Clearing cache doesn't remove mods, it moves them to the "unknown" folder in your BeamNG Local AppData. Plus, "content" folder is for the official maps, not for mods. If you break your game, that's your problem. --- Post updated --- It can be interesting, how big it is?
Update - v. 0.9 - 12.04.2025 - (Download links for both maps in the main post!) I also made a template map for anyone that wants to make their own map! https://www.beamng.com/threads/template-map-make-your-own-map.104125/ Changes: - Remade a parts of the city - Improved roads - Improved some objects - Fixed some objects not having collision - Fixed some asphalt roads behaving like grass (Thanks @MATRIX63 and @Dedo_do_lula22 for reporting) - Minor performance improvements
I've been following this project since you started it, and I have to say I love it, you've done a really good job with the map so far and I'm excited to see what you do to it next.
Seems logic when you have a "mods" folder below and a text file in the "content" folder that tells you to not put mods in it.
I know it's a stupid explanation, but when I started downloading mods for the game I didn't even know about the existence of the "mods" folder, I was not very well informed about this topic.
Update - v. 0.9.1 - 22.04.2025 - (Download links for both maps in the main post!) Changes: - Added a new detailed garage at default spawn - Fixed traffic island having no collision - Added minor details - Road improvements - Minor performance optimization - Updated thumbnails