For ARK: Survival Evolved servers, breeding is controlled by three separate values in Game.ini: MatingIntervalMultiplier reduces the cooldown before a creature can mate again, while EggHatchSpeedMultiplier and BabyMatureSpeedMultiplier speed up incubation or gestation and growth. The first setting is inverse—lower is faster. The other two are normal—higher is faster.
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Add the settings beneath [/script/shootergame.shootergamemode], stop editing while the server is running, save the file, and restart the server. A community example for a small PvE group uses 0.250000, 10.000000, and 10.000000, but those values are not an official recommendation and can make imprinting difficult.
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These settings affect different points in the breeding cycle. Changing one does not automatically change the others, so decide whether your problem is the wait to mate, the time an egg or pregnant mammal takes to arrive, or the time a baby takes to become an adult.
| Setting | Life stage affected | Direction | Reference behavior |
|---|---|---|---|
MatingIntervalMultiplier |
Cooldown between successful matings by a creature | Inverse: lower value is faster | 0.5 gives roughly half the default wait; 0.25 gives roughly one quarter, according to an arktoolbox.net guide. |
EggHatchSpeedMultiplier |
Fertilized-egg incubation and mammal gestation | Normal: higher value is faster | 2 takes about 50% of the default time; 4 takes about 25%, based on a Steam forum explanation of the wiki text. |
BabyMatureSpeedMultiplier |
Baby growth from birth or hatching to adulthood | Normal: higher value is faster | The default reference is 1; higher values shorten growth, as described by the nodemesh.app guide and Steam forum reproduction of the wiki. |
Mating interval is a cooldown, not a mating-progress speed
MatingIntervalMultiplier controls how long a creature must wait before it can mate again. It does not make the mating progress bar fill faster while two creatures are actively mating. If the animals are still completing the mating action at the same speed but can mate again sooner afterward, that is the expected result.
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The multiplier is applied in the opposite direction from the other two settings. A value of 1 is the default reference. A value of 0.5 is approximately half the normal cooldown, and 0.25 is approximately one quarter. Do not copy the “higher is faster” rule from egg hatching to this setting.
Egg hatch speed also covers mammal gestation
EggHatchSpeedMultiplier shortens the incubation timer for fertilized eggs. The same setting is also used for mammal pregnancy, so it is the value to adjust when a gestating creature—not an egg—is taking too long. The relationship described by the community explanation is proportional: doubling the value to 2 leaves about half the normal time, and setting it to 4 leaves about one quarter.
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As a reference point, an undated Dododex help entry lists official-server egg-hatch speed as 1 and says event weekends typically use 2. Treat that as a reference for the standard game and events, not as a current server-policy guarantee.
Baby maturity controls growth after birth or hatching
BabyMatureSpeedMultiplier affects the period from a baby’s arrival until it becomes an adult. Higher values make that period shorter; 1 is the default reference in the guides. This setting does not reduce the mating cooldown and does not hatch an egg by itself.
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Observed time can vary by species and by other breeding mechanics, so use an in-game timer or a small test clutch rather than assuming that every species will display an exact, whole-number reduction. A setting of 10 is a very fast configuration, not a promise that every visible timer will be exactly one tenth of its former length.
Where to put the settings
All three entries belong in Game.ini, under this exact section header:
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They do not belong in GameUserSettings.ini. A Steam forum discussion noted that the ARK wiki had at one point displayed these settings in both files, but identified Game.ini as the correct location and GameUserSettings.ini as the wrong one.
Typical file layout
If the header already exists, add the entries below it rather than creating a second copy of the header. Keep one assignment per line:
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[/script/shootergame.shootergamemode]
MatingIntervalMultiplier=0.250000
EggHatchSpeedMultiplier=10.000000
BabyMatureSpeedMultiplier=10.000000
The three numbers above are a community example published by arktoolbox.net for a small PvE group. They are not an official Wildcard preset. Replace them with the values that fit your server, and retain the decimal format used by your existing configuration.
How to change breeding speeds safely
- Stop the server. Do not edit or overwrite
Game.iniwhile the server process is running. A Steam forum report says a running server can write its own copy back and erase your changes. - Back up the current file. Download or duplicate
Game.inibefore editing. This gives you a known-good version if a syntax error or host-panel reset occurs. - Open the server’s Game.ini editor. In a hosting control panel this is usually a configuration-file or file-manager screen; labels differ by provider. On a self-hosted server, open the server’s
Game.iniin the installation’s configuration folder. - Find the section header. Search for
[/script/shootergame.shootergamemode]. If it is missing, add it once on its own line. - Add or edit the three assignments. Use the exact setting names and equals signs shown above. Do not put them in
GameUserSettings.ini. - Save the file while the server is still stopped. Check that the panel saved the file you intend to run, rather than a local download or a template.
- Start or restart the server. A Steam forum reply reports that a restart is needed for changes to apply. Because that report is community-sourced, confirm the result with a fresh test mating or egg rather than relying only on the control panel’s saved status.
- Test one complete stage. Record the time shown for a new mating cooldown, a newly fertilized egg or pregnancy, and a newly born or hatched baby. Changing one value at a time makes it clear which setting produced an observed change.
Choosing values without breaking the breeding loop
Start with the bottleneck
- If adults spend most of their time waiting before they can mate again, adjust
MatingIntervalMultiplierdownward. - If eggs or pregnancies are the delay, adjust
EggHatchSpeedMultiplierupward. - If the baby stage is the delay, adjust
BabyMatureSpeedMultiplierupward.
Changing all three at once is convenient, but it makes troubleshooting harder. A staged change—first the mating cooldown, then incubation or gestation, then maturity—lets you see whether the server is reading each line and whether the resulting workload is practical for your players.
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The example MatingIntervalMultiplier=0.250000, EggHatchSpeedMultiplier=10.000000, and BabyMatureSpeedMultiplier=10.000000 is described as a reasonable starting point for a small PvE group by one guide. It combines a quarter-length mating wait with very fast egg, gestation, and maturation settings. That combination can suit players who do not want an always-on breeding schedule, but it also compresses feeding and imprinting into a much shorter window.
For a less aggressive change, the documented reference values provide a clear direction: try 0.5 rather than 0.25 for a mating wait that is roughly half as long, or try 2 or 4 for egg and gestation times that are roughly one half or one quarter of normal. These are mechanical examples, not a promise that every server, species, or patch will produce identical wall-clock results.
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Keep imprinting in the plan
Imprinting is tied to the time a baby remains immature. A search-summary attribution to an unnamed guide warns that raising maturation without making corresponding imprinting adjustments can allow a baby to reach adulthood before the player completes 100% imprinting. The practical implication is simple: whenever you increase BabyMatureSpeedMultiplier, test whether the available cuddle or care opportunities still fit inside the shortened growth period.
If a fast setting causes missed imprint percentages, lower the maturation multiplier until the care schedule is workable. Do not assume that a server can recover lost imprint progress merely by changing the setting after the baby has already grown.
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When changes do not appear to work
The file saved, but the timer is unchanged
- Confirm the entries are in
Game.ini, notGameUserSettings.ini. - Confirm the section header is spelled exactly as
[/script/shootergame.shootergamemode]. - Stop the server, save the file, and restart it. Community reports say a running server can overwrite edits and that a restart is required.
- Check for duplicate entries or a second header later in the file. Remove conflicting copies and leave one value for each setting.
Existing creatures still show the old behavior
Changes may not affect creatures that were already in a breeding cycle. One user reported needing to rebreed to see an effect, and a forum reply specifically described mating-interval changes as non-retroactive for already mated creatures. These are low-confidence community observations rather than an official rule, so test with a newly mated pair, a newly fertilized egg or pregnancy, and a newly born baby before concluding that the setting failed.
Eggs change but babies do not
The settings are independent. EggHatchSpeedMultiplier does not alter the post-hatch growth timer, and BabyMatureSpeedMultiplier does not alter the incubation timer. Check that both lines are present under the same header if you intend to speed up both stages.
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The server keeps reverting the file
Restore the backup, stop the server completely, make the edit, save it, and then start the server. If a control panel regenerates configuration files, use its designated Game.ini editor rather than editing a temporary downloaded copy. Keep a copy of the final text so you can compare it after the next restart.
How high can a multiplier go?
No reliable maximum is established by the material available for this guide. In one Steam forum discussion, a user reported that 90 was over the limit, while another said 200 worked. Those conflicting anecdotes do not establish a supported cap, a safe upper bound, or behavior across versions. Treat extreme values as experimental, test them on a backup or private server, and avoid using a value simply because another player reports that it loaded.
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Very large maturity or hatch values can also create practical problems even if the server accepts them: care windows may become too short to complete, and a missed restart or overwritten file can leave players believing the setting is active when it is not. Moderate changes with a measured test are easier to operate and reverse.
Survival Evolved versus Survival Ascended
This guide is scoped to ARK: Survival Evolved. Search results also contain pages written for ARK: Survival Ascended, and their labels or configuration behavior should not be assumed to apply to Evolved. If your server runs Ascended, verify the current game-specific configuration reference before copying these names, locations, or examples.
What is established—and what still needs verification
The direction of the three settings, their placement in Game.ini, and the distinction between mating, incubation or gestation, and maturation are consistently described by the community material summarized here. The evidence is not an official, current Studio Wildcard configuration reference: the guides and forum explanations are undated, several years old, or secondhand reproductions of wiki text. Before standardizing a public server, check the current ARK wiki or an up-to-date Game.ini reference for your exact game edition and version.
That qualification matters most for edge cases: whether an existing creature is affected, whether a host requires a special restart sequence, and whether a very high value is accepted. Use a fresh test creature and keep a backup before rolling a change out to the whole server.
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