ARK: Survival Ascended (ASA) uses the CurseForge mod system rather than the Steam Workshop workflow used by ARK: Survival Evolved. In single-player or non-dedicated play, download and activate mods from ASA’s in-game Mods list. On a dedicated server, enter CurseForge project IDs in the host panel or the server launch option -mods=, keep the intended order, save, and restart. The restart downloads new or updated files, and joining players are prompted to install required mods.
Before adding anything to a cross-platform server, verify that every mod supports Steam, PlayStation 5, and Xbox as needed. A PC-only mod can prevent a crossplay server from starting. Back up the save before removing a mod because its structures, items, creatures, or other content can disappear when the server starts without that mod.
What mod system does ARK: Survival Ascended use?
ASA distributes mods through CurseForge and its built-in browser. The desktop CurseForge application is not the installation path for ASA; CurseForge Support states that “ARK: Survival Ascended is not supported in the CurseForge app. Mods can be downloaded in-game.” ASA’s in-game browser is also where Studio Wildcard says players can obtain custom maps, creatures, items, and game modes across supported platforms.
This distinction matters when you move from ARK: Survival Evolved. ASA dedicated servers do not use Steam Workshop mod IDs or an ActiveMods setting. They use the numeric CurseForge project ID assigned to each ASA mod. A server may still be self-hosted on Steam, but its mod catalog and identifiers come from CurseForge.
How do I install mods for single-player or non-dedicated play?
Install and activate the mod before creating the game that will use it. CurseForge’s documented workflow does not allow you to add a mod to an already-created single-player or non-dedicated game.
- Open ASA and choose Mods list. This is the game’s own mod-management screen, not the separate desktop CurseForge application.
- Accept the terms. The first visit may display the mod-service terms before the catalog opens.
- Choose Browse mods. Search by the mod’s title, inspect its description and supported platforms, and open the project page before installing.
- Select Install. Wait for the download to finish. A slow or interrupted download can leave the mod unavailable for activation until you try again.
- Create a new game. The documented client workflow requires a new game for the selected mod set. Your existing unmodded save is not converted by this process.
- Open Mod settings > Available mods. Select the installed project and choose Activate mod.
- Check Active mods. Confirm that the project appears there, then launch the single-player or non-dedicated session.
For several mods, activate each one before launching and check the order shown in the active list. If a mod author specifies a dependency or a required position, follow that instruction exactly rather than relying on alphabetical order.
How do I add mods in a managed-server hosting panel?
A managed host replaces command-line editing with a web control panel. The labels vary, but the process is consistent: find each project, add its numeric ID, arrange the list, save the configuration, and restart the server.
- Stop the server or open its configuration page. Do not edit a live launch command if the panel warns that settings are locked while the server is running.
- Open the provider’s mod browser or mod-settings screen. Search by the exact CurseForge project name, or paste the project ID from the mod’s ASA project page.
- Add every required project. Include dependencies named by the author; installing only the visible “main” mod can produce a startup failure or missing content.
- Arrange the IDs in load order. Put a map or total-conversion mod first when the author requires it, then preserve any documented dependency order.
- Choose Save Settings & Restart. The restart is the action that makes the server retrieve new mod files and updates.
- Read the startup log or status page. Wait until the server reports that it is online before asking players to connect.
One documented hosting panel supports up to 40 mod IDs and downloads them when the server starts. That limit belongs to that panel’s implementation; check your provider’s current limit rather than assuming every host permits the same number.
How do I install mods on a self-hosted ASA dedicated server?
Self-hosting gives you direct control over the launch files, update timing, and backups, but you must install the dedicated-server files and edit the startup command yourself. The ARK Official Community Wiki identifies SteamCMD as the installation tool and lists app ID 2430930 for ASA dedicated-server files.
Install the dedicated-server files
- Install SteamCMD on the machine that will run the server.
- Use SteamCMD to download or update app ID
2430930into your chosen server directory. - Choose the correct launch script for the operating system. Windows and Linux use different scripts and paths, so copy the argument into the script that actually starts your server.
Add the CurseForge IDs to the launch command
Append a comma-separated list to the ASA server command. For example:
-mods=927090,877752
The numbers in this example are project IDs, not Steam Workshop IDs. Replace them with the IDs of the ASA projects you intend to run. Do not insert spaces between IDs unless your host’s parser specifically documents a different format.
Preserve order and restart
The order in the comma-separated list controls loading. Put a map or total-conversion project first when applicable, then place dependencies and other projects in the order documented by their authors. Save the launch configuration and restart the process. ASA retrieves newly added mods and published updates during startup; it does not require you to copy mod files manually from another player’s computer.
What do joining players need to install?
Players normally do not copy server files by hand. When they join, ASA displays the server’s required mods and offers an install action for anything missing. After the downloads complete, the client can continue into the server.
This join flow applies to players on PC, PlayStation 5, and Xbox when the server and every mod support those platforms. A player may still need to wait for a large download or restart the game if the client requests it. If the prompt lists a project that you did not intend to use, stop the connection attempt and compare the server’s configured IDs with the mod list you approved.
How do I verify that mods will work on a crossplay server?
Check platform compatibility for every project before adding it. CurseForge creator documentation says ASA mods can be available on Steam, PlayStation, and Xbox, and that cross-play modded servers are supported through managed hosting. Availability is project-specific, not a guarantee that every ASA mod runs on every platform.
- Open the project’s CurseForge page. Look for the supported-platform indicators and any author note that limits the project to PC.
- Check the server’s player mix. If even one regular player uses PlayStation 5 or Xbox, exclude a mod that lacks that platform.
- Check dependencies individually. A main project may support consoles while one required dependency does not.
- Add the complete compatible set, then restart. If the server fails immediately after adding a project, remove that last project and test again before changing unrelated settings.
Paid mods are purchased separately per platform. Ownership on PC does not automatically grant the same paid content on PlayStation or Xbox, so console players may need their own platform purchase even when the server owner bought the project elsewhere.
How should I set mod load order and dependencies?
Use the author’s order as the source of truth. ASA loads the IDs in the sequence supplied by the panel or -mods= argument, so an otherwise valid collection can fail when a map, total conversion, or dependency is placed incorrectly.
- Maps and total conversions: place them first when the project documentation requires it.
- Dependencies: add every required project and keep the dependency before the mod that uses it when instructed.
- Multiple maps: do not assume they can be combined; follow the map author’s supported configuration.
- Order changes: edit the list in one place, save, and restart so the server and its startup log use the same sequence.
Keep a written copy of the approved IDs and order. It makes a rollback faster when a later change causes a startup error and prevents a hosting-panel reorder from going unnoticed.
How are ASA mods updated?
Restart the server after a mod author publishes an update. The server checks for and downloads the newest available version during startup, so leaving the process running will not apply that update immediately.
- Check the mod’s project page or your host’s notification for an update.
- Tell players when the server will restart so they do not join during the download.
- Stop and start, or use the panel’s restart control.
- Wait for the server to finish downloading and report an online state.
- Have a test player join and confirm that the client receives the same required version.
If an update introduces a dependency change, add or reorder the newly required project before inviting the whole group back. Keep the previous ID list so you can restore the last known configuration if the new version will not start.
Why did my ASA server stop starting after I added a mod?
The fastest isolation method is to remove the most recently added project, save, and restart. If the server starts again, investigate that project’s platform support, version, dependencies, and documented load position before re-adding it.
Startup failure immediately after a new mod
- Remove the last added ID from the panel or launch command.
- Save the settings and restart.
- If the server recovers, read the project description for required dependencies or a specific order.
- Confirm that the project is an ASA mod and that its supported platforms match the server.
- Re-add it only after correcting the dependency or compatibility issue.
Crossplay server will not start
Review every project, including dependencies, for platform support. One PC-only mod can block a server intended for console players. Remove the incompatible project, restart, and test the remaining set before choosing a cross-platform replacement.
Download appears stuck or files are corrupted
Some hosting panels provide a clean mods folder action. Run that action once, then restart so the server downloads the configured set again. Use it as a repair step rather than repeatedly deleting unrelated server files.
Players cannot see the required mod prompt
Confirm that the server completed its restart and that the project ID is present in the active launch configuration. Have the player close and relaunch ASA, then reconnect; a client that joined while the server was still downloading may not have received the final list.
How do I remove a mod without losing my world?
Back up the save before removal. For a self-hosted server, back up the ShooterGame/Saved directory; on a managed service, use the host’s equivalent backup function. Content supplied by the removed mod can disappear from the world when the server next starts without it.
- Stop the server and create a dated backup.
- Record the current mod IDs and order in case you need to restore them.
- Remove the project ID from the panel or
-mods=list. - Save and restart once.
- Inspect the world for missing mod-created content before allowing normal play.
Do not remove several projects at once when diagnosing a problem. Changing one ID per restart leaves you a clear recovery point and identifies which project supplied the affected content.
Should I self-host or use a managed ASA server?
Both approaches load the same CurseForge project IDs, but they differ in who handles the operating work. Choose self-hosting when you need direct access to launch scripts and update timing; choose a managed panel when you prefer guided configuration, automated downloads, and built-in recovery tools.
| Decision point | Self-hosted server | Managed hosting panel |
|---|---|---|
| Launch-file control | Direct access to Windows or Linux scripts and the full -mods= argument. |
Provider interface generates or edits the launch configuration. |
| Mod installation | You install the ASA server files with SteamCMD and maintain the server directory. | The panel searches by name or project ID and downloads mods on restart. |
| Load-order editing | Edit the comma-separated ID list manually. | Reorder projects in the panel before saving. |
| Updates | You schedule and perform restarts and monitor logs. | The provider supplies a restart control; the server still downloads updates at startup. |
| Backups and recovery | You create and verify backups such as ShooterGame/Saved. |
Many providers expose backup or clean-mod-folder actions, but available tools vary. |
| Crossplay | You must verify platform support and configure networking yourself. | Choose a service that explicitly supports ASA cross-play modded servers and still verify every project. |
| Recurring cost | The available data establishes no current hardware, bandwidth, or electricity total. | The available data establishes no current provider prices or recurring total. |
Regardless of hosting method, the compatibility checks, project-ID syntax, restart requirement, and save-backup rule remain the same.
What should I check before opening the server to friends?
- Every ID is an ASA CurseForge project ID, not an ARK: Survival Evolved Steam Workshop ID.
- The order puts required maps or total conversions first and follows dependency instructions.
- Each project and dependency supports every platform your group uses.
- The server has completed a restart after the latest configuration change.
- A current save backup exists before installing, updating, or removing content.
- You have recorded the working IDs and order for a quick rollback.
- Players know that ASA will prompt them to install missing required mods when they join.
Frequently Asked Questions
Can I use Steam Workshop IDs in an ASA server command?
No. ASA’s dedicated-server argument expects numeric CurseForge project IDs in a comma-separated -mods= value. Steam Workshop IDs belong to the older ARK: Survival Evolved workflow and will not identify an ASA project.
Is there a fixed maximum number of mods on every ASA host?
No universal limit is established. One documented hosting panel accepts up to 40 mod IDs, while another provider may impose a different limit or none at the panel level; check the service you are using.
Do server mods update while the server remains online?
The documented update mechanism runs at startup. Schedule a restart after an author publishes an update, and wait for the download to finish before players reconnect.
Do paid ASA mods transfer from PC to console?
No. Paid mods are purchased separately for each platform, so a PC purchase does not automatically provide the same entitlement on PlayStation or Xbox.