How BeamMP sends mods
Every .zip in the server's Resources/Client folder is sent to every player who joins. Mods are the .zip files exactly as you downloaded them, for example from the BeamNG.drive repository (beamng.com/resources): do not unpack them. Anything that is not a .zip is ignored.
Adding one on Flux
- Open the Mods tab and upload the .zip, or paste the mod's page from the BeamNG.com repository under Install from a link: the server downloads its newest version itself, the better way for big maps and mod packs.
- The server reloads its mods at once: players who join from then on download it. Players already on rejoin to get it.
- If the mod carries a map, it appears in the Maps tab, ready to pick.
Keeping the download small
- The Mods tab shows what each new player downloads, and warns past 500 MB for one mod or 2 GB in all.
- Turn a mod off instead of deleting it to stop sending it for a while: it is moved out of Resources/Client and kept.
- Protect a mod your players already own (a paid or private mod): it is listed but not sent, and only players who have it can join.
Server plugins are different
Lua plugins run on the server, in Resources/Server, and players download nothing for them. They go in the Plugins tab.
Frequently asked questions
Do players have to install my mods?
No. The server sends every enabled mod to each player as they join.
Why does joining take so long?
Every new player downloads every enabled mod first. Turn off mods you do not use, or protect the ones your players already have.