To install Steam Workshop mods on an ARK: Survival Evolved (ASE) dedicated server, copy each mod’s numeric Workshop ID into the case-sensitive ActiveMods setting in GameUserSettings.ini, add -automanagedmods to the server startup arguments, and restart the server. ASE then downloads and updates those mods from Steam Workshop. Stop the server before editing, keep the IDs in load order, and back up the save before changing or removing content mods.
These instructions are for ASE only. ARK: Survival Ascended (ASA) is a separate edition with a different mod system based on CurseForge and the -mods launch option; do not paste ASE Workshop IDs into an ASA configuration.
Which ARK edition are you running?
Check the game name in your server panel, startup script, or installation directory before changing any files. ASE and ASA do not share the same mod workflow.
| Edition | Mod source | Configuration approach | What these instructions cover |
|---|---|---|---|
| ARK: Survival Evolved | Steam Workshop | Numeric Workshop IDs in ActiveMods; server startup includes -automanagedmods |
Yes |
| ARK: Survival Ascended | CurseForge | ASA’s current -mods workflow |
No; use ASA-specific CurseForge instructions |
The file names, launch arguments, and download service are different between the editions. A guide that tells you to edit ASE’s ActiveMods line is not an ASA guide.
What do I need before installing an ASE mod?
- An ASE dedicated server that you can stop, edit, and restart.
- The Steam Workshop page for every mod you want to run.
- A backup of the current save, especially if you are adding a mod that creates structures, creatures, items, or other persistent content.
- A way to edit the server’s startup arguments so you can add
-automanagedmods. - A written list of the mod IDs in the order you want them loaded.
Read each mod author’s Workshop description before installation. Some maps and total conversions have launch requirements that differ from a normal content mod. The ordinary ActiveMods procedure is not a substitute for an author’s special instructions.
How do I find an ARK Workshop ID?
Open the mod’s Steam Workshop page and copy the numeric ID from its URL. The ID is the number assigned to that Workshop item; it is not the mod’s display name. As 4NetPlayers puts it, “All you need to install a mod is the Workshop ID.” Record the number for each mod and preserve the intended load order while you make your list.
For example, a list might look like this:
123456789
987654321
456789123
Those numbers are only a formatting example. Use the IDs shown on the actual Workshop pages you selected. Check every digit before saving the configuration: one incorrect digit points the server at a different item or prevents the requested mod from downloading.
Where do I put ActiveMods on a Windows or Linux server?
Stop the server first. ARK can rewrite its INI files during shutdown, so an edit made while the process is running may disappear. After the process has fully stopped, open the platform-specific GameUserSettings.ini file.
Windows server path
Edit:
ShooterGame\Saved\Config\WindowsServer\GameUserSettings.ini
The matching Game.ini file is in the same WindowsServer directory.
Linux server path
Edit:
ShooterGame/Saved/Config/LinuxServer/GameUserSettings.ini
The matching Game.ini file is in the same LinuxServer directory.
Do not put ActiveMods in Game.ini. The setting belongs under the [ServerSettings] section of GameUserSettings.ini.
How do I add the ActiveMods line correctly?
- Open
GameUserSettings.iniafter the server has stopped. - Find the existing
[ServerSettings]heading. If the heading is present, add the setting beneath it rather than creating a second conflicting section. - Enter one comma-separated line containing the Workshop IDs, with no spaces:
[ServerSettings]
ActiveMods=123456789,987654321,456789123
The key is case-sensitive. Type ActiveMods exactly, including the capital A and M. Keep the IDs in the order you want ARK to load them. The leftmost, highest-priority entry wins when two mods conflict, so moving an ID can change which mod supplies a conflicting asset or setting.
Save the file, then check it once more before starting the server. Common formatting errors are a misspelled key, a lowercase variant such as activemods, spaces inserted around commas, or a line placed outside [ServerSettings].
How do I make the server download mods automatically?
Add -automanagedmods to the ASE server’s startup arguments. This tells the Steam-based server to download, install, and update the Workshop mods listed in ActiveMods.
- Open the startup command, launch script, or hosting-panel field that contains the server arguments.
- Add
-automanagedmodsas its own argument. Do not put it inside the INI file. - Save the startup configuration and start the server.
- Watch the console or server log while the first download completes.
The first boot after adding large mods can take considerably longer because the server is retrieving the Workshop files. The downloaded mod folders and their .mod files are stored under:
ShooterGame/Content/Mods/
Do not assume that a map appearing in the console means every requested mod loaded. Verify each requested ID and look for download or load errors before inviting players.
How does mod load order affect my server?
ActiveMods is a comma-separated sequence, not an unordered collection. ARK processes the IDs in the order you provide, and the leftmost entry has the highest priority when mods alter the same content.
Choosing an order
- Follow any explicit order in the mod author’s Workshop description.
- Keep dependencies ahead of mods that rely on them when the author specifies that relationship.
- When two mods conflict, place the mod whose assets or settings should win farther left.
- Write the final order down so you can reproduce it after a reinstall or configuration rollback.
Changing an existing order
Reordering can change item definitions, structures, creatures, or other saved-world behavior. Make a save backup before experimenting, and test one ordering change at a time so a new problem can be traced to a specific edit.
How do I install an ARK mod map?
A mod map normally needs two pieces of information: its Workshop ID in the mod list and the map name specified by the author. Some maps also require the launch argument -MapModID=<ID>.
- Copy the map’s numeric Workshop ID into
ActiveModsin the same way as a content mod. - Read the author’s launch instructions for the exact map name.
- Add the map name to the server’s map/startup setting.
- If the author requires it, add
-MapModID=<ID>to the startup arguments. - Start the server and confirm that the intended map, rather than the default map, is selected.
A map that downloads successfully can still start the wrong world if the map name is misspelled or the required -MapModID argument is missing. Use the exact spelling supplied by the author.
How do I install a total-conversion mod?
Total conversions can use a different launch setting from ordinary content mods. Some require TotalConversionMod=<ID> instead of relying only on the normal ActiveMods list.
- Read the total-conversion author’s installation and launch requirements.
- Download the required Workshop item with
-automanagedmodsif the author’s instructions use the standard ASE downloader. - Set
TotalConversionMod=<ID>exactly as documented when that setting is required. - Apply any map or additional startup arguments the author lists.
- Back up the save before switching to or away from the conversion, because its content can be deeply integrated with the world.
Do not combine a total conversion’s special setting with assumptions from a normal item mod. The author’s launch syntax takes priority when it differs from the ordinary pattern.
What happens when Steam players join a modded server?
Steam players normally do not have to install the server’s mods manually. When they join, the game downloads the required Workshop content; subscribing to the mods beforehand can shorten the first waiting period.
- Players should allow the client download to finish before repeatedly reconnecting.
- A client with an older copy can receive a mod-version mismatch after the server updates.
- Restarting the game lets the client complete a pending download or load the newly updated files.
The server and clients must ultimately use compatible versions of every active mod. A player who joins while the server is still updating may see a mismatch even though the server configuration is correct.
Can Epic players join an ASE server that uses Workshop mods?
No. Epic clients cannot download Steam Workshop mods. An ASE server running Workshop mods therefore cannot serve a crossplay group that includes Epic players.
If Epic players must join, remove the Steam Workshop mods and use the documented ASE crossplay configuration instead. This is a platform limitation, not a missing client setting; manually copying Workshop files to an Epic installation does not provide the supported download path.
How do I install mods through a managed hosting panel?
A managed host usually writes the same ActiveMods value for you and exposes restart controls in a web panel. The labels differ, but the workflow is consistent.
- Stop the server from the panel and wait until its status shows that the process has exited.
- Open the panel’s Mods field, configuration editor, or file manager.
- Paste the numeric Workshop IDs as a comma-separated list in the intended order.
- If the panel has a separate startup-arguments field, enable automatic Workshop downloads or add
-automanagedmods. - Save the configuration.
- Start or restart the server and monitor its console for download completion.
- Use the panel’s backup function before removing any mod that adds saved-world content.
Some panels expose a friendly Mods field; others require you to edit GameUserSettings.ini directly. In either case, verify that the resulting file contains the exact, case-sensitive ActiveMods key. A panel does not remove the Steam-versus-Epic compatibility restriction.
Self-hosting versus a managed panel
| Area | Self-hosted server | Managed hosting panel |
|---|---|---|
| File and SteamCMD control | You maintain the server files, permissions, startup script, and downloader. | The provider supplies file access and a panel abstraction. |
| Editing ActiveMods | Edit the platform-specific INI directly. | Use a Mods field or the panel’s file manager. |
| Updates and restarts | You schedule restarts and watch downloads. | The panel may provide restart controls and automatic update options. |
| Backups | You create and retain them yourself. | You remain responsible for confirming that panel backups exist and can be restored. |
| Platform support | Workshop mods still exclude Epic clients. | The same game-platform limitation applies. |
| Recurring cost | Depends on your hardware, bandwidth, and maintenance. | Depends on the provider and plan; no universal price applies. |
How do I update an installed mod?
Restart the server after a Workshop update so -automanagedmods can retrieve the new version. Plan the restart rather than allowing players to remain connected while files change.
- Announce the maintenance window to players.
- Stop the server cleanly.
- Start it with the existing
ActiveModslist and-automanagedmodsenabled. - Watch the console for the updated Workshop files to download and install.
- Wait until the server reaches the map before reconnecting.
- Have affected players restart their game if they receive a mod-version mismatch.
If one mod remains mismatched, stop the server and redownload that mod using the procedure documented by your host. Do not delete random files while the server is running; preserve a backup so you can restore the previous working state.
How do I remove a mod without damaging the save?
Removing a mod that supplied structures, creatures, items, or other persistent content can damage the save or remove dependent content. Back up the save before changing the list, and prefer removal during a planned wipe when the world no longer depends on the mod.
- Tell players that the mod will be removed and stop the server.
- Create and verify a save backup.
- Remove only that mod’s ID from
ActiveMods, unless the author gives different removal instructions. - Start the server and inspect the console for load errors.
- Check the world with an administrator account before reopening it to everyone.
If structures or other content disappear, stop the server and restore the backup rather than repeatedly starting a damaged save. A backup made after removal cannot restore assets that were already discarded.
Why are my ARK mods not loading?
Work through the checks below in order. Most failures come from an incorrect ID, a case-sensitive configuration error, or a missing automatic-download argument.
| Symptom | Likely cause | What to check |
|---|---|---|
| No mods load | The setting or startup argument is missing or malformed. | Confirm the exact ActiveMods capitalization, comma-separated IDs, placement under [ServerSettings], and -automanagedmods. |
| First boot appears stuck | Large Workshop files are still downloading. | Watch the console and allow the startup process to finish before stopping it. |
| Players receive a mod-version mismatch | The server and one or more clients have different mod versions. | Restart the server and affected clients so both sides complete their downloads. |
| Server crashes after adding a mod | The mod may be incompatible with the game version or another active mod. | Remove or disable one suspect mod at a time, restart, and identify the conflicting entry. |
| A mod map starts the wrong map | The map name or map-specific argument is incorrect. | Use the author’s exact map name and check whether -MapModID is required. |
| Structures or items vanish after removal | The save depended on the removed content mod. | Stop the server and restore the pre-removal backup, or perform the removal only as part of a wipe. |
Configuration checklist
- The server is ASE, not ASA.
- The Workshop IDs came from the intended Steam Workshop pages.
ActiveModsis spelled and capitalized exactly.- IDs are separated by commas with no spaces.
- The line is under
[ServerSettings]inGameUserSettings.ini. -automanagedmodsis present in startup arguments.- The server was stopped before the INI edit and restarted afterward.
- The console shows each requested mod downloading or loading.
What are the safest practices for a long-running modded server?
- Keep a dated backup before every content-mod removal and before major load-order changes.
- Maintain a plain-text copy of the working
ActiveModsline outside the server directory. - Record the exact map name and special launch arguments for mod maps.
- Change one mod or one load-order relationship at a time when troubleshooting.
- Schedule restarts for Workshop updates instead of updating while players are active.
- Tell players in advance when a client download or restart will be required.
- Keep Epic players out of Workshop-based ASE sessions unless you remove the Workshop mods and configure supported crossplay.
- Follow the mod author’s instructions whenever they override the ordinary content-mod workflow.
The reliable pattern is simple: stop, back up, edit the correct file, enable automatic downloads, restart, and verify the console before players connect. Most difficult failures occur when one of those checks is skipped.
Frequently Asked Questions
Do I edit Game.ini or GameUserSettings.ini for ActiveMods?
Use GameUserSettings.ini in the platform-specific server configuration directory, under [ServerSettings]. Game.ini sits beside it but is not the file that carries the ActiveMods line.
Why does the first restart take much longer after adding a mod?
The server may be downloading large Workshop files before it can finish startup. Leave the process running while the console shows download activity; interrupting it can leave the installation incomplete.
Can I use the same mod list for a mod map and a total conversion?
Not necessarily. A mod map may require an exact map name or -MapModID, while a total conversion can require TotalConversionMod. Use the author’s launch requirements instead of assuming the ordinary list is sufficient.
What should I do if only one player gets a mod-version mismatch?
Restart that player’s game and let the client finish its Workshop download, then reconnect after the server has completed its own update. If the mismatch persists, restart the server and redownload the affected mod using the host’s documented procedure.
Is manually uploading Workshop files a replacement for automanagedmods?
The documented ASE workflow is to list the numeric IDs and let -automanagedmods download and update them. Manual file handling can bypass that update path, so use it only when the mod author or hosting provider explicitly documents a different procedure.