To install a mod on an ATLAS server, copy its Steam Workshop ModID into the configuration used by your map, restart the server, and verify that the files and dependencies load. Ocean Grid and other clustered servers read a comma-separated ModIDs value in ServerGrid.json; Blackwood and other non-seamless servers read ActiveMods= in GameUserSettings.ini under [ServerSettings]. A hosting control panel may perform the download and configuration for you, while a private mod requires manual files in ShooterGame/Content/Mods. Stop the server before editing, preserve any required load order, and keep a backup so you can remove the newest ID if startup fails.
Which ATLAS configuration file should contain the mod?
The map type determines both the file and the field you edit. Using the wrong path is the most common reason a mod appears to be installed but never loads.
| Server setup | Configuration file | Field | Typical value |
|---|---|---|---|
| Ocean Grid or a clustered grid | ServerGrid.json (or the equivalent clustered configuration supplied by your host) |
ModIDs |
"ModIDs": "1234567890,9876543210" |
| Blackwood or another non-seamless map | GameUserSettings.ini |
ActiveMods under [ServerSettings] |
ActiveMods=1234567890,9876543210 |
| Local or private content | The same map-specific configuration as above | The same field as above | Use the mod’s supplied ID or the ID expected by the package |
On a grid, each cell has its own server process and port set. A mod list normally belongs in the exported grid configuration used by the cluster, not in an unrelated single-server INI. If your host uses a renamed or generated file, follow its panel’s path while retaining the same map-specific field.
What should I do before adding an ATLAS mod?
Prepare a rollback before touching a live server. A malformed JSON value, an unavailable Workshop item, or an incompatible dependency can prevent startup.
- Record the current state. Note the existing mod list, server version, map, and any load order that is already working.
- Back up configuration. Download
ServerGrid.json,GameUserSettings.ini, and any host-generated cluster files. For a manual installation, also back upShooterGame/Content/Mods. - Stop the server or every process in the cluster. Do not edit a file while the panel or server is writing it. A cluster must be stopped before adding or removing Workshop or local mods.
- Check compatibility. Read the Workshop description for an ATLAS version requirement, dependencies, required order, and whether the author has removed or abandoned the item.
- Plan a test window. The first restart can take longer while Workshop files are downloaded and unpacked. Warn players before taking a busy cluster offline.
Keep the untouched backup until a player has connected and tested the mod’s actual content. A server that reaches the login screen can still have a missing asset or dependency.
How do I find an ATLAS Workshop ModID?
The ModID is the digits in the Steam Workshop item’s address after id=; it is not the title, author name, or collection number.
- Open the mod’s page in the Steam Workshop.
- Copy the number following
id=in the page address. For example, an address ending in?id=1234567890yields the ID1234567890. - Paste the digits into a plain-text note first, removing spaces, quotation marks, and line breaks.
- Read the description again for dependencies. If the author gives a required order, keep that order when you build the server list.
Copy the complete number exactly. A single missing digit points the server at a different item or an item that does not exist, so the download step may silently fail or leave the server without the expected content.
How do I add a mod to an Ocean Grid or clustered ATLAS server?
Edit the grid configuration’s ModIDs string, save it, and restart the complete cluster. Use commas with no spaces between IDs.
- Open the exported grid file. In a self-managed installation this is usually
ServerGrid.json; a host may expose an equivalent editor or generated file. - Locate
ModIDs. Use the editor’s search function. Do not create a second competingModIDsproperty in another section. - Enter the IDs as one string. A single mod looks like
"ModIDs": "1234567890". Several look like"ModIDs": "1234567890,9876543210". - Preserve dependency order. If the Workshop author specifies a framework before an addon, place the framework first. Do not alphabetize a list that has an explicit order.
- Validate the JSON. Keep quotation marks, braces, commas, and capitalization intact. A missing comma or quote can stop the grid from launching before the mod itself is evaluated.
- Upload or save the file, then start every affected cell. A cluster can have several processes; restarting only one cell can leave players moving between cells with different mod sets.
- Allow the initial download to finish. Leave the cluster online until the host reports completion or the processes finish normal startup, rather than repeatedly stopping them during the download.
If your panel has a Workshop search and install action, it may write the IDs and create the required files automatically. Confirm the resulting list in the generated configuration and still perform a full restart.
How do I add a mod to a Blackwood server?
Blackwood and other non-seamless servers use GameUserSettings.ini, not the grid JSON. Add ActiveMods inside the existing [ServerSettings] section.
- Stop the Blackwood server and download a backup of
GameUserSettings.ini. - Open the file with a plain-text editor and find
[ServerSettings]. If the section already has anActiveModsline, edit that line instead of adding a duplicate. - Enter one ID, such as
ActiveMods=1234567890, or several with no spaces:ActiveMods=1234567890,9876543210. - Keep the Workshop author’s order when dependencies or load priority matter.
- Save the file without changing its extension or encoding, upload it if you manage the server remotely, and restart.
- Wait for the download and then connect with a test character before reopening the server to everyone.
Putting ActiveMods in ServerGrid.json, or putting ModIDs in the INI, does not translate between formats. The field must match the map’s configuration model.
Can a hosting control panel install ATLAS mods automatically?
Often, yes. Many managed panels provide a Steam Workshop search, an install or update button, and a Mods field that writes the correct configuration. Automation changes the clicks, not the underlying requirements.
- Stop the server from the panel.
- Open the ATLAS mod or Workshop section and search by title or paste the Workshop ID.
- Select the exact item and choose Install or Install/Update. Confirm that the panel lists the item under the correct map or cluster.
- Inspect the generated mod list for duplicates, missing dependencies, and the required order.
- Save the configuration and start the server. The panel may download the files during startup; do not assume that pressing Install means the server is already ready.
- Check the panel’s file manager or logs, then join with a client.
Panel labels vary: one host may call the field “Mods,” another “ModIDs,” and another “ActiveMods.” Use the file and field associated with your map rather than copying an ARK-only tutorial or assuming that a similarly named control has the same effect.
How do I install a local or private ATLAS mod?
A private package cannot be fetched from the public Workshop. Keep the same map-specific ID setting, but manually copy both the mod folder and its .mod file into ShooterGame/Content/Mods through the host’s file manager or FTP.
- Stop the server or cluster before transferring files.
- Obtain the complete package from the mod author. Confirm which numeric ID and folder name the author expects; do not rename files casually.
- Upload the
.modfile and the matching mod directory intoShooterGame/Content/Mods. The folder and descriptor must be at the expected level, not nested inside an extra directory created by an unzip tool. - Set that mod’s ID in
ModIDsfor a grid orActiveModsfor Blackwood. If the author supplied a load order, reproduce it exactly. - Save the configuration, start the server, and wait for normal startup.
- Test a feature that belongs to the private mod. A successful boot alone does not prove that every asset was copied.
Keep a checksum or archive of the working package. Private mods do not receive the same automatic update path as Workshop items, so an administrator must replace the files when the author publishes a compatible build.
How should I install several mods without creating conflicts?
Add and test one item at a time, and treat the list as an ordered dependency chain rather than a bag of names.
Use the author’s dependency information
Some mods provide shared frameworks, maps, or libraries that other mods require. Put the prerequisite first, then the addon that uses it. If the author does not state an order, retain the order that worked in your previous backup and change only one variable during testing.
Check version and compatibility notes
Before every update, confirm that each item still supports your ATLAS server version and can be stacked with the other items. A mod that worked last month may have been withdrawn, changed its dependencies, or stopped receiving updates.
Separate installation from diagnosis
When adding a group, first install only the base or framework mod and verify a connection. Add the next mod, restart, and test again. This makes the newest change the first suspect if the server stops loading or content disappears.
Keep cluster consistency
For a multi-cell cluster, use the same compatible list on every process that players can reach unless a mod’s documentation explicitly says otherwise. A player who travels between cells should not encounter a different dependency set.
How do I verify that a mod actually loaded?
Use three checks: startup completion, the enabled list or configuration, and a real client connection.
- Startup: Wait until all intended processes reach their normal ready state. An immediate crash, repeated restart, or a process that never opens its game port indicates a configuration or compatibility problem.
- Configuration: Reopen the saved file or panel and confirm the exact numeric IDs, comma placement, and order. For manual mods, verify both the descriptor and folder under
ShooterGame/Content/Mods. - Connection: Join with a test client and enter an area or use an item supplied by the mod. A client-side version, dependency, or missing-content error means the server and client do not have a matching usable installation.
- Cluster travel: Move between two cells if applicable. Test the transition, not just the first login, because each cell is a separate server process.
There is no universal log line that proves every ATLAS mod loaded. Treat logs as an operational aid: look for download failures, missing files, or repeated restarts, then confirm behavior in-game.
What should I do if the server will not start after adding a mod?
Roll back the newest change first. Removing the most recently added ID is faster and safer than deleting the entire list.
- Stop the server and restore the last known-good configuration if the process is repeatedly crashing.
- If you need to isolate the cause, remove only the newest ID, save, and restart.
- Confirm that the ID was copied from a current Workshop page, the item is made for ATLAS, and any required dependency is present and ordered correctly.
- Test the server without that item. If it starts, consult the mod author’s current notes before trying another build.
- For a JSON failure, compare punctuation with the backup and validate the file. For an INI failure, ensure the line is under
[ServerSettings]and that no duplicateActiveModsentries remain.
Do not repeatedly restart a broken cluster while files are still being written. Stop it, restore the backup, and make one controlled change at a time.
Why is an ATLAS mod not downloading?
Check the ID, path, restart, and host permissions in that order.
- ID: Recopy the digits after
id=; remove spaces and accidental punctuation. - Path: Ocean Grid uses the grid’s
ModIDs; Blackwood usesActiveModsinGameUserSettings.ini. - Restart: A saved file does not apply until the relevant server or cluster processes are stopped and started.
- Panel state: Confirm that the panel saved the change to the active instance rather than to a template, staging profile, or a different cell.
- Availability: A removed, private, or access-restricted Workshop item cannot be fetched anonymously. Obtain the files from the author when manual installation is permitted.
If the panel reports an install action but the configuration reverts on restart, download the file, edit the active copy, and check whether the panel regenerates it from a separate cluster template.
What if the mod appears installed but its content is missing?
For a manual package, inspect the on-disk structure before changing the ID. The descriptor and folder must both be present under ShooterGame/Content/Mods, and they must belong to the same release.
- Compare the uploaded folder name and
.modfile with the package supplied by the author. - Remove an extra nesting level such as
Mods/ArchiveName/ModFolderwhen the server expectsMods/ModFolder. - Check that the configuration ID matches the descriptor, not a collection ID or a different version.
- For Workshop content, allow the first download to finish and restart once after the files are complete.
- Have the client reconnect after the server is stable so it can obtain the same mod version.
How do I maintain mods after the initial installation?
Maintenance is an ongoing compatibility task, especially on a clustered server.
Schedule controlled updates
Stop the server, back up the active configuration and mod files, apply one update, then restart and test. Avoid updating a dependency and several addons simultaneously when you need a clear rollback point.
Track the working order
Keep a dated text record of IDs, versions, dependencies, and the cell or cluster where each list is used. This is more reliable than relying on a panel’s display name when a Workshop title changes.
Review author and host notices
Before an ATLAS version update, check every Workshop page for compatibility notes. A host’s automatic downloader may fetch a newer mod while your other items still expect the previous API or assets.
Remove obsolete content cleanly
Stop the server, remove the ID from the appropriate field, and delete its local files only after confirming that no remaining mod depends on them. Restart and test a save before removing your backup.
What changes when I run my own ATLAS server?
Self-hosting gives you direct control over files, but you must install and validate the server software and operate every grid process yourself. The SteamCMD installation command documented for the ATLAS server is:
steamcmd +login anonymous +force_install_dir <folder> +app_update 1006030 validate +exit
Replace <folder> with the directory where you want the server files. The validate argument checks the installation; it does not install or configure mods by itself.
For a grid, use GrapeshotGames’ ServerGridEditor to create or export the grid JSON, then add the mod IDs to the exported configuration. Every cell has a separate process and port set, so firewall rules, startup scripts, backups, and restarts must account for the whole cluster. A single-cell test server is useful for isolating a mod before promoting the list to a live multi-cell setup.
Which installation approach fits my server?
Choose based on map type, how much automation you want, and whether the mod is public or private.
| Approach | Best for | What you edit or upload | Main risk | Rollback method |
|---|---|---|---|---|
| Cluster JSON, manual | Self-managed Ocean Grid or a host that exposes files | ServerGrid.json and Workshop IDs |
Malformed JSON or inconsistent cell configuration | Restore the grid backup and restart every affected cell |
| Blackwood INI, manual | Single non-seamless server | GameUserSettings.ini with ActiveMods |
Editing the wrong section or leaving duplicate lines | Restore the INI and restart the server |
| Panel Workshop installer | Administrators who want search, download, and configuration automation | Panel’s Mods/ModIDs/ActiveMods control | Panel writes a generated file or targets the wrong instance | Use the panel backup or restore the active generated file |
| Local/private package | Unlisted content or a private test build | Mod folder and .mod file in ShooterGame/Content/Mods, plus the map-specific ID field |
Missing files, wrong folder depth, or manual version drift | Delete the new files, remove the ID, and restore the prior package |
Regardless of approach, the reliable sequence is stop, back up, add one compatible ID, restart, and test. Automation saves typing; it does not remove the need to verify the resulting files and connection.
Frequently Asked Questions
Do players need to install the same ATLAS mods manually?
A connecting client must be able to obtain and load the server’s required mod content. If the client has a different version or is missing a dependency, the connection can fail with a version or missing-content error; have players restart Steam and allow the Workshop download to complete before testing again.
Can I change a mod list while the ATLAS server is online?
Do not edit or upload an active configuration while its process is running. Stop the relevant server, and for a cluster stop all cells, make the change, then restart so every process reads the same saved list.
Why does a mod work on one grid cell but not another?
Cells are separate server processes with separate startup state. Compare the active configuration and downloaded files for both cells, then restart the cell with the missing content; a shared template does not prove that an already-running process has reloaded it.
How can I test a risky mod without endangering my live save?
Create a separate single-cell or test instance with a copy of the configuration and save, install only the candidate mod, and connect with a test character. Promote the ID to the production cluster only after startup, content, and travel tests succeed.