This mod is a more refined version of the vanilla BeamMP (sandbox) experience. It allows for moderation and server administration in sandbox mode.
Since this mod provides a sandbox experience, it should be compatible with all of your previously installed mods (with minor exceptions).
Come say hi for troubleshooting help, to suggest features, or for sneak peeks at what's coming next.
Just like the free version, you can download the latest release HERE and extract it inside your server's Resources folder.
No update should never replace server nor players data.
If you're moving from an old BeamJoy Free (BJI) server, you don't have to rebuild your Hunter arenas or races by hand: Legacy Import converts them over automatically.
- On your old BeamJoy Free server, find its data folder's own
scenariisubfolder (inside itsBeamJoyData/db/folder). - Copy that whole
scenariifolder into this server's ownBeamJoyData/db/folder, so you end up withBeamJoyData/db/scenarii/<map>_hunter.jsonand/or<map>_races.jsonfiles. - Restart this server (or make sure it's picked up the new files).
- In-game, open Config → Core, scroll to the Legacy Import section, and click the button for whichever you want to import (Hunter arenas / Races). A preview lists every map found, with counts and any conflicts, before anything is actually imported. Nothing happens until you confirm it. The section's own ⓘ button repeats these steps in-game.
Hunter arenas import one per map and will overwrite this fork's existing arena for any map that already has one (the preview flags this). Races are different: every convertible race is added as a brand-new race, never overwriting anything already in your list. A race whose name is already used is skipped instead, so importing is always safe to re-run.
This is an actively developed, upgraded version of BeamJoy Sandbox, updated to run on BeamNG.drive 0.39. On top of the sandbox/moderation feature set below, it's building toward a set of racing- and gameplay-focused features.
- HTML windows and interfaces:
- Provide a faster system than the IMGUI one implemented in the free version
- Allow for persistent yet resizable/movable UI-Apps
- Include a new custom Drag&Drop system
- Racing: full grid-based racing (solo hotlapping and head-to-head), with join/ready/leave/
cancel/retire, gate-crossing detection, lap and sector timing, a live leaderboard, DNF handling,
and configurable respawn strategies. Includes an in-world 3D gate/start editor (translate/rotate
gizmos, edge-resize handles, a switchable terrain/raycast ground-snap, and a reverse-race
button), manual sector boundaries, ghost backmarkers, a disable-collisions option, configurable
phase timers, and a live race-info panel (standings while racing, results and lap breakdown
after)
- Persistent leaderboards: per-race personal-best/record tracking (top 100, with your own rank pinned separately if you're outside it) and a new-PB/new-record popup on finish
- Vehicle restrictions: optionally lock a race to one exact vehicle (Single Config, force-spawned for every participant, custom setups included) or a host-curated pool of allowed vehicles to pick from, either baked into the race itself or chosen fresh each time it's started
- Hunter: asymmetric hide-and-seek chase mode — one random player becomes the hunted fugitive, everyone else hunts. Stuck-timer elimination (no direct collision "tag"), a three-trigger reveal system (proximity, final-waypoint tension, post-crash), asymmetric grid release (fugitive gets a head start), native GPS routing plus an in-world beacon guiding the fugitive to their next waypoint, a hunter crash-reset penalty, and a staff force-fugitive reassignment tool. Includes its own in-world arena editor (hunter/prey spawns, waypoints)
- Vehicle presets: admin-curated, shareable vehicle lists (captured model/config/parts/tuning) usable to restrict a race or Hunter session to one exact vehicle or a host-picked pool, with matching that tolerates post-spawn paint and tuning changes
- Legacy import: convert an old BeamJoy Free (BJI) server's Hunter arenas and races straight into this fork's own format — see the section above for the full walkthrough
- Map voting (
/votemap) and vote-kick (/votekick), both with configurable thresholds and timeouts and a live status panel - Teleportation: self-teleport to another player (rate-limited) and a moderator-relayed
"summon", plus
/tp//tpfromchat command equivalents - Server-distributed traffic:
- Allowed players can toggle it with menus, keybinds and radial menu
- Customizable (max traffic vehicle, max vehicles per player, vehicles models)
- Automatic lights with day & night cycle
- Pursuits and arrests (random events when driving a police vehicle)
- Top screen menu bar with editable keybind (F4)
- Group system with permissions and configuration UI
- Players moderation tools (mute/kick/ban/temporary ban/remove vehicle(s)/...)
- Players database UI to manage offline players
- Built-in mods analyzer and modded maps detector
- In-game map switch with permission:
- UI to edit maps labels
- Each map can be toggled on or off to allow or prevent switching to it
- Customizable yet powerful welcome window
- Support for replay mode (players watching replays and their vehicles are not visible by others until they play again)
- Fixed and fully integrated vehicle selector (hide presets from disabled mods, filtered by permissions, fixed action buttons)
- Messages and labels internationalization (English source plus 12 client and 7 server translations, all kept at full key parity)
- Disabled multiplayer-conflicting features (desynced pause, force field)
- LocalStorage to keep personal data and settings between servers
- Contextual menu when right-clicking another vehicle (disabled while nodegrabbing or dragging view)
- Fast vehicle switch with a middle-click (mouse-wheel)
- Custom nametags system:
- Different and customizable colors for active vehicles, idle vehicles and spectators (shared accross all beamjoy servers and versions)
- Disabled for props
- Disabled for trailers when the owner's vehicle is attached to it
- Server commands (
helporbj helpfor the complete list), including racing (/race ready|leave|cancel|retire), moderation (/kick,/mute,/ban,/tempban,/setgroup,/freeze, ...), and utility (/map,/tp,/tpfrom) chat commands./helponly lists what the caller actually has permission for - Whitelist with an UI configuration panel
- HUD UI App (icons + broadcast with colors)
- Safe zones (zones without collisions):
- When a vehicle is exiting a safe zone, it stays a ghost until not colliding with another vehicle anymore (prevents vehicles merging)
- Configurable respawn-ghost protection (timeout and buffer distance vehicles must clear before un-ghosting after spawning/resetting near others), with a global collisions mode (forced/disabled/respawn-protection-only)
- Synced pause and simulation speed:
- Editable by staff members
- Is triggered by game bindings (default :
J=pause,Alt+Up/Down=toggle,Alt+Left/Right=presets swap) - Simulation speed will fallback to default (x1) if all staff members leave
- Time of day and gravity synced:
- Can be toggle on/off
- Editable by staff members
- Can be edited via UI, menus and radial menu
- Gravity will resets to default (Earth) if all staff members leave
- Customizable day/night cycle duration
- Optional night brightness multiplier
- Trailers and Props spawning permissions
- Vehicle models blacklist
- Toggle allowing players mods:
- Those mods are client-side only, similar to vanilla BeamMP
- With advanced mods features, now players:
- can activate a single mod (if the server configurations allows it) instead of enabling all their collection.
- can download a mod and it will be disabled automatically if the server doesn't allow it.
- cannot disable nor remove server served mods.
- can disable a specific mod (not a server served one) and it will impact their own vehicles (if the mod was a vehicle one).
- Server core settings UI
- Custom chat (show staff tag, with colors)
- Chat commands (permissionned, easy-to-add system):
/help: Shows the complete list of available commands/pm <player_name> <message>: Sends a private message to someone (a copy is also send to staff members for safety purposes)
- DiscordHook mod chat events integration
- Toggleable chat broadcasts:
- Configurable delay between messages
- Messages can be translated
Long-term roadmap: not scoped to any particular release, and not yet implemented. This section will move into Features as things ship.
Racing
- Pit road / pit paddock options
- Reset/teleport to pits option
- Repair / refuel in pits, with configurable times for each
- Importer for old race configs to the new system
- Hotlapping system similar to Forza / SRP: a passive route with no visible checkpoints, driven naturally, as opposed to an active/visible race
- Per-race environment customization (time and weather planner)
- Per-race prop placement
Drag Racing
- Eighth / quarter / half / full mile options
- Usable drag strips
- Heads-up / bracket racing
Gameplay
- Simplified traffic agents / traffic group support
- New weather system customization
- Vehicle delivery together
- Trailer / cargo delivery
- Rideshare / taxi
Significant portions of this fork (new features, bug fixes, and refactors) were written with the assistance of AI coding tools (Claude Code). AI-assisted changes were reviewed and tested in-game before being committed, but this project does not carry the same guarantees as fully hand-audited code. If you find a bug, inconsistency, or something that looks like it was made without enough scrutiny, please open an issue or let me know in the Discord.
