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NolimitHost
ALL CACHE EDGES ONLINE / FiveM File Delivery

FIVEM RESOURCE CACHING AT THE EDGE

Stop serving every vehicle pack, MLO and streamed asset straight off your game server. Two lines in server.cfg and FiveM downloads run through our cache instead — faster joins for your players, less bandwidth and I/O on your box.

2 lines
Setup
Two console commands in server.cfg. No resource edits, no client config, no downtime.
0 ms
Added Gameplay Latency
Only the /files/ download path is cached. Game traffic still goes straight to your server.
100 %
Repeat Downloads Cached
Every file is pulled from your origin once, then served from the edge to everyone else.
24/7
Cache Maintenance
No purge API and no manual flushing — stale entries retire themselves as they age out.
Pricing

One plan, built for FiveM servers

Resource caching is a single add-on: no tiers to compare, no per-GB egress meter, and no limit on how many resources you push through it.

FiveM Resource Caching

Unlimited Resource Caching

Every resource on your server served from our edge cache — on top of a NolimitHost game server, or on any FiveM server you run elsewhere.

€4.99 /mo
Billed quarterly at €14.99 · no setup fee
  • Faster downloads for every player who joins
  • Shorter loading screens on vehicle, map and MLO packs
  • Fewer failed downloads and timeouts after a big update
  • Your upload bandwidth stays free for live gameplay
  • Less disk strain on your server during busy join hours
  • Nothing to maintain — no purge jobs or keys to babysit
  • No resource, manifest or client edits — two lines in server.cfg
  • Works with txAdmin, ESX, QBCore or a standalone server
  • Safe by default
  • Nothing for your players to install, update or clear
Setup Time ~2 minutes
Cache Locations 3+ Locations
Cached Egress Unmetered

After ordering, open a ticket with your server IP. We deploy your dedicated cache hostname and adhesive_cdnKey, then hand you the two lines to paste in.

Why Cache FiveM Resources

Your downloads, off your server

A 2 GB vehicle pack should not be re-read from your NVMe every time somebody joins. Caching moves that traffic to the edge and leaves your box doing what it is there for.

Faster first joins

The first player to request a file warms it in the cache. Everyone after them streams it from the edge instead of waiting on your server's upload.

Bandwidth stays in-game

A big content update no longer eats your uplink. Repeated downloads stop competing with live gameplay traffic on busy evenings and wipe days.

Less disk I/O on the origin

The same .ytd and .ydr files are no longer pulled off your NVMe hundreds of times a day by joining players.

File endpoint protection

Volumetric floods aimed at your download endpoint are absorbed at the cache edge, in front of your game server instead of on top of it.

Hash-aware, never stale

FiveM requests files with a content hash, and the cache keys on the full request URI — so updated resources are fetched fresh while untouched ones keep hitting cache.

No resource edits

Caching sits below your resources. No manifest changes, no rewritten URLs, no client mods — your players notice nothing except shorter loading screens.

How It Works

Live in one restart

Your server stays the origin. The cache only takes over the download path, and it fills itself as players join.

STEP 01 server.cfg

Point your server at the cache

Paste two lines, restart, done. The key keeps cache entries consistent — skipping it is what causes "corruption uncovered" errors on external file servers.

server.cfg
# NolimitHost — FiveM Resource Caching
set adhesive_cdnKey "your-secret-passphrase"

# send every resource download to the cache
fileserver_add ".*" "https://cache-yourname.nolimithost.cc/files"
STEP 02 First request

The cache fills itself

Nothing to upload and nothing to pre-warm. The first request for a file comes from your server, every request after that is answered from the edge.

verify a file
curl -sI https://cache-yourname.nolimithost.cc/files/my-vehicles/…
x-cache-status: MISS  # filled from your origin
x-cache-status: HIT   # served from the edge
STEP 03 Updates

Stale entries retire themselves

Replace an asset and its content changes, so FiveM asks for a new hash-based URL and the cache fills it from your origin on the next request. Entries nobody asks for any more age out on their own — there is no purge endpoint to call.

automatic
# nothing to flush by hand
new content "…/vehicle.ytd?hash=a1b2c3"  # filled fresh from your origin
old entry   "…/vehicle.ytd?hash=9f8e7d"  # retired once it ages out

Nothing else about your server changes. It stays the origin, your players still connect through cfx.re/join, and the game port is never proxied — only resource downloads take the cache path.

General Questions

FiveM caching questions

The things server owners ask before switching their download path over. Anything missing? Ask us on Discord.

No. FiveM supports external file servers natively — you add two console commands to server.cfg and restart. No resource is touched, no file is uploaded, and no download URL is hardcoded anywhere.

Get Started

Cache your FiveM resources

Stop paying for the same downloads twice. Add resource caching to your server today — we handle the setup and hand you two lines to paste.