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.
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.
- 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
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.
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.
Live in one restart
Your server stays the origin. The cache only takes over the download path, and it fills itself as players join.
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.
# 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"
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.
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
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.
# 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.
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.
No. Only the delivery path changes. Clients still verify every file against the same reference hash FiveM gives them, so existing caches keep working and nothing is re-downloaded for no reason.
No. Only resource downloads (HTTP /files/ requests) go through the cache. Live game traffic keeps connecting directly to your server, so player ping, sync and hit registration are untouched.
FiveM requires it whenever files are served from an external file server. Without it, files are obfuscated with a per-client key, which is what produces those "corruption uncovered" errors. We generate the key for you and it stays constant, so cache entries stay valid.
FiveM requests files with a content hash, and the cache keys on the full request URI — so an updated resource is fetched fresh on its own, while untouched resources keep being served from cache. Nothing has to be cleared by hand: entries that stop being requested simply age out and retire themselves.
No. Cached .rpf archives are a known source of "player can't join" reports, so those requests are passed straight through to your origin. Streamed assets like .ytd, .ydr, .yft, .ydd and .ymap are cached aggressively, because that is where the bandwidth actually goes.
Yes. Caching happens at the transport level, below your resources, so it is completely independent of your framework, your resources, and how you manage the server.
No. The cache sits in front of any FiveM or RedM server you can edit server.cfg on — including servers running in your own rack, at another provider, or on a dedicated box.
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.