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Linux Port – Feedback, Known Issues, and FAQ

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Car_Killer, Jun 13, 2022.

  1. aivora

    aivora
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    Research Software Engineer
    BeamNG Team

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    Ah thanks for the recognition, we appreciate your kind words and it's a pleasure to try to make the native Linux experience as good as we can :) Don't worry about that, all BeamNG devs are getting appropriately compensated for their work!
     
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  2. xrc2

    xrc2
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    Hello, I've just installed the game on Arch Linux 6.15.6-arch1-1 and the game launches but there is no audio.
    Running the game under Wayland (sway) and Pipewire.
    This happens on the native version, I haven't tried it under Proton but I suppose it will work there.
     
  3. MxAng3l

    MxAng3l
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    hey so i cannot install mods that are not from the repo on the linux port, they don't appear in the mods manager and i get an error mounting mods message

    anytime i put a new mod into the mods folder, it doesn't show it in the manager

    Fedora Linux 42/ RX 6600/ R 5 5500/ 32GB ram/ Mesa 25.1.4
     
  4. DaddelZeit

    DaddelZeit
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    Make sure the file name is all lowercase. BeamNG converts the file paths for mods to lowercase on the Lua side for some reason, which breaks on case sensitive file systems.
     
    • Agree Agree x 1
  5. aivora

    aivora
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    Research Software Engineer
    BeamNG Team

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    ^ This works, also we managed to fix this bug for 0.37. You can also use a case-insensitive directory for your userpath to get rid of some problems (ext4 partition with casefold support, then `chattr +F /path/to/userfolder`).
     
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  6. aivora

    aivora
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    Research Software Engineer
    BeamNG Team

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    Hi, any errors show up? Can you send over the `~/.local/share/BeamNG.drive/0.36/beamng.log` file here?
     
  7. Lombra

    Lombra
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    Shameless bump.
     
  8. aivora

    aivora
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    Research Software Engineer
    BeamNG Team

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    Hi, unfortunately we don't have the capacity to test all possible thirdparty integrations, moreover I just tried to follow the official guide to run Wolf and it doesn't even start the container due to SELinux. BeamNG has been tested to run in containers, you might have to add the `-nocefsandbox` command-line argument (won't be needed in 0.37 anymore).
     
  9. Lombra

    Lombra
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    Thanks for your response! That's understandable, of course.

    I don't really have any experience with SELinux. I run Wolf in Docker in LXC.

    The -nocefsandbox did not seem to make a difference, unfortunately. Is it a fair assumption that the monitor error is what's preventing the game's successful launch, though?
     
  10. fillman86

    fillman86
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    I just tested out cammus pedals, with and without connecting through the wheelbase. It doesn't show up for the native linux version either, like my fanatec clubsport V3 pedals
     
  11. aivora

    aivora
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    Research Software Engineer
    BeamNG Team

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    Yes it could be a reason, I don't know how Wolf provides the virtual display to games, but it might be incompatible with our code expectations. Another reason might be that it seems Wolf only supports Wayland and Gamescope, both of which don't work in the current BeamNG release. I suggest you try again after BeamNG 0.37 is released and get back to us if the problem is not fixed :)
     
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  12. scrollcaps

    scrollcaps
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    Jun 26, 2024
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    Bug with the mod manager using the Linux binary.
    If a mod archive (the zip file) contains any uppercase characters, the game will give an error. As far as I know this doesn't affect any mods downloaded from within the game, but when downloading using any means outside the game (ie through a browser) some mods contain uppercase characters. Roane County and Los Injurus to name a couple, although you can test this with any mod by appending an uppercase character to the archive name.
    upload_2025-8-24_0-17-4.png
     

    Attached Files:

  13. fillman86

    fillman86
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    I noticed this issue too when making mods, I just assumed it was all platforms though. Just thought I'd give a +1
     
  14. Tedmcbur

    Tedmcbur
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    Jan 1, 2025
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    How do you add custom garage decals when using the binary?
     
  15. fillman86

    fillman86
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    so I've had a lua mod that has been chucking this error recently when my (work in progress) mod is disabled on launch, then activate it, and put the vehicle's part on that utilises it. If I open the console, and clear it before putting the part on, the error doesn't show up. It doesn't stop anything from working, and I can even still use the console. However I can't find the consoleClearAvailableContexts function anywhere, so I don't know how to troubleshoot it myself

    [string "lua/ge/extensions/core/windowsConsole.lua"]:37: attempt to call global 'consoleClearAvailableContexts' (a nil value)
    =============== Stack Traceback >> START >>
    (1) global C function 'consoleClearAvailableContexts'
    (2) Lua local 'func' at line 37 of chunk 'lua/ge/extensions/core/windowsConsole.lua'
    (*temporary) = nil
    (*temporary) = number: -1
    (*temporary) = number: 0
    (*temporary) = Lua function '?' (defined at line 788 of chunk lua/ge/extensions/core/vehicle/partmgmt.lua)
    (*temporary) = number: 6.92203e-310
    (*temporary) = number: -1
    (*temporary) = nil
    (*temporary) = nil
    (*temporary) = nil
    (*temporary) = nil
    (*temporary) = number: 6.92179e-310
    (*temporary) = number: 0
    (*temporary) = boolean: false
    (*temporary) = nil
    (*temporary) = string[68]: "attempt to call global 'consoleClearAvailableContexts' (a nil value)"
    (3) Lua field 'hook' at line 815 of chunk 'lua/common/extensions.lua'
    funcName = string[17]: "onVehicleSwitched"
    funcList = nil
    hookFuncs = table: 0x7f6b4e6735e8 {1:function: 0x7f6bdfe9d790, 2:function: 0x7f6c6120a988, 3:function: 0x7f6ae508c2f8, 4:function: 0x7f6ae41e2d40, 5:function: 0x7f6c61025e58, 6:function: 0x7f6c611844b0, 7:function: 0x7f6c2005a348, 8:function: 0x7f6c614f04c8, 9:function: 0x7f6c6103e720, 10:function: 0x7f6bdc1cda80, 11:function: 0x7f6c61073620, 12:function: 0x7f6ae3cb8460}
    (for generator) = C function: builtin#6
    (for state) = table: 0x7f6ae3cbaa98 {1:table: 0x7f6c6118c528, 2:table: 0x7f6bdfe9e010, 3:table: 0x7f6c611b03c0, 4:table: 0x7f6c61113778, 5:table: 0x7f6c6137e6b8, 6:table: 0x7f6c611b3568, 7:table: 0x7f6b8002bef0, 8:table: 0x7f6c611d2328, 9:table: 0x7f6c68144c20, 10:table: 0x7f6c6120f1c0, 11:table: 0x7f6c611f3d18, 12:table: 0x7f6c6120d3f0, 13:table: 0x7f6c615f10b0, 14:table: 0x7f6c616bdd28, 15:table: 0x7f6c611759d0, 16:table: 0x7f6c613cf760, 17:table: 0x7f6c6154c2b8, 18:table: 0x7f6c61182a70, 19:table: 0x7f6c6176b190, 20:table: 0x7f6c6168f980, 21:table: 0x7f6c611a4390, 22:table: 0x7f6c60ffc278, 23:table: 0x7f6c610f6f10, 24:table: 0x7f6ae50154b0, 25:table: 0x7f6ae41e2980, 26:table: 0x7f6c681083a8, 27:table: 0x7f6c3613a7d0, 28:table: 0x7f6c613ea9e8 (more...)}
    (for control) = number: 68
    _ = number: 68
    m = table: 0x7f6ae3cba248 {configure:function: 0x7f6ae3cb8460, onExtensionLoaded:function: 0x7f6ad573b928, executeCommand:function: 0x7f6b5a45e7f0, onVehicleSwitched:function: 0x7f6ae3cb8460, onVehicleActiveChanged:function: 0x7f6ae3cb8460, onVehicleDestroyed:function: 0x7f6ae3cb8460, __manuallyLoaded__:true, onVehicleSpawned:function: 0x7f6ae3cb8460, __extensionName__:core_windowsConsole, __extensionPath__:core/windowsConsole}
    func = Lua function '?' (defined at line 36 of chunk lua/ge/extensions/core/windowsConsole.lua)
    (4) Lua function 'vehicleSwitched' at file '/lua/ge/main.lua:705' (best guess)
    oldVehicle = nil
    newVehicle = nil
    player = number: 0
    oid = number: -1
    nid = number: -1
    --------------- << END <<


    I've not had it with other mods, but this is the first one that has multiple files meant to supplant default game files, so that could be related. Since it doesn't actually interfere with anything, I'm not too concerned, but the big red warning in the corner of the screen might be scary to users of the mod
     
  16. aivora

    aivora
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    Research Software Engineer
    BeamNG Team

    Joined:
    Dec 14, 2021
    Messages:
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    Hi thanks for report, this is already fixed for next update, you can also avoid these issues by using a case-insensitive directory for the user folder.
     
    • Like Like x 2
  17. aivora

    aivora
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    Research Software Engineer
    BeamNG Team

    Joined:
    Dec 14, 2021
    Messages:
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    Thanks, we'll fix this! :)
     
    • Like Like x 2
  18. alexeysvrv

    alexeysvrv
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    Joined:
    Dec 10, 2024
    Messages:
    6
    Hello everybody! The error occurs only in the career, I do not know if this error is related specifically to Linux or not, but sometimes such errors occur in delivery. And I can't unload the cargo I brought (the task completion and money counting menus don't appear when I click "Drop off". The radial menu button and ESC are also not working.
     

    Attached Files:

    • _20250825_214019.png
  19. Pessima lover aka blob

    Pessima lover aka blob
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    Joined:
    Dec 25, 2023
    Messages:
    17
    I find this very interesting, I may give Beam on Linux another chance if it gets proper wayland support.
     
  20. scarburato

    scarburato
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    Joined:
    Dec 23, 2024
    Messages:
    5
    So I bought one of those Chinese H-shifters from Aliexpress and tried it out with BeamNG. The first time it worked fine, idk how tbh. Now it breaks the FFB of the steering wheel when it's connected.

    What I found is that the controller reports itself as a DragonRise Inc. PC TWIN SHOCK Gamepad, so they must've used a controller board from said controller. The kernel loads the dragonrise kernel driver:

    dragonrise 0003:0079:0006.0010: input,hidraw5: USB HID v1.10 Joystick [DragonRise Generic USB Joystick ] on usb-0000:02:00.0-3/input0
    dragonrise 0003:0079:0006.0010: Force Feedback for DragonRise Inc. game controllers by Richard Walmsley


    Now, the issue is that the device is reported as having many axes (X, Y, Z, RX, RZ, HAT0X and HAT0Y) and ffb capabilities it the form of rumble effects (vibration).

    So each time the controller is attached, the game reports something along the lines of "controller attached, disabling force feedback" and I don't see a way to force it back on. I have already unbind all the joysticks' axes and left only the wheel's axes in the setting but the issue persists.

    I think the game should have an option to select a preferred FFB device and force it on when another gamepad is attached alongside a steering wheel.

    Also if I unplug the controller, the FFB does not resume working on the wheel! I have to restart the game.




    For the Linux wizards in here, is there some SDL or udev trickery to hide the axes and the ffb capabilities of a controller from the various programs?
     
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