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Freedom251 › Blog › BeamMP

How to Add Mods and Resources to a BeamMP Server

By Freedom251 Team · · 10 min read

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Stop the BeamMP server, place client-delivered mod archives as .zip files directly in Resources/Client, then restart the server. Vehicle mods download automatically when players join. A custom map also needs a matching /levels/MAPNAME/info.json value in ServerConfig.toml. Server-only Lua resources are different: they belong in Resources/Server and are not sent to players.

The folder rules that determine whether a resource works

BeamMP separates resources by who needs them. Anything a player must load—vehicles, maps, environments, and other client-side content—belongs in the server’s client resource directory. Code that runs only on the server belongs in the server resource directory. Mixing these two scopes is the most common reason a resource appears to be installed but does nothing.

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Resource Location File form What happens at connection time
Vehicle or general client mod Resources/Client Original .zip archive BeamMP sends it to joining players, who load it as a BeamNG.drive mod.
Custom map Resources/Client Original .zip archive Players receive the archive; the server also needs the map’s exact mission path in ServerConfig.toml.
Server-only Lua resource Resources/Server Its documented server-side folder and script structure It runs on the server and is not delivered as a client mod.

BeamMP’s server documentation states that vehicle and map mods are installed differently but both are placed in Resources/Client. Its resource-development documentation describes the client folder as containing ZIP files sent to clients, which then load them as mods.

Before you copy anything

Make a backup and stop the server

Stop the BeamMP process before changing resources. Copying while the server is reading a file can leave a partially written archive or an inconsistent configuration in memory. Keep a backup of ServerConfig.toml and any working resource folders so you can return to the last known-good state.

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Choose a trustworthy, current mod

BeamNG’s official support guidance identifies ZIP archives as the normal manual-install format and warns that old mods may be outdated or broken. Prefer the in-game or web repository and check the mod’s date and compatibility notes. Treat downloads from untrusted websites cautiously; a file that is merely named like a BeamNG mod is not proof that it is safe or compatible.

Confirm your resource root

Most installations use a directory named Resources. If your configuration uses another location, the ResourceFolder setting in ServerConfig.toml must point to that directory. For the standard layout, verify that the setting reads:

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ResourceFolder = "Resources"

Do this check before troubleshooting individual ZIPs. A perfectly valid archive is invisible if the server is watching a different resource root.

Install a vehicle or other client-delivered mod

  1. Stop the server. Shut down the BeamMP server cleanly and wait for its process to exit.
  2. Keep the archive intact. Locate the downloaded mod and confirm it is a ZIP file intended for BeamNG.drive. Do not extract it for the normal BeamMP client-resource workflow.
  3. Copy it to the client directory. Place the ZIP directly inside Resources/Client. “Directly” means the archive itself is in that folder, not inside another newly created folder.
  4. Check for accidental nesting. The expected pattern is Resources/Client/mod-name.zip. A pattern such as Resources/Client/mod-name/mod-name.zip adds an unnecessary level and can prevent discovery.
  5. Restart the server. Start BeamMP again after the copy has completed.
  6. Test with a player. Have a client join and wait for the resource download to finish. BeamMP says ZIPs in Resources/Client are automatically downloaded by joining players.

This procedure covers vehicles and other client content that does not change the server’s selected map. No additional entry in ServerConfig.toml is required merely to distribute a vehicle ZIP.

Install a custom map

A map has two separate jobs: its ZIP must be delivered to clients, and the server must be told which level mission to load. Complete both parts.

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1. Put the map ZIP in the client folder

With the server stopped, copy the unextracted map archive directly into Resources/Client. Do not unpack the archive into a normal folder. BeamNG’s standard manual-install guidance uses the ZIP as the mod package, and BeamMP distributes that package to players.

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2. Read the level folder name from the archive

Open the ZIP with an archive viewer and inspect its contents. Find the levels directory and identify the exact child-folder name beneath it. Preserve every character, including capitalization, numbers, underscores, and hyphens. The folder name is the MAPNAME portion of the server path; it is not necessarily the friendly map title shown in a download page.

3. Set the map in ServerConfig.toml

Open ServerConfig.toml in a text editor and edit the Map value. Replace only the MAPNAME segment while retaining the /info.json suffix. For a level folder named myawesomedriftmap2021, the value should contain:

/levels/myawesomedriftmap2021/info.json

Use the exact folder name from the archive. Do not substitute the ZIP filename, a display name, or a path copied from a different version of the map.

4. Save, restart, and test

Save the configuration, start the server, and join with a test client. The client needs the ZIP, while the server needs the matching map path. If either part is missing, the map may fail to load even though the other part is correct.

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5. Recover the mission filename when the obvious path fails

Install the map in single-player BeamNG.drive, enter the map, open the system console, and run:

print(getMissionFilename())

Use the mission filename returned by the game as the server’s map setting. This is useful when an archive contains a non-obvious level structure or when the folder name alone does not identify the playable mission.

Add a server-only Lua resource

Server-side Lua resources are not client ZIP mods. Put each server resource under Resources/Server, using a separate subfolder for each resource. Follow the resource’s documented folder and script structure inside that subfolder; the server must be able to find the expected Lua files in the locations specified by its development documentation.

  1. Stop BeamMP before creating or changing the server resource.
  2. Create or open Resources/Server.
  3. Give the resource its own subfolder rather than mixing files from several resources together.
  4. Place the resource’s Lua files and supporting structure exactly as its documentation specifies.
  5. Start the server and inspect its console for load errors.
  6. Test the behavior with a client while leaving client-delivered ZIPs in Resources/Client.

Do not move a server-only resource into Resources/Client merely because it arrived as a download, and do not put a vehicle or map ZIP in Resources/Server. The two folders represent different execution and delivery scopes.

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How players receive client resources

When a player joins, BeamMP uses the archives in Resources/Client as client resources and sends them to that player. The player then loads them as BeamNG.drive mods. This means every client who needs a vehicle or map must be able to complete the download; installing the ZIP only in a player’s local BeamNG mods directory does not make it available to other players on your server.

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For a first test, use one client and one newly added resource. Confirm that the join completes and that the vehicle or map appears before adding more files. Testing a small change makes it clear which archive caused a failure and avoids confusing a server problem with a local cache or game problem.

Diagnose mods that do not load

Symptom Likely cause Fix
The server starts, but a vehicle is unavailable. The ZIP is missing, extracted, nested, or in the wrong resource root. Stop the server, place the original archive directly in Resources/Client, verify ResourceFolder, then restart.
A map downloads but the server cannot enter it. The Map value does not match the archive’s level folder or lacks /info.json. Inspect levels, copy the exact child-folder name, and set /levels/MAPNAME/info.json. If necessary, use print(getMissionFilename()) in single-player.
Players cannot finish joining after a new mod is added. The new mod conflicts with BeamNG, BeamMP, or another installed mod. Remove the most recent addition, restart, and test again. Reintroduce resources one at a time.
No client resource is detected. The server is reading a non-default directory. Check that ResourceFolder = "Resources" is correct, or adjust the directory and setting together.
A server-side feature does nothing. Lua files were placed in the client folder or the required server subfolder structure is wrong. Move the resource under Resources/Server and restore the structure required by its resource documentation.
A previously working mod now causes errors. The mod is old, broken, or no longer compatible with the current game/server combination. Check its date and maintenance status, remove it, and test a current replacement from a trusted repository.

Use a one-change rollback

BeamMP warns that mods can be incompatible with BeamNG, BeamMP, or one another. If an error, “done,” or “start” join failure appears after an addition, treat the newest resource as the first suspect. Stop the server, remove only that addition, restart, and repeat the join test. If the failure disappears, the resource or its interaction with another mod needs attention; adding several more files before testing hides the cause.

Check names and case character by character

Map paths are not friendly labels. Compare the levels child-folder name in the archive with the Map entry in ServerConfig.toml. A single missing character, changed case, or omitted /info.json suffix can point the server at a mission that does not exist.

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Separate installation errors from compatibility errors

If the server cannot see a resource at all, investigate folder placement, ZIP extraction, nesting, and ResourceFolder first. If it sees the resource but clients fail while joining, investigate outdated or conflicting content. These are different failure classes and require different fixes.

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Keep a reliable mod set

Add and document one resource at a time

Record the archive filename, where it came from, and the date you installed it. Restart and test after each addition. This creates a simple rollback trail and makes it possible to identify the first incompatible file instead of guessing among a large batch.

Retain the original ZIP

Keeping the untouched archive in Resources/Client preserves the package BeamMP expects and makes replacement straightforward. If you need to inspect a map’s levels directory, use an archive viewer rather than extracting the production copy.

Remove obsolete versions before installing replacements

Do not leave two versions of the same map or vehicle in the client directory while testing a replacement. Duplicate or stale packages can create ambiguous behavior and make it difficult to tell which version a player received.

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Use backups before configuration edits

Save a known-good copy of ServerConfig.toml before changing the map. If a typo prevents startup or loading, restore the backup, then make one corrected edit rather than rebuilding the entire file from memory.

Choose home hosting or a VPS

Hosting model What BeamMP documentation indicates Best fit Trade-off
Home server Hosting at home is described as free. A private group, experimentation, or a server that can be online only when the host is available. The host must maintain the machine, network, availability, and updates.
VPS hosting BeamMP describes a VPS as easier and more secure for hosting. A public or always-on server where consistent availability matters. It adds an ongoing hosting expense and still requires resource and configuration maintenance.

Changing hosting does not change the mod layout. Copy client ZIPs to the new server’s Resources/Client, copy server-only resources to Resources/Server, verify ResourceFolder, and carry over the tested Map value. Test from an external client after migration rather than assuming a local test covers network access.

Platform considerations

BeamMP documents Windows and Linux server and client support. Its getting-started documentation says macOS support is being worked on and that bugs should be expected on secondary platforms. If you are diagnosing a problem on macOS, first reproduce it on a documented Windows or Linux setup when possible; that helps distinguish a resource problem from platform support limitations.

The resource rules themselves remain the same: the server must locate the resource root, client archives belong in the client directory, and server Lua resources belong in the server directory. Platform-specific file-management details can change how you browse to those folders, but they do not change the required BeamMP layout.

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A complete pre-launch checklist

  • The server was stopped before files or configuration were changed.
  • ResourceFolder points to the directory that actually contains Client and Server.
  • Every vehicle or general client mod is an original ZIP directly inside Resources/Client.
  • Every custom map ZIP is directly inside Resources/Client and remains unextracted.
  • The map archive’s exact levels child-folder name is used in /levels/MAPNAME/info.json.
  • The Map value was saved in ServerConfig.toml and tested after restart.
  • Any server-only Lua resource has its own subfolder under Resources/Server and follows the required script structure.
  • New resources were added individually, with a join test after each change.
  • Old or unmaintained mods were removed when they caused errors or join failures.
  • A known-good copy of the configuration and resource set is available for rollback.

The practical rule to remember

For client content, leave the ZIP intact and put it directly in Resources/Client. For a map, also set the exact mission path ending in /info.json. For server-only Lua, use Resources/Server and its documented structure. When a resource fails, check the folder level, resource root, map spelling, archive age, and most recent mod before changing anything else.

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BeamMPBeamNG.drivecustom mapsGame ServersLua resourcesserver mods

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