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How to Make a BeamNG.drive Server: Step-by-Step BeamMP Setup Guide

October 26, 2026 10 min read

To make a BeamNG.drive multiplayer server, install and run BeamMP-Server, configure its generated ServerConfig.toml, and open the server port for anyone connecting from outside your home network. A home server costs nothing but requires router port forwarding and firewall changes. A VPS or managed BeamMP host costs money, but avoids exposing your home network and is usually easier to keep online.

This guide covers Windows and Linux installation, authentication, public and private servers, mods and maps, connection methods, and the failures that most often stop a server from appearing or accepting players.

What do I need to make a BeamNG.drive server?

BeamNG.drive multiplayer uses the separate BeamMP-Server program. The normal BeamNG.drive launcher does not create a multiplayer server by itself. You can run the server on a spare home computer or rent a VPS/managed service.

Choose between home hosting and a VPS

Option Cost Network work Security and control Best for
Home computer BeamMP describes it as free; your electricity and internet costs still apply. Port forwarding and firewall rules are required for players outside the household. You control the machine and router, but an exposed home service increases administrative responsibility. Small private groups, testing, or an always-on computer you already own.
VPS or managed host Paid; price depends on the provider and plan. No home-router port forwarding is normally needed. BeamMP describes VPS hosting as easier and more secure; managed services trade some machine-level control for simpler deployment. Public servers, players in different locations, or users behind CGNAT.

If outside players must join a home server, the router must pass the BeamMP port to the server computer. If your ISP places the connection behind carrier-grade NAT (CGNAT), inbound connections can fail even when the router rule looks correct; a VPS or managed host is the practical alternative.

Server-process requirements versus game-client requirements

BeamMP’s repository gives a deliberately approximate estimate for the server process: 30–100 MiB of usable RAM, a CPU above 1 GHz, no GPU, about 10 MiB of storage plus mods and plugins, and 5–10 Mb/s upload. BeamMP marks these figures as subject to change, and real bandwidth use rises with player count and content.

Those figures are not the requirements for running BeamNG.drive itself. BeamNG’s desktop support page lists 16 GB RAM minimum, 32 GB recommended, and 60 GB of storage for the game client. Mods increase storage needs, and that page describes Linux support for the game as experimental. A computer can therefore run a lightweight dedicated server without being suitable for playing BeamNG.drive at the same time.

How should I prepare a home network for BeamMP?

For a private server used only by computers on the same LAN, no internet port forward is needed. For remote players, forward the server port and permit the server through the host firewall.

Use the documented port

The example BeamMP configuration uses port 30814. Use the same port in ServerConfig.toml, the router rule, the firewall rule, and the address players enter. BeamMP documents IPv4-only operation, so an IPv6-only route will not make the server reachable.

Create the router rule

  1. Give the server computer a stable local IPv4 address, either with a DHCP reservation or a static address.
  2. Open the router’s port-forwarding page and create a rule for port 30814 to that local address.
  3. Forward both TCP and UDP unless your router presents a combined TCP/UDP option.
  4. Save the rule and restart the router only if its interface requires it; a restart is not normally part of BeamMP configuration.

Do not forward a different external port and assume players can use 30814. The public port and the value in the server configuration must match.

Allow the process through the firewall

Allow BeamMP-Server for incoming and outgoing TCP and UDP traffic. On a home computer, apply the rule to the appropriate private network profile and avoid broadly disabling the firewall. If the server is on a VPS, create equivalent inbound rules in both the operating-system firewall and the provider’s network firewall when both are present.

How do I create a BeamMP authentication key?

A public BeamMP server needs an authentication key from BeamMP Keymaster. The key authorizes the server for public-list access; one key runs one server at a time.

  1. Open BeamMP Keymaster and create an AuthKey.
  2. Copy the key exactly, without adding spaces or quotes that are not part of the value.
  3. Paste it into the AuthKey field in ServerConfig.toml.
  4. Store the key like a password. Do not post it in screenshots, logs, chat, issue reports, or public configuration files.

If the key is exposed, replace it through Keymaster and update the server configuration. Treating the key as public can let someone else attempt to run a server with your authorization.

How do I install BeamMP-Server on Windows?

Windows installation is a short download-and-first-run process. The first launch creates the configuration and log files that you must edit before inviting players.

  1. Install the current Microsoft Visual C++ Redistributables required by BeamMP.
  2. Download BeamMP-Server.exe from BeamMP and create a dedicated folder such as C:BeamMP-Server. Keep the executable and its generated files together.
  3. Run BeamMP-Server.exe once. Close it after it creates ServerConfig.toml and Server.log.
  4. Open ServerConfig.toml in a text editor and enter the server name, port, authentication key, map, privacy setting, and player limit.
  5. Start the executable again and read the console and Server.log for [ERROR] or [WARN] messages before testing a remote connection.

Keep the server in its own folder rather than mixing it with the BeamNG.drive installation. This makes updates, backups, and removal of a broken mod less error-prone.

How do I install BeamMP-Server on Linux?

Linux uses the same server configuration but requires the binary and its documented distribution dependencies. BeamMP recommends a dedicated beammpserver user and says not to run the server as root or as your personal account.

  1. Create a server directory owned by the dedicated service user.
  2. Install the dependencies listed in BeamMP’s instructions for your Linux distribution.
  3. Download the BeamMP-Server binary that matches the distribution and place it in the server directory.
  4. Make the binary executable: chmod +x BeamMP-Server.
  5. Run it once from that directory so it generates ServerConfig.toml and Server.log.
  6. Edit the generated TOML as the service user, then start the server again and inspect the log for errors or warnings.

Running as a separate account limits the damage a compromised process could do and prevents configuration files from being owned by root. If you later create a system service, have it launch from the same directory with the same user and permissions.

What should I put in ServerConfig.toml?

The generated file is the control panel for the server. The example configuration includes these fields:

Field Purpose Typical action
Port Listening port for BeamMP traffic. Leave at 30814 unless you deliberately choose another port, then use that value everywhere.
AuthKey BeamMP authentication credential. Paste the Keymaster value and keep the file private.
AllowGuests Controls whether guests may join according to the server’s access policy. Set it to match whether you want unrestricted or authenticated access.
Private Controls public-list visibility. Use false when the server should appear publicly; use the private setting for an unlisted server.
Name Displayed server name. Choose a recognizable name and include region or rules if that helps players identify it.
Tags Search and descriptive labels. Add accurate mode, map, or language tags rather than misleading keywords.
MaxPlayers Maximum simultaneous player count. Choose a limit your upload connection and machine can sustain.
Map Map loaded at startup. Use the default map or the exact path for an installed custom map.
ResourceFolder Location from which client resources are served. Keep the default unless you have a specific directory layout.

At minimum, paste the AuthKey, set a server name, select the map, and decide whether Private=false is appropriate. Save the file, restart the process, and resolve configuration errors before testing with players. A typo in TOML syntax or a mismatched quote can prevent startup.

How do I add BeamNG vehicles and maps to a server?

BeamMP client resources belong in the server’s Resources/Client folder. Vehicle and map downloads should remain ZIP files unless the mod’s instructions explicitly require another layout.

Add a vehicle or ordinary client mod

  1. Obtain the mod from BeamNG’s official Repository or Forum where possible.
  2. Check its release date and compatibility notes.
  3. Place the ZIP in Resources/Client; do not extract it as a normal installation step.
  4. Restart BeamMP-Server and watch the log for a resource-loading error.
  5. Have a test player join before adding more files.

BeamNG advises avoiding more than roughly 20–30 simultaneous mods, because overlapping or outdated content can conflict. This is a practical hygiene limit, not a hard server capacity specification.

Load a modded map

Copy the map’s folder name under levels and set the map value to the path used by that resource. The documented form is:

Map = '/levels/<map-folder>/info.json'

Replace <map-folder> with the actual folder name. Case, spelling, and directory nesting must match the ZIP’s contents. If the server cannot find info.json, remove the map temporarily, confirm the server starts on a known-good map, and then correct the path.

Protect a private mod

BeamMP supports the command protectmod <filename.zip> <true/false>. A protected file requires players to obtain it directly from the creator or through the creator’s distribution platform before joining with that content. Confirm that you have permission to distribute every mod you place on the server.

How do players connect to a BeamMP server?

The correct connection method depends on where the player is located and whether the server is listed publicly.

Player location or server type What the player enters
Same computer as the server BeamMP Direct Connect to 127.0.0.1 and the configured port.
Another computer on the same LAN The server computer’s local IPv4 address and port.
Private server over the internet The host’s public IPv4 address and port, shared only with invited players.
Public server Set Private=false, then search for the configured name in the BeamMP server list.

Test locally first, then from another device on the LAN, and only then from an outside connection. That sequence distinguishes a BeamMP configuration error from a router, firewall, or ISP problem.

Why is my BeamNG server not showing in the list or accepting players?

Check the failure in layers rather than changing several settings at once. The server log usually tells you whether the problem occurs during startup, authentication, resource loading, or networking.

The server starts but is not listed

  • Confirm that Private=false is saved in the active ServerConfig.toml.
  • Check that a valid AuthKey is present and has not been copied with extra characters.
  • Make sure only one server is using that key at a time.
  • Read the startup output for authentication errors, then restart after correcting the file.

Local connections work but remote connections fail

  • Verify that the router forwards the configured port, currently 30814 in the example, to the correct local address.
  • Confirm both TCP and UDP firewall permissions for BeamMP-Server.
  • Check the host’s public IPv4 address and whether the ISP uses CGNAT.
  • Ensure the router rule and the server’s Port value are identical.

A player is rejected after a mod was added

  • Remove the newest ZIP from Resources/Client and restart.
  • Test with a clean, known-good resource set.
  • Check that the map path points to the correct info.json.
  • Reduce the number of simultaneous mods and remove outdated or conflicting files.

Should I use Hamachi, RadminVPN, or another virtual LAN?

BeamMP identifies RadminVPN, Hamachi, and similar VPN tools as unsupported because UDP forwarding can fail. Use a correctly forwarded IPv4 home connection or move the server to a VPS or managed host instead of treating a virtual-LAN connection as an equivalent fix.

How do I keep a BeamMP server reliable and safe?

  • Back up ServerConfig.toml and your Resources folder before changing maps or large mod sets.
  • Keep the AuthKey out of screenshots, public repositories, and shared support logs.
  • Add one mod at a time and test a join after each change.
  • Use a dedicated Linux service account rather than root, and keep the Windows server in a dedicated directory.
  • Limit MaxPlayers to what your upload bandwidth and hardware can handle instead of assuming the process’s minimum estimate is a multiplayer capacity guarantee.
  • Review BeamNG Repository or Forum release information before installing a mod, and avoid executable downloads presented as ordinary mods.

Frequently Asked Questions

Can a BeamMP server run if I do not own a powerful gaming PC?

The dedicated server process has no GPU requirement and BeamMP’s estimate is only 30–100 MiB of usable RAM, but the host still needs a stable upload connection and enough CPU for its player and mod load. The much higher BeamNG.drive game-client requirements apply when that same machine also runs the game.

Do players need to download every server mod manually?

Client resources placed in the server’s Resources/Client directory are served as part of the BeamMP connection. Protected resources are different: players must obtain the protected ZIP directly from its creator or the creator’s chosen distribution channel.

What is the practical solution when my ISP uses CGNAT?

A port-forwarding rule cannot accept unsolicited internet traffic if the ISP does not provide a reachable public IPv4 path. Move the server to a VPS or managed BeamMP host, where the provider supplies the public network endpoint.

Can I use one AuthKey for several servers on the same machine?

BeamMP’s documentation states that one key runs one server at a time. Give each concurrently running server its own valid key rather than launching multiple processes with the same credential.