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BeamMP Server - Instructions

Detailed instructions for setting up and connecting to the BeamNG server.


Step 1: Server Setup & BeamMP Registration

1. Access the Panel

  1. Go to your panel: https://toxicplayers.co/
  2. Press the Manage Server button

Manage Server

2. Start the Server

  1. Press the Startup button

Startup Button

3. Get the Authentication Key (AUTHKEY)

You must place the AUTHKEY in the Authentication Key field. To obtain the key, register at: https://keymaster.beammp.com

  1. Click the Key button as shown in the image

Key Button

  1. Click the + (plus) button

Plus Button

  1. In the Server Name field, enter the name you want

Server Name

  1. Copy the key exactly as shown in the image

Copy Key

  1. Paste the key into the Authentication Key field

Authentication Key


Step 2: Connecting to the Server Using SFTP (FileZilla)

1. Get Connection Details

  1. Go to your panel: https://toxicplayers.co/
  2. Press the Manage Server button

Manage Server

  1. Go to Settings

Settings

  1. Copy the Server Address and Username as shown in the image

Server Address and Username

2. Install FileZilla (if not installed)

Download FileZilla from: https://download.filezilla-project.org/client/FileZilla_3.69.5_win64_sponsored2-setup.exe

3. Enter Credentials in FileZilla

Enter the following in FileZilla:

FieldValue
HostServer Address (copied from panel)
UsernameUsername (from panel settings)
PasswordYour account password
PortLeave empty
Username & Password
  • Username = The username shown in panel Settings
  • Password = Your toxicplayers.co account password

FileZilla Connection


Step 3: Map Configuration

1. Map File Location

Upload your map file (.zip) to the following directory on the server:

/Resources/Client
tip

The map file must remain as a .zip archive — do not extract it. BeamMP loads maps directly from the zip file inside Resources/Client.

2. Set the Map Path in ServerConfig.toml

Open the ServerConfig.toml file located in the root of your server and locate the Map line under the [General] section.

Set the value to the internal path of the map, following this format:

Map = "/levels/<map_name>/info.json"

Example — if your map file is gridmap_v2.zip, the configuration would be:

Map = "/levels/gridmap_v2/info.json"
note
  • <map_name> is the folder name inside the map's .zip file (usually matches the file name without the .zip extension).
  • The path always starts with /levels/ and ends with /info.json.
  • Restart the server after saving changes to ServerConfig.toml for the new map to load.

Step 4: Uploading Mods

1. Mods Directory

All client-side mods (vehicles, maps, configs, skins, etc.) must be uploaded to the following directory on the server:

/Resources/Client

Any mod placed in this folder will be automatically sent to every player who joins the server, and loaded into their game session.

2. Connect via FileZilla

Use the SFTP connection you set up in Step 2 to open your server in FileZilla, then navigate to:

/Resources/Client

3. Upload Rules

When placing mods in /Resources/Client, follow these rules carefully:

RuleDetails
File formatMust be a .zip archive (the original mod file).
Do NOT extractLeave the file as .zip — BeamMP reads mods directly from the archive.
File nameAvoid spaces and special characters. Use underscores (_) if needed.
LocationPlace the file directly inside /Resources/Client — not in subfolders.

4. Example Structure

A correctly configured mods folder should look like this:

/Resources/
└── Client/
├── gridmap_v2.zip
├── custom_car_pack.zip
├── police_skins.zip
└── traffic_mod.zip

5. Applying the Mods

  1. After uploading all mods, restart the server so BeamMP indexes the new files.
  2. When a player joins, the mods will be downloaded to their game automatically.
  3. To remove a mod, simply delete its .zip file from /Resources/Client and restart the server.
tip
  • Client mods (sent to players): /Resources/Client
  • Server mods (run only on the server — e.g. Lua scripts): /Resources/Server

Do not mix them — a server-side Lua script placed in Client will not work, and a client mod placed in Server will not be sent to players.

warning

Large mods increase the time players take to join. Try to keep the total size of /Resources/Client reasonable (a few hundred MB is usually fine — multiple GB will cause long joining times and disconnects for players with slow connections).