Mutliplayer Settings
1. General
Show advanced options
If enabled, you will see all multiplayer settings
If disabled, you will see only basic multiplayer settings
Enable config cloning protection
If enabled, your spawned vehicle config will be protected from other players saving it
If disabled, your spawned vehicle config can be saved by other players
Disable pausing caused by instabilities
If enabled, physics instabilities will not cause your game to pause
If disabled, physics instabilities will cause your game to pause
Its advised to leave disabled, since repeated instabilities can cause the game to crash
Use simplified vehicles when available
If enabled, the game will replace vehicles of other players with their simplified versions (from AI traffic) if available
If disabled, the game will use the intended vehicle models
New chat menu
If enabled, the ingame chat will be displayed in an IMGUI window, that for example can be dragged out of the game onto another monitor
If disabled, the ingame chat will be displayed in the UI app
Dragging IMGUI windows out of the main game window can cause performance issues, as well as trick screen recording software into recording the chat window instead of the main game window
Enable vehicle position smoothing
If enabled, beamMP will use an algorithm to smooth vehicle position updates to regular intervalls. Can be beneficial between players with high ping or when a connection experiences a high package drop rate
If disabled, beamMP will update vehicle locations as they are received
Skip the mod security warning popusp
If enabled, the mod security popup will not be shown when trying to connect to a server with mods
If disabled, the mod security popup will be shown whenever you connect to a server with mods
Enable player vehicle update/edit queuing
If enabled, other players vehicle spawns and edits will be put into a queue. See the section 2. Event queue
for further details
If disabled, other players vehicle spawns and edits will be loaded by the game instantly
Enable automatic part sync
If enabled, your vehicles parts will automatically be synced to other players after a few seconds
If disbaled, you need to click the part sync button in the part picker in order to send a sync out to other players
Disable switching to other players vehicles
If enabled, tabbing trough vehicles will skip other players vehicles
If disabled, tabbing trough vehicles will cycle over every spawned vehicle
Fade out vehicles as they get closer
If enabled, other vehicles will fade out as they get closer
If disbaled, other vehicles will stay fully visible regardless of distance
This only affects the visible 3d mesh of a vehicle, not its physics node-beam-mesh. In order to also disable physics, you need to enable Simplified collision physics
in the Gameplay settings
Show the player ID`s
If enabled, the ingame playerlist will have an additional row showing each players ID. Useful for development or moderation
If disabled, the ingame playerlist will only show the rows for playername and ping
Allow the serverlist to refresh ingame
If enabled, the serverlist will update in regular intervalls while playing. This can cause lag spikes
If disabled, the serverlist will only update once you open the main menu
2. Event queue
Highlight queued players
If enabled, players with a queued event will be highlighted in the ingame playerlist
If disabled, players will not be individually highlighted
Apply vehicle changes with
If set to Left mouse button
, clicking on a players name in the playerlist using the left mouse button will load the queued events. Clicking with the right mouse button will spectate said player
If set to Right mouse button
, clicking on a players name in the playerlist using the right mouse button will load the queued events. Clicking with the left mouse button will spectate said player
Automatically apply queued vehicle changes
If enabled, the queued events will be automatically loaded once you've been going under the speed treshold for the amount of time set as the timeout
If disabled, the queued events will only load manually, by clicking on either the Events
button at the top of the screen or on a players name in the playerlist
Queue apply speed treshold
This setpoint defines the speed treshold of the automatic event queue loading. Your vehicle has to be slower than this for longer than Queue apply timeout
in order to load the queued events
Queue apply timeout
This setpoint defines the time delay of the automatic event queue loading. Your vehicle has to be slower than Queue apply speed treshold
for this time in order to load the queued events
Skip queue if spectating others
If enabled, an event will instantly load if you are spectating another player
If disabled, an event will be queued just like it would when focused on your own vehicle
Don't queue Unicycles (Snowmen/Beamlings)
If enabled, an event concerning a snowmen/beamling will be loaded instantly
If disabled, snowmen/beamlings will be queued just like other vehicles
3. Set default Unicycle
Default Unicycle config
This setpoint defines the unicycle variant to be loaded by default. You can choose between premade configs and your own should you have saved custom unicycle configs
Automatically save your last used Unicycle
If enabled, your last used unicycle will be automatically saved and reloaded once you spawn it again
If disabled, your default unicycle config will spawn every time
4. Blobs
Enable blobs for unspawned vehicles
If enabled, you will see a placeholder orb, or blob, in place of an unspawned vehicle
If disabled, an unspawned vehicle will be invisible
Tune colors
Visible
If enabled, a blob will be drawn, using the color below
If disabled, no blob will be drawn for the specified function
RGB HEX values
Queued vehicle: The color a blob will use if a vehicle is queued for spawning. Standard value #FF6400
Illegal vehicle: The color a blob will use if a vehicle is illegal, for example trough a mod that was sideloaded. Standard value #000000
Deleted vehicle: The color a blob will use if a vehicle was deleted by the user. Standard value #333333
5. Nametags
Hide player nametags
If enabled, player nametags will not be drawn
If disabled, player nametags will be drawn according to their vehicles relative position
Show distance from other players
If enabled, the nametag will be prepended by the distance to the respective vehicle
If disabled, no additional distance will be shown in the nametag
Fade nametags in/out
If enabled, a nametag will be faded in/out according to Fade distance
and Invert nametag fade direction
If disabled, anametag will be drawn at standard opacity regardless of distance to the respective vehicle
Fade distance/Invert nametag fade direction
Fade out
Nametags are getting less visible the further away a player is
Fade distance
defines the distance at which a nametag will be drawn at minimal opacity
Fade in
Nametags are getting more visible the further away a player is
Fade distance
defines the distance at which a nametag will be drawn at maximal opacity
Don't fully hide nametags
If enabled, a nametag can not get fully invisible, it will retain a minimal opacity regardless of distance
If disabled, nametags can get fully invisble
Shorten nametag and role tags
If enabled, Nametag length limit
will truncate nametags and roles to the set limit of characters
If disabled, nametag and role tags will be shown at full length
Show spectators' nametag under vehicle nametags
If enabled, a spectators name will be added underneath a players nametag
If disabled, no spectator names will be added to nametags
Same color for spectator nametags
If enabled, a spectators name will always be surrounded by a grey background
If disabled, a spectators name will be surrounded by a colored background, reflecting the spectators role
6. Others
Show network activity in the console
If enabled, the beamMP network activity will be shown in the console
If disabled, no further network activity will be shown in the console
Be careful with this setting, since all the console output gets also written into the log files
They can grow by hundreds of MB in minutes with this setting enabled
Launcher port
This setpoint defines the port used for communicating with the launcher
Should only be changed if the standard port 4444 can not be used
Dont forget to also change it on the launcher side, by modifying launcher.cfg
The port specified is only the first of two, the second port being used is directly following, set port + 1
The first port carries core network pakets, the second game network pakets, both over TCP