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Server settings

  • conf.json - is a configuration file which allows you manage your server easily.

Settings

The following table will explain the use of the following settings:

SettingDefault valueDescription
announcefalseAnnounce to the master server so people can see you in their server browser.
bind127.0.0.1The IP to listen to.
gamemodeFreeroamThe server's gamemode. [List of valid gamemodes](/gamemodes)
encryption**(deprecated)**trueSetting is deprecated because it is always enabled and can not be disabled.
maxplayers100Maximum number of players your server will hold.
nameRAGE:MP Unofficial serverServer name that will be displayed to the master server. Use [] for tags. Eg. "Beast [Serious Roleplay]"
stream-distance500.0The distance on the X,Y plane which server entities will stream in for connected players.
port22005The port that the server will use. The server uses both UDP and TCP protocols. The port after that one (port + 1, so 22006 by default) will be used for the HTTP server that hosts the client packages for the clients to download from.
disallow-multiple-connections-per-ipfalseAllows (false) or disallows (true) multiple players to connect from the same IP address
limit-time-of-connections-per-ip0Maximum time a player can try to reconnect before getting timeout
urlWebsite URL. Must be a valid URL. Truncated to 20 characters in [RAGE:MP Master List Web](https://rage.mp/masterlist) (shows fine in RAGE:MP client).
languageusServer's language (needs to be a string, example: "language": "us" will display the United States flag on your server's name)
sync-rate40This number indicates the interval, in milliseconds, that the server has to synchronize its entities. 40 = 40ms
resource-scan-thread-limitIndicates the maximum number of threads used for resource scanning
max-pingMaximum Ping accepted for the server
min-fpsMinimum FPS required for the server
max-packet-lossMaximum Packet loss accepted in the server
allow-cef-debuggingWhether the client can (true) or not (false) debug the server's CEF pages
enable-nodejstrueEnables NodeJS serverside
csharpdisabledIf your server will be using the C# bridge plugin set it to true, else don't add this line
enable-http-security**(note¹)**falseWhen set to true, enables an extra security layer to avoid the server being flooded by fake HTTP requests
voice-chatboolean true / false
allow-voice-chat-input(only available via registry at the moment); default value: 1
voice-chat-sample-rateallowed values are 8000, 16000, 24000, 48000
fastdl-hostString URL, this parameter specifies the external URL from which clients will be able to download needed clientside packages. Otherwise they will download them directly from the server.
server-side-weapons-only-modetrueboolean true / false, if it's set to true, only weapons that are given from server side will be synced (available with RAGE 1.1+)
api-threading-debuggingfalseIf set to true, it'll report every single usage of the API out of proper thread. Use it only for debugging since it adds some CPU overhead. (available with RAGE 1.1+)
fqdnstring, e.g. "fqdn": "game-srv.rage.mp". Thanks to this option your players won't notice any server IP change, including the re-utilisation of downloaded packages.
resources-compression-level1Use 0 for local server, or a higher value for bandwidth optimisation. -9 for fast compression (available with RAGE 1.1+)
node-commandline-flagse.g. "node-commandline-flags": "--inspect" (available with RAGE 1.1+)
synchronization-extrapolation-multiplier0.0enables vehicle synchronization prediction disabling possible latency offset (available with RAGE 1.1+, enabled by default with 1.0 value in 0.3.7)
http-threads50Specifies how many concurrent connections will be handled at the same time, the rest will be queued (Increasing this number will increase bandwidth usage)
trigger-compression-loggingfalseLog compression rates of all outgoing client event triggers with the dictionary the server has been initialized with (available with RAGE 1.1+)
trigger-compression-trainingfalseDictionary training, takes data from all of your triggers and flushes it to the file specified at "trigger-compression-dictionary" at every 20th trigger. TIP: You can train it without joining using "mp.players.call" (available with RAGE 1.1+)
trigger-compression-dictionaryFile to load/save compression dictionary (available with RAGE 1.1+)
create-fastdl-snapshotfalseGenerates client packages files to a folder to be downloadable and used with FastDL
disable-client-packages-ram-cachefalseDoesn't cache resources in memory (for only un-encrypted files with DISABLE_ENCRYPTION_LIST file) and instead streams it from storage
client-packages-shared-folderEnables you to use the same client resources across different servers (i guess) (FQDN must be a subdomain of shared folder name, e.g. foo.domain.com, bar.domain.com => domain.com)

Sample file

This is an example of conf.json:

```js {

   "announce": false,
   "bind": "127.0.0.1",
   "gamemode": "freeroam", 
   "name": "RAGE:MP Unofficial server [Tag]", 
   "maxplayers": 100,
   "port": 22005,
   "stream-distance": 500.0

} ```

Notes

note¹: at least with Rage 1.1, setting this parameter to true causes missing download of resources from the launcher. The client needs to connect a second time to see the resources downloaded during previous connection. Suggestion is to keep it false.