mixed_01_bat, 12:m_plaster_raw_dirty_01_bat, 13:m_stucco_white_bat}
    w = table: 0x01ceb3fef990 {ifTopRect:function: 0x01cdb098c950, keyShift:function: 0x01ceb51c6940, onUpdate:function: 0x01cdb34de868, forSide:function: 0x01ceba36f9e0, adesc:table: 0x01cecf73a040, buildingGen:function: 0x01cf3bb95ec0, goAround:function: 0x01cf4a1b3160, forHeight:function: 0x01cdb2dcfd60, wallSplit:function: 0x01cdb34dc678, keyRL:function: 0x01ceb519c710, matApply:function: 0x01ce9690b640, meshApply:function: 0x01cd9a2e0988, voice2build:function: 0x01cdb2b72358, markUp:function: 0x01cf49f8b7f8, forScope:function: 0x01ce862e0380, forDesc:function: 0x01cf4a3df1f0, onKey:function: 0x01cdb098c8d8, pillarToggle:function: 0x01cda9e62960, out:table: 0x01cf49dcb220, ifSaved:function: 0x01ce07f4bf10, forDAE:function: 0x01cf4a3df230 (more...)}
    dec = table: 0x01ceb3fe6230 {hmapChange:function: 0x01cf59cb8dd8, restore:function: 0x01cdb39d58c8, onUpdate:function: 0x01ce91823420, branchMerge:function: 0x01cdb29e1160, roadLength:function: 0x01cdb3659f28, forExitFree:function: 0x01ce91817f68, toPath:function: 0x01cdb3659f60, toSide:function: 0x01cde3494968, del:function: 0x01cf42b1d288, unselect:function: 0x01cdb0975690, decalsLoad:function: 0x01cdb336e618, matchClear:function: 0x01ce8aebfa78, decalPlot:function: 0x01cdb2e0ca90, junctionUp:function: 0x01cdb3076e10, onVal:function: 0x01cf614b4760, node2edge:function: 0x01cf3c6a3f38, out:table: 0x01cdb3ed6738, onSelect:function: 0x01cf59cb8d98, toTarget:function: 0x01cdb91a3630, sideUp:function: 0x01cda7e27160, forPlot:function: 0x01cdb7ded5c8 (more...)}
    reg = table: 0x01ce9cf2a650 {populate:function: 0x01cdd0adfab0, out:table: 0x01cdb3f6d620, forRoads:function: 0x01cf59854dc0, onUpdate:function: 0x01ceb7b46930, onSpacing:function: 0x01ce8630db28, ui:table: 0x01ceb3fd8210}
    handled = boolean: false
    desc = table: 0x01cdb3ea7100 {basement:table: 0x01cdc0aaad70, afloor:table: 0x01cde8746140, pos:cdata: (...), id:40139, data:table: 0x01cdb3f82190}
    colorNav = cdata: (...)
    inconform = nil
    injunction = nil
    insector = nil
    bsize = number: 60
    nbut = number: 3
    ctxt = cdata: (...)
    opacity = number: 1
    (8) Lua local 'func' at line 3211 of chunk 'lua/ge/extensions/editor/buildingEditor.lua'
    (9) Lua field 'hook' at line 820 of chunk 'lua/common/extensions.lua'
    funcName = string[11]: "onEditorGui"
    funcList = table: 0x01cf3b620c00 {1:function: 0x01cdb290dc00, 2:function: 0x01cd990dd5a8, 3:function: 0x01cdd0d5ce00, 4:function: 0x01cf59361fa8, 5:function: 0x01cdb2f02c30, 6:function: 0x01cf38d837a0, 7:function: 0x01ce07fb4810, 8:function: 0x01cf614a70d8, 9:function: 0x01cdc0abaf50, 10:function: 0x01cdb40bd4d8, 11:function: 0x01cf4a111a50, 12:function: 0x01ceb6a36328, 13:function: 0x01cf4a319ee8, 14:function: 0x01cd9a5d5ac8, 15:function: 0x01ce940d5290, 16:function: 0x01cf3b695180, 17:function: 0x01cf59cb9b98, 18:function: 0x01cdb3eca670, 19:function: 0x01ce9cfca4d8, 20:function: 0x01cf59883498, 21:function: 0x01ce8ef35948, 22:function: 0x01cf49f578f8, 23:function: 0x01cdb3fddbb8, 24:function: 0x01cdb2e17440, 25:function: 0x01cdb9386540 (more...)}
    (for generator) = C function: builtin#6
    (for state) = table: 0x01cf3b620c00 {1:function: 0x01cdb290dc00, 2:function: 0x01cd990dd5a8, 3:function: 0x01cdd0d5ce00, 4:function: 0x01cf59361fa8, 5:function: 0x01cdb2f02c30, 6:function: 0x01cf38d837a0, 7:function: 0x01ce07fb4810, 8:function: 0x01cf614a70d8, 9:function: 0x01cdc0abaf50, 10:function: 0x01cdb40bd4d8, 11:function: 0x01cf4a111a50, 12:function: 0x01ceb6a36328, 13:function: 0x01cf4a319ee8, 14:function: 0x01cd9a5d5ac8, 15:function: 0x01ce940d5290, 16:function: 0x01cf3b695180, 17:function: 0x01cf59cb9b98, 18:function: 0x01cdb3eca670, 19:function: 0x01ce9cfca4d8, 20:function: 0x01cf59883498, 21:function: 0x01ce8ef35948, 22:function: 0x01cf49f578f8, 23:function: 0x01cdb3fddbb8, 24:function: 0x01cdb2e17440, 25:function: 0x01cdb9386540 (more...)}
    (for control) = number: 66
    _ = number: 66
    func = Lua function '?' (defined at line 3208 of chunk lua/ge/extensions/editor/buildingEditor.lua)
    (10) Lua field 'presentGui' at line 448 of chunk 'lua/ge/extensions/editor/api/gui.lua'
    dtReal = number: 0.00700278
    dtSim = number: 0.007
    dtRaw = number: 0.0071802
    io = cdata: (...)
    (11) Lua local 'func' at line 32 of chunk 'lua/ge/extensions/editor/mainUpdate.lua'
    dtReal = number: 0.00700278
    dtSim = number: 0.007
    dtRaw = number: 0.0071802
    (12) Lua field 'hook' at line 820 of chunk 'lua/common/extensions.lua'
    funcName = string[8]: "onUpdate"
    funcList = table: 0x01cf4a2e22b0 {1:function: 0x01ceaf139460, 2:function: 0x01cdd076f550, 3:function: 0x01cd8725aec0, 4:function: 0x01cdd05ab220, 5:function: 0x01cdd07303e8, 6:function: 0x01cdd0a87610, 7:function: 0x01cdd06133e8, 8:function: 0x01cdd048ab10, 9:function: 0x01cdd0559dd8, 10:function: 0x01cd9a35c4c0, 11:function: 0x01cd9a26be60, 12:function: 0x01cd87260f88, 13:function: 0x01cdd05c2be8, 14:function: 0x01cdd0894650, 15:function: 0x01cdd07c92f8, 16:function: 0x01cdb2cf3330, 17:function: 0x01ce86333860, 18:function: 0x01cdd05acdf8, 19:function: 0x01cdb2a3fc10, 20:function: 0x01ce97724e88, 21:function: 0x01cdb39ea128, 22:function: 0x01cd9a27c2b8, 23:function: 0x01cdd0484478, 24:function: 0x01cdd0499b98, 25:function: 0x01cd87264940 (more...)}
    (for generator) = C function: builtin#6
    (for state) = table: 0x01cf4a2e22b0 {1:function: 0x01ceaf139460, 2:function: 0x01cdd076f550, 3:function: 0x01cd8725aec0, 4:function: 0x01cdd05ab220, 5:function: 0x01cdd07303e8, 6:function: 0x01cdd0a87610, 7:function: 0x01cdd06133e8, 8:function: 0x01cdd048ab10, 9:function: 0x01cdd0559dd8, 10:function: 0x01cd9a35c4c0, 11:function: 0x01cd9a26be60, 12:function: 0x01cd87260f88, 13:function: 0x01cdd05c2be8, 14:function: 0x01cdd0894650, 15:function: 0x01cdd07c92f8, 16:function: 0x01cdb2cf3330, 17:function: 0x01ce86333860, 18:function: 0x01cdd05acdf8, 19:function: 0x01cdb2a3fc10, 20:function: 0x01ce97724e88, 21:function: 0x01cdb39ea128, 22:function: 0x01cd9a27c2b8, 23:function: 0x01cdd0484478, 24:function: 0x01cdd0499b98, 25:function: 0x01cd87264940 (more...)}
    (for control) = number: 20
    _ = number: 20
    func = Lua function '?' (defined at line 23 of chunk lua/ge/extensions/editor/mainUpdate.lua)
    (13) Lua function 'update' at file '/lua/ge/main.lua:594' (best guess)
    dtReal = number: 0.00700278
    dtSim = number: 0.007
    dtRaw = number: 0.0071802
    --------------- << END <<
    This has been an issue since the Buildings Architect has been introduced, and I have already previsouly made a forum post about it: https://www.beamng.com/threads/building-architect-export-error.104191.

    I can be contacted through the official Discord server for further investigation of this issue.
    --- Post updated ---
    Dear BeamNG team,

    Since a few updates ago I am getting a very strange error after a while when editing my custom BeamNG map:
    1020.18278|E|GameEngineLua:Exception| lua/common/utils.lua:1053: attempt to concatenate local 'levelName' (a nil value)
    =============== Stack Traceback >> START >>
    (1) metamethod C function '__concat'
    (2) Lua field 'getPathLevelMain' at file 'lua/common/utils.lua:1053'
    levelName = nil
    (*temporary) = C function: 0x01cdd0301b40
    (*temporary) = string[15]: "main.level.json"
    (*temporary) = string[8]: "/levels/"
    (*temporary) = nil
    (*temporary) = string[16]: "/main.level.json"
    (*temporary) = string[54]: "attempt to concatenate local 'levelName' (a nil value)"
    (3) Lua upvalue 'saveLevelAs' at line 146 of chunk 'lua/ge/extensions/editor/api/core.lua'
    levelPath = string[38]: "/settings/editor/autosaves/ebr_sv/0005"
    levelName = nil
    (*temporary) = C function: 0x01cdd0301998
    (*temporary) = string[38]: "/settings/editor/autosaves/ebr_sv/0005"
    (4) Lua field 'autoSaveLevel' at line 167 of chunk 'lua/ge/extensions/editor/api/core.lua'
    oldLevelPath = string[15]: "/levels/ebr_sv/"
    folderName = string[4]: "0005"
    oldDirty = boolean: true
    counter = number: 5
    path = string[38]: "/settings/editor/autosaves/ebr_sv/0005"
    (5) Lua local 'func' at line 121 of chunk 'lua/ge/extensions/editor/autoSave.lua'
    dtReal = number: 0.00713092
    dtSim = number: 0.007
    dtRaw = number: 0.0077825
    (6) Lua field 'hook' at line 820 of chunk 'lua/common/extensions.lua'
    funcName = string[11]: "onEditorGui"
    funcList = table: 0x01cf3b620c00 {1:function: 0x01cdb290dc00, 2:function: 0x01cd990dd5a8, 3:function: 0x01cdd0d5ce00, 4:function: 0x01cf59361fa8, 5:function: 0x01cdb2f02c30, 6:function: 0x01cf38d837a0, 7:function: 0x01ce07fb4810, 8:function: 0x01cf614a70d8, 9:function: 0x01cdc0abaf50, 10:function: 0x01cdb40bd4d8, 11:function: 0x01cf4a111a50, 12:function: 0x01ceb6a36328, 13:function: 0x01cf4a319ee8, 14:function: 0x01cd9a5d5ac8, 15:function: 0x01ce940d5290, 16:function: 0x01cf3b695180, 17:function: 0x01cf59cb9b98, 18:function: 0x01cdb3eca670, 19:function: 0x01ce9cfca4d8, 20:function: 0x01cf59883498, 21:function: 0x01ce8ef35948, 22:function: 0x01cf49f578f8, 23:function: 0x01cdb3fddbb8, 24:function: 0x01cdb2e17440, 25:function: 0x01cdb9386540 (more...)}
    (for generator) = C function: builtin#6
    (for state) = table: 0x01cf3b620c00 {1:function: 0x01cdb290dc00, 2:function: 0x01cd990dd5a8, 3:function: 0x01cdd0d5ce00, 4:function: 0x01cf59361fa8, 5:function: 0x01cdb2f02c30, 6:function: 0x01cf38d837a0, 7:function: 0x01ce07fb4810, 8:function: 0x01cf614a70d8, 9:function: 0x01cdc0abaf50, 10:function: 0x01cdb40bd4d8, 11:function: 0x01cf4a111a50, 12:function: 0x01ceb6a36328, 13:function: 0x01cf4a319ee8, 14:function: 0x01cd9a5d5ac8, 15:function: 0x01ce940d5290, 16:function: 0x01cf3b695180, 17:function: 0x01cf59cb9b98, 18:function: 0x01cdb3eca670, 19:function: 0x01ce9cfca4d8, 20:function: 0x01cf59883498, 21:function: 0x01ce8ef35948, 22:function: 0x01cf49f578f8, 23:function: 0x01cdb3fddbb8, 24:function: 0x01cdb2e17440, 25:function: 0x01cdb9386540 (more...)}
    (for control) = number: 69
    _ = number: 69
    func = Lua function '?' (defined at line 109 of chunk lua/ge/extensions/editor/autoSave.lua)
    (7) Lua field 'presentGui' at line 448 of chunk 'lua/ge/extensions/editor/api/gui.lua'
    dtReal = number: 0.00713092
    dtSim = number: 0.007
    dtRaw = number: 0.0077825
    io = cdata: (...)
    (8) Lua local 'func' at line 32 of chunk 'lua/ge/extensions/editor/mainUpdate.lua'
    dtReal = number: 0.00713092
    dtSim = number: 0.007
    dtRaw = number: 0.0077825
    (9) Lua field 'hook' at line 820 of chunk 'lua/common/extensions.lua'
    funcName = string[8]: "onUpdate"
    funcList = table: 0x01cf4a2e22b0 {1:function: 0x01ceaf139460, 2:function: 0x01cdd076f550, 3:function: 0x01cd8725aec0, 4:function: 0x01cdd05ab220, 5:function: 0x01cdd07303e8, 6:function: 0x01cdd0a87610, 7:function: 0x01cdd06133e8, 8:function: 0x01cdd048ab10, 9:function: 0x01cdd0559dd8, 10:function: 0x01cd9a35c4c0, 11:function: 0x01cd9a26be60, 12:function: 0x01cd87260f88, 13:function: 0x01cdd05c2be8, 14:function: 0x01cdd0894650, 15:function: 0x01cdd07c92f8, 16:function: 0x01cdb2cf3330, 17:function: 0x01ce86333860, 18:function: 0x01cdd05acdf8, 19:function: 0x01cdb2a3fc10, 20:function: 0x01ce97724e88, 21:function: 0x01cdb39ea128, 22:function: 0x01cd9a27c2b8, 23:function: 0x01cdd0484478, 24:function: 0x01cdd0499b98, 25:function: 0x01cd87264940 (more...)}
    (for generator) = C function: builtin#6
    (for state) = table: 0x01cf4a2e22b0 {1:function: 0x01ceaf139460, 2:function: 0x01cdd076f550, 3:function: 0x01cd8725aec0, 4:function: 0x01cdd05ab220, 5:function: 0x01cdd07303e8, 6:function: 0x01cdd0a87610, 7:function: 0x01cdd06133e8, 8:function: 0x01cdd048ab10, 9:function: 0x01cdd0559dd8, 10:function: 0x01cd9a35c4c0, 11:function: 0x01cd9a26be60, 12:function: 0x01cd87260f88, 13:function: 0x01cdd05c2be8, 14:function: 0x01cdd0894650, 15:function: 0x01cdd07c92f8, 16:function: 0x01cdb2cf3330, 17:function: 0x01ce86333860, 18:function: 0x01cdd05acdf8, 19:function: 0x01cdb2a3fc10, 20:function: 0x01ce97724e88, 21:function: 0x01cdb39ea128, 22:function: 0x01cd9a27c2b8, 23:function: 0x01cdd0484478, 24:function: 0x01cdd0499b98, 25:function: 0x01cd87264940 (more...)}
    (for control) = number: 20
    _ = number: 20
    func = Lua function '?' (defined at line 23 of chunk lua/ge/extensions/editor/mainUpdate.lua)
    (10) Lua function 'update' at file '/lua/ge/main.lua:594' (best guess)
    dtReal = number: 0.00713092
    dtSim = number: 0.007
    dtRaw = number: 0.0077825
    --------------- << END <<

    As soon as this error appears with the first autosave, the asset browser disappears and the log becomes filled to the brink with this same error over and over and over again.

    I have previously made a forum post about it, which also CONTAINS A CODE SOLUTION: https://www.beamng.com/threads/world-editor-level-cant-be-saved-after-a-few-minutes.100508/
    HOWEVER, with every update my solution becomes reverted and the issue is present again. I would prefer if someone from the dev team could take a look at this issue, why it is happening and potentially implement my fix into the official game code.
    I also made a post about this issue in the bug report forum: https://www.beamng.com/threads/world-editor-save-autosave-breaks.105279/

    I am available for troubleshooting through the official Discord server.
     
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