The short answer
Get an auth key from the BeamMP Keymaster
(Discord login, Keys, the green plus). Download the BeamMP server from beammp.com and run it once, or
order a hosted server. Put the key in AuthKey inside ServerConfig.toml, set
Name, Map, MaxPlayers and Private. At home, forward
TCP and UDP port 30814. Start it, then join through Direct Connect with the IP and port.
Key points
- BeamMP is free and so is the server software. What you pay for, if anything, is somewhere to run it.
- Every server needs an auth key. One key runs one server at a time, and you should never share it.
- The server uses port
30814over TCP and UDP and only supports IPv4. - A home server needs port forwarding and a public IPv4 address. Carrier-grade NAT makes that impossible.
- A hosted server skips the networking entirely: the IP and port are ready when it boots.
- Mods go in
Resources/Clientand players download them automatically on join.
What you need
BeamMP is the community multiplayer mod for BeamNG.drive. A BeamMP server is the small program your friends connect to: it relays every player's vehicles to everyone else and hands out the mods you have put on it. You can run that program on a PC at home or on a server you rent. Either way you need the same four things.
- BeamNG.drive
- Owned on Steam. BeamMP is a mod for the game, not a replacement for it, and every player needs their own copy.
- A Discord account
- The BeamMP Keymaster signs you in with Discord. It exists to stop spam, and there is no other way to get a key.
- A machine for the server
- Windows or Linux at home, a VPS, or a hosted BeamMP server from a game host. The server itself is light: the physics run on each player's PC, so the server is mostly network.
- The BeamMP launcher
- Installed on every player's PC from beammp.com. It patches the game for multiplayer and is where you find Direct Connect and the server list.
1. Get an auth key from the Keymaster
The authentication key, usually written AuthKey, is what links your server to the
BeamMP network. It is required for a public server to appear in the server list, and the docs
recommend it for private servers too. In practice every server you want people to join needs one.
-
Sign in to the Keymaster
Go to keymaster.beammp.com and log in with Discord.
-
Open Keys
Click Keys in the menu on the left, then the green + button in the top right.
-
Label the key and create it
The Server Name field here is only a label for the key. It is not the name players see in the server list; that comes from the config file later.
-
Copy the key
Use the clipboard icon next to the Key field. It is a long string of letters and numbers. Keep it somewhere safe until step 4.
Treat the key like a password. Anyone who has it can run a server as you. Each account gets a limited number of keys, one key can only run one server at a time, and more keys are available by supporting the BeamMP project. If you are out of keys, delete one you no longer use.
October 2026: the original Keymaster is being retired and key management is
moving into BeamMP's new accounts system. While that migration runs, keymaster.beammp.com
shows a maintenance notice and you may not be able to create or view keys. Keys you already
have keep working, so save a copy of each one. A server without a working key can still run
with Private = true and players joining by Direct Connect. Check the BeamMP Discord
for the current status before you start.
Full guide: how to get a BeamMP auth key, key limits and every key error
2. Decide where the server runs
This is the decision the rest of the guide hangs on, so make it now. The official docs put it plainly: creating a home server is free, hosting one on a VPS is easier and more secure. Both are legitimate. Here is what each actually involves.
- A PC at home
- Costs nothing. You need a public IPv4 address from your ISP (not carrier-grade NAT), you have to forward port 30814 on your router and allow the server through your firewall, you hand your home IP to everyone who joins, and the PC has to stay on whenever anyone wants to drive. Updates after a BeamNG.drive release are yours to do by hand.
- A hosted BeamMP server
- A monthly fee. The server has its own public IP with the port already open, so there is no router work and no CGNAT problem. It runs around the clock, updates from the control panel, and comes with DDoS protection. You manage it through a browser rather than a desktop.
If you are a group of friends who play a few evenings a week and one of you has a decent connection and a spare PC, home hosting is a perfectly good answer. If you want the server up when you are not, you are behind CGNAT, or you are building a public community, rent one. Steps 3 and 5 below are split into the two routes where they differ.
3. Install the BeamMP server (or order one)
On Windows
-
Install the Visual C++ redistributable
The server will not start without the x64 Visual C++ runtime from Microsoft. Install it first and you save yourself a confusing error later.
-
Download the server
From beammp.com. The file is
BeamMP-Server.exe. Put it in a folder of its own, for exampleC:\BeamMP-Server\, because it creates its config and resource folders next to itself. -
Run it once
Double-click it. It writes
ServerConfig.tomland aResourcesfolder, prints an error about the missing key and closes after ten seconds. That is expected.
On Linux
-
Download the build for your distribution
The Download Server link on beammp.com goes to the GitHub releases page, which has a prebuilt binary per supported distribution. Install the runtime dependencies listed there. For anything else, build from source.
-
Make it executable and run it once
chmod +x BeamMP-Server-xxx ./BeamMP-Server-xxxReplace
xxxwith the name of the build you downloaded. The first run generatesServerConfig.tomlnext to it. -
Run it as its own user
Create a dedicated user such as
beammpserverand run the server as that user. Not as root, not with sudo, not from your personal account. The docs are firm on this and so are we.
On a hosted server
There is nothing to install. Choose a slot count, check out, and the server is built with the BeamMP software already in place. On our plans it is usually online within a minute, and the control panel login arrives by email. What the home routes do in a config file, you do in the panel's settings fields in step 4.
4. Configure ServerConfig.toml
Open ServerConfig.toml in a plain text editor. It looks like this on a fresh server:
[General]
Port = 30814
AuthKey = ""
AllowGuests = false
LogChat = false
Debug = false
IP = "::"
Private = true
InformationPacket = true
Name = "BeamMP Server"
Tags = "Freeroam,Modded,Racing,Police"
MaxCars = 2
MaxPlayers = 10
Map = "/levels/gridmap_v2/info.json"
Description = "BeamMP Default Description"
ResourceFolder = "Resources"
The official docs explain four of those fields. Here is every one of them, because the other eleven are where beginners get stuck.
Port- The port the server listens on, for both TCP and UDP. Leave it at
30814unless you have a reason to change it, and if you do, change your port forwarding to match. AuthKey- Paste the key from step 1 between the quotes. Without it the server shuts down on start.
AllowGuests- Whether players without a BeamMP account can join. Set it to
falseon a friends server if you want everyone identifiable. LogChat- Write in-game chat to the server log.
Debug- Verbose logging. Leave it off unless BeamMP support asks for it.
IP- The address to bind to. Leave the default. The server only supports IPv4 connections for now.
Privatetruekeeps the server out of the public server list, so only people you give the address to can find it. Setfalseto be listed.InformationPacket- Whether the server answers status queries. Leave it on.
Name- The name players see in the list. It accepts colour and style codes: put
^1before text for blue,^lfor bold,^rto reset. The full code list is on the BeamMP server maintenance page. Tags- Comma-separated words the server browser can filter on.
MaxCars- How many vehicles each player can spawn. Vehicles beyond the limit are removed. This, not the player count, is what keeps a busy lobby smooth.
MaxPlayers- How many people can be on the server at once. Minimum 1. It does not affect the vehicle count. On a hosted plan this is your slot count.
Map- Always in the form
/levels/NAME/info.json. The vanilla BeamNG.drive names aregridmap_v2,west_coast_usa,east_coast_usa,italy,utah,johnson_valley,jungle_rock_island,small_island,industrial,hirochi_raceway,automation_test_track,driver_training,derbyandsmallgrid. Sizes, notes and the legacy names are in our BeamMP map names guide. Description- The text shown with your server in the list.
^pstarts a new line here. ResourceFolder- Where mods live. Leave it as
Resources; client mods go in itsClientsubfolder.
On a hosted server the key fields are form fields in the control panel: paste the auth key into the Auth Key field, set the name, map and slot count, save and restart. Many hosting panels manage the config file for you and enforce the slot count your plan includes, so edit through the panel rather than fighting it.
5. Port forwarding and firewall (home servers only)
Skip this step on a hosted server or a VPS; their ports are already reachable. At home it is the step that decides whether anyone outside your house can join, and it is where most failed setups fail.
-
Give the PC a fixed local address
Either a static IP on the PC or a DHCP reservation in the router, so the forwarding rule does not break when the address changes.
-
Forward the port on the router
Create a rule that sends external port
30814, both TCP and UDP, to the PC's local address on port30814. Routers name this port forwarding, virtual server or NAT rules. If you changedPortin the config, forward that number instead. -
Allow the server through the firewall
On Windows, add an inbound and outbound rule for
BeamMP-Server.exe, TCP and UDP. Turning the firewall off entirely usually does not work. Preinstalled Linux firewalls need the same port opened. -
Check you are not behind CGNAT
Compare the WAN address shown in your router with the public IP a website such as whatsmyip.org reports. If they differ, your ISP is sharing one public address between customers and no port forward will work. Ask the ISP for a public IPv4, use a tunnelling service, or use a hosted server.
Port forwarding opens your home network to the internet, and the BeamMP docs carry a disclaimer saying exactly that. Only forward the one port, keep the server updated, and do not hand your public IP to people you do not know. If that sentence makes you uncomfortable, it is the moment to choose hosting instead.
6. Start the server and read the log
Run BeamMP-Server.exe, run the Linux binary as your server user, or press
Start in the hosting panel. Watch the console or the log for a few seconds.
- It stays open with no red lines
- Done. The server is registered with the BeamMP network and waiting for players.
No AuthKey specified in the "ServerConfig.toml" file- Step 4 was missed or the key was pasted outside the quotes. The server closes after ten seconds. Fix the line and start again.
- Other
[ERROR]or[WARN]lines - Read them. A wrong map path, a missing dependency on Linux, or a port already in use each announce themselves here.
The docs page also has a CheckBeamMP connectivity tester near the bottom: enter your public IP and port and it tells you whether the server can be reached from outside. Use it before you blame your friends' connections.
7. Connect and invite your friends
Everyone connects through the BeamMP launcher. If a friend has never used it: download the
installer from beammp.com, run it, open the launcher and let it start the game, make sure
multiplayerbeammp is the only mod enabled in the repository, accept the BeamMP terms and
create a BeamMP account. From the multiplayer menu there are two ways in.
- Direct Connect
- The tab on the left of the server list. Enter the server's IP and port and connect. If the server is on the same PC as your game, use
127.0.0.1and the port. On the same home network, use that PC's local address. From anywhere else, use the public IP, which on a hosted server is shown in the control panel. - The server list
- Only for servers with
Private = false. Players search for theNamefrom your config. If it does not show, turn the search filters off and set the map filter to Any. The Keymaster also shows your server's address once it is online.
For a private server, send friends the IP and port and nothing else. On a home server that address is your home connection, so share it with people you trust. On a hosted server it is the server's own address, which is one of the quieter advantages of renting.
Adding mods and maps
Mods are most of the point of a BeamMP server, and they are simple. Any mod .zip you put in the
Resources/Client folder is sent to players when they join, so nobody installs
anything by hand. Vehicle packs, skins and maps all go in the same place as the file you
downloaded, without unpacking it. Restart the server after adding files.
To run a modded map, upload its .zip to Resources/Client, look inside the archive for
the folder under levels, and set Map = "/levels/THATFOLDER/info.json". If the
map still will not load, install it in single player, enter it, open the console with the tilde
key and run print(getMissionFilename()) to get the exact name. If joining players see a
done or start message and nothing else, a mod is broken or incompatible: remove the
newest one and try again. The server console also has protectmod <file.zip> true
for paid mods you are not allowed to redistribute; players then supply that file themselves.
Pack sizes, updating and removing mods, the done/start fix and what players do on their side are in our guide on how to add mods to a BeamMP server.
Troubleshooting
- Connection Failed with 10060, 10061 or 10030
- The server cannot be reached. At home: port forwarding, the firewall or CGNAT, in that order. On any server: a typo in the IP or port, or the server is not running.
- Server not in the list
Privateis stilltrue, the search filters are on, or the map filter is not set to Any. Give the list a minute after start-up.- Friends can join but nobody outside the house can
- Classic CGNAT. Check the WAN address against your public IP as described in step 5.
- Worked yesterday, not today
- BeamNG.drive updated. BeamMP ships a new server build after each game update, and until you install it players on the new game version cannot join. Hosted servers update from the panel.
- Radmin VPN or Hamachi
- Not supported by BeamMP, and UDP traffic often does not pass through them. Use real port forwarding or a hosted server.
- Still stuck
- The BeamMP Discord has a support channel and the forum has a server section. On an EUGameHost server, open a ticket and we will look at the log with you.
What a BeamMP server costs
The mod is free, the server software is free, and running it on your own PC is free. The cost is the PC, the electricity and the connection, plus the time spent on steps 3 and 5 every time something changes.
Hosted BeamMP servers are priced by player slots. Our BeamMP server hosting starts from £5.00 a month for a private friends server and includes instant setup, the auth key field in the panel, mod and map uploads, automatic backups, always-on DDoS protection and UK servers on a 10 Gbps network, with no contract and a 48-hour money-back guarantee. If you have read this far and the port forwarding section made your heart sink, that is the version of this guide with four fewer steps.