How to Install Mods on an ARK Dedicated Server (ASE and ASA)
On ARK: Survival Evolved (ASE) you list Steam Workshop mod IDs in ActiveMods under [ServerSettings] in GameUserSettings.ini and add -automanagedmods to the launch line so the server downloads and updates them. ARK: Survival Ascended (ASA) no longer uses the Steam Workshop; it takes CurseForge project IDs through a -mods launch option and needs no ActiveMods line.
Pick the section for your game. The two systems use different IDs and are not interchangeable. Details checked against the ARK Wiki and host documentation on 2026-11-01.
- ASE:
ActiveMods=ID1,ID2in[ServerSettings]plus-automanagedmodson the launch line, then restart. - ASA:
-mods=ID1,ID2with CurseForge project IDs; mods update automatically when the server starts. - IDs are comma-separated with no spaces, and their order is the load order (leftmost has priority).
- Back up before removing a mod: modded structures, items and tames can vanish or corrupt the save.
On this page
ASE or ASA: pick the right method
| ARK: Survival Evolved (ASE) | ARK: Survival Ascended (ASA) | |
|---|---|---|
| Mod source | Steam Workshop | CurseForge |
| ID type | Workshop ID (number at the end of the mod's URL) | CurseForge Mod Project ID |
| Where you list them | ActiveMods in [ServerSettings] | -mods= launch option |
| Download and update | -automanagedmods | Automatic when the server starts |
The ARK Wiki marks -automanagedmods, ?GameModIds= and ?MapModID= as ASE-only, and marks -mods= as ASA-only. Our hosting page is for ASE, so the rest of the setup steps focus on it, with an ASA section near the end for reference.
Installing Workshop mods on an ASE server
- Collect the mod IDs
Open each mod's Steam Workshop page. The Workshop ID is the number at the end of the URL. Write the IDs in the order you want them loaded, and read each mod's description for placement rules (map mods and overhauls often have them).
- Stop the server
ARK rewrites its ini files on shutdown, so edits made while it runs are lost.
- Add ActiveMods
Open
GameUserSettings.ini(inShooterGame/Saved/Config/WindowsServerorLinuxServer) and add the list under[ServerSettings]. Use commas with no spaces. The key name is case-sensitive.[ServerSettings] ActiveMods=123456789,987654321,456789123 - Enable automatic mod management
Add
-automanagedmodsto the server's launch arguments. The wiki describes it as automatic mod download, installation and updating. Without it the server will not fetch mods. - Start and watch the console
The first start after adding mods takes noticeably longer while mods download. Confirm each one loads before announcing the server.
Two documented variants exist. The wiki says the mod IDs for -automanagedmods go in Game.ini under [ModInstaller], one ModIDS= line per mod, and some hosts document that form. Others document only ActiveMods plus the flag. If mods are not downloading with ActiveMods alone, add the same IDs under [ModInstaller] too.
[ModInstaller]
ModIDS=123456789
ModIDS=987654321Players do not install anything beforehand. When they join, the game downloads and subscribes them to the server's mods, though a long list makes the first connect slow. Sharing a Workshop collection lets them pre-subscribe.
Load order, map mods and total conversions
- Order matters. The wiki says the order of IDs sets which mods are loaded and their priority, running left to right. When two mods change the same thing, the one further left wins.
- Dependencies go before the mods that need them. If a mod's page names a required library, put it earlier in the list.
- Map mods and total conversions are different. A custom map mod can be loaded with
?MapModID=(and the wiki saysActiveModsshould also be set). A total conversion uses-TotalConversionMod=orActiveTotalConversionin the ini instead of the normal list.
Updates and what happens when a mod changes
With -automanagedmods, the server downloads and updates Workshop mods when it boots, so updates are applied on restart. After a major ARK patch, restart again if a mod errored on the first attempt. When a mod updates, clients and server must be on the same version; a mismatch shows up as a “Mod Version Mismatch” message when joining. Wait for both sides to finish downloading, then reconnect.
If you want predictable updates, restart on a schedule rather than letting a surprise mod change land mid-event, and keep a backup from before the restart.
Troubleshooting mods that will not load
| Symptom | Likely cause and fix |
|---|---|
| No mods download | -automanagedmods missing from the launch line, or ActiveMods typed with the wrong capitalisation or spaces. |
| Server crashes after adding a mod | Incompatibility with the current ARK build or another mod. Remove mods one at a time to isolate it. |
| Players kicked or “version mismatch” | Server and client mod versions differ. Let both finish updating. |
| Mod loads but does nothing | Wrong load order, or a missing dependency listed after it. |
| Settings keep reverting | You edited the ini while the server was running. |
Removing a mod is the risky step. Anything the mod added (structures, items, creatures) can disappear or damage the save, so take a backup first, remove the ID from ActiveMods, and restart. Hosting with ChicagoServers? The ARK Survival Evolved server hosting page lists what is included, such as free server backups and SFTP file access.
ASA reference: CurseForge mods with -mods
On ARK: Survival Ascended, set -mods=ID1,ID2 on the launch line using the CurseForge Project ID shown on each mod's page. The wiki says mods are updated automatically when the server starts, and that ActiveMods does not need to be set. Community docs report that the leftmost ID takes priority there too. A related option, -passivemods=, loads a mod's data without its functionality (the wiki notes it was added in ASA patch 33.33), which is mainly useful on cluster maps where creatures from a mod must be able to transfer. A Workshop ID will not resolve on ASA, and a CurseForge ID will not work on ASE.
Frequently asked questions
How do I add mods to my ARK: Survival Evolved server?
Put the Steam Workshop mod IDs, comma-separated with no spaces, in ActiveMods under [ServerSettings] in GameUserSettings.ini, add -automanagedmods to the launch line, and restart the server.
Does the order of mod IDs matter?
Yes. Order sets the load order, and the leftmost mod has the highest priority when two mods change the same thing. Put dependencies before the mods that need them and follow any placement notes on the mod's page.
Why can't players join my modded ARK server?
The most common cause is a mod version mismatch between server and client, usually right after a mod update. Players download the server's mods on join, so waiting for downloads to finish and reconnecting often fixes it.
Can I use the same mod IDs on ASE and ASA?
No. ASE uses Steam Workshop IDs; ASA uses CurseForge project IDs through the -mods launch option. The two games have separate mod ecosystems.