Getting the auth key the server will not start without, configuring it, and pushing mods out to everyone who joins.
BeamMP servers need a key from BeamMP themselves. Without one the server starts and immediately exits — if yours is doing that, this is almost certainly why.
keymaster.beammp.com and sign in with your BeamMP account.
ServerConfig.toml on the Files tab and set AuthKey = "your-key" instead.
Everything else lives in ServerConfig.toml. It is TOML, so strings need quotes and numbers must not have them.
ServerConfig.toml in Files.
Name is what shows in the server list. MaxPlayers is the cap — be realistic, BeamNG is heavy and a high number will not go well.
Map takes a full path such as "/levels/gridmap_v2/info.json". Getting this wrong is the second most common reason a server will not boot.
Private = true keeps it off the public list.
Description is shown to people browsing.
BeamMP pushes mods to clients automatically — people who join get them downloaded without doing anything. That is the good news. The bad news is large mod sets make joining slow.
Resources/Client.
.zip files exactly as downloaded. Do not unzip them.
Resources/Server instead — those are not pushed to players.
You can give friends access to the BeamMP server without ever sharing your account password. Sub-users get their own login and only the permissions you tick.
There are no server-side backups here. Every server has a backup allowance of zero — storing hundreds of gigabytes for a service nobody pays for is not something we can justify, so the Backups tab will not help you. The only copy of your world that exists is the one you download. Do this before any big change.