The Tool Desk
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The procedure below is for ARK: Survival Evolved dedicated servers. Advice collected from hosting guides and community discussions is not an official Studio Wildcard support procedure, and some older forum recommendations may not apply to every current server build or hosting panel.
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“Mods are not loading” can describe several different failures. The server may start with no mods at all, download nothing, reject one ID, load mods in the wrong order, or show a mod to the client while the server is running a different copy. Identify the symptom before changing files.
| What you see | Most likely area to check first |
|---|---|
| The server starts, but every mod is absent | Missing server files, invalid ActiveMods syntax, or a launch setting that overrides the intended list |
| Only one mod is missing | That mod’s Workshop ID, its .mod file, or a failed download |
| The server log says there is no such mod and continues | The matching .mod file is not present where the server expects it |
| Mods worked until a provider update or reinstall | The update removed or replaced the Workshop folders and .mod files |
| A dependent mod fails or behaves strangely | Load order: the dependency is not listed before the mod that uses it |
| Configuration changes appear to do nothing | The server was only restarted, not fully stopped, or ARK rewrote the INI during shutdown |
| The server crashes on Linux only after enabling mods | A reported SteamAPI initialization failure; this is a single community report, not a confirmed general cause |
Keep a copy of the current configuration before changing it. That gives you a known rollback point and makes it possible to test one variable at a time.
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1. Stop the server before editing anything
Use the hosting panel’s Stop action, or stop the dedicated-server process directly. Do not edit the INI while ARK is running. Community and hosting guidance reports that ARK writes its INI files during shutdown, so an edit made while the process is active can be overwritten.
- Send a normal stop command and wait until the process is no longer running.
- Confirm the panel shows the server as stopped rather than merely “restarting” or “launching.”
- Back up
GameUserSettings.iniand any files you plan to replace. - Make one group of related changes, save them, and then start the server.
If the panel offers only a restart button, stop the instance first, wait for the stopped state, and start it as a separate action. This matters especially after changing the mod list.
2. Verify every Steam Workshop ID
The ID is the number after id= in a mod’s Steam Workshop page URL. Copy that number exactly; do not copy the mod’s display name, author name, or a collection ID. A single wrong digit is enough for ARK to skip that entry.
Check the ID itself
- Open the individual Workshop page for each mod, not only a collection page.
- Copy the numeric value following
id=in the page address. - Compare the copied value with the value in your configuration and launch command.
- Remove duplicate entries while troubleshooting so the resulting list is unambiguous.
Keep a plain-text list of the IDs you intend to run. It is useful when comparing a panel’s mod field, the INI, and the server’s startup command.
3. Set ActiveMods correctly in GameUserSettings.ini
For a normal dedicated server configuration, add the mod IDs under the [ServerSettings] section of GameUserSettings.ini. The reported syntax is a comma-separated list with no spaces:
[ServerSettings]
ActiveMods=485826143,481514565,123456789
Use only numeric IDs on the right side. The key is reported as case-sensitive: write it exactly as ActiveMods, with a capital A and M. Do not add quotes, brackets, mod names, or a trailing comma.
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Find the correct file for your operating system
| Server platform | Configuration path |
|---|---|
| Linux | ShooterGame/Saved/Config/LinuxServer/ |
| Windows | ShooterGame/Saved/Config/WindowsServer/ |
The file name is GameUserSettings.ini. Managed hosts may expose the same file through an editor instead of a file browser; use the panel’s GameUserSettings or server-settings editor if it writes to this location.
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Validate the resulting line
- There is one
ActiveMods=line in the active[ServerSettings]section. - IDs are separated by commas, not spaces, semicolons, or line breaks.
- The line is not commented out with a leading semicolon.
- You edited the configuration for this server instance, not a backup, template, or different map profile.
Save the file while the server is stopped, then start it. If the line disappears or reverts after a stop, the panel may be generating the file from another settings page; change the panel’s source field rather than repeatedly editing the generated file.
4. Test the GameModIds launch parameter carefully
ARK can also receive the mod list in the launch parameter appended to the map name. The documented community example is:
TheIsland?GameModIds=485826143,481514565
The IDs remain comma-separated. The older ModID parameter is reported as deprecated and replaced by GameModIds.
Do not confuse mod loading with custom-map loading
-MapModID= is used to load a custom map by Workshop ID. It does not replace the mod list in GameUserSettings.ini; regular mods still need ActiveMods. A custom map ID and ordinary gameplay-mod IDs solve different problems.
Resolve conflicts instead of stacking guesses
One Steam community report says its setup worked with GameModIds, while some setups also required the ActiveMods= line. The practical diagnostic is to test one method at a time:
- Stop the server and remove the launch-parameter mod list temporarily. Test the INI list alone.
- If that fails, test the launch parameter alone with the same verified IDs.
- If each method works differently, test both together and inspect the final startup command for duplicate or contradictory mod arguments.
Panels sometimes append their own parameters. If you see two mod lists, remove the extra one or use the panel’s documented field so the server receives a single intentional configuration.
5. Install the server-side mod files
A Workshop subscription on your personal Steam client does not, by itself, install a usable copy on a separate dedicated server. Hosting guidance repeatedly identifies two required server-side pieces: the mod’s Workshop folder and its matching numeric <workshop_id>.mod file. If the .mod file is missing, the server may log that there is no such mod and continue without it.
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Confirm both pieces for every ID
- Locate the server’s Workshop content directory and confirm a folder for each requested ID.
- Confirm the matching
<workshop_id>.modfile is also present in the server’s expected mod location. - Check file ownership and permissions on Linux so the account running the server can read both the folder and the file.
- Compare the numeric names character for character; a folder for one ID paired with a
.modfile for another will not load the intended mod.
Do not assume that a successful download message means the installation is complete. Verify the files on the server itself, especially after moving from a client installation or after a provider migration.
Use automatic management only when the host supports it
The -automanagedmods option is reported as a way for the server to download and update mod files at boot. It is useful when your provider supports the option and permits Steam Workshop access. If the panel already has an automatic mod updater, use one system consistently; two competing download mechanisms can leave you unsure which copy was used.
6. Put dependencies in the correct load order
Some mods depend on assets or code supplied by another mod. Community guidance describes priority as left to right, with the left-most ID having the highest priority. List a dependency before the mod that requires it, unless that mod’s Workshop instructions specify a different order.
ActiveMods=DEPENDENCY_ID,DEPENDENT_MOD_ID,OTHER_MOD_ID
Build the order from the mod pages
- Read each Workshop page for “required mods,” compatibility notes, or an explicit load order.
- Place each required dependency earlier in the comma-separated list.
- Preserve the same order in the panel field and any
GameModIdsparameter. - Test with the smallest dependency chain first, then add unrelated mods one at a time.
A server can appear to load a mod while still failing to provide its features if the dependency was initialized later. Treat missing items, startup warnings, and in-game errors as possible order problems rather than immediately reinstalling every file.
7. Perform a real stop/start after changes
After editing the list or replacing files, shut the server down completely and then start it. A restart that keeps the process or old state alive may not reload the changed configuration. Wait for the process to exit before launching again, and watch the startup log rather than relying only on the panel’s green status indicator.
Use a controlled restart sequence
- Stop the server.
- Wait until the process and console session have closed.
- Check that your saved INI still contains the intended
ActiveModsline. - Confirm the mod folders and
.modfiles have not been removed by an updater. - Start the server once and allow the boot sequence to finish before connecting.
If ARK rewrites the file during shutdown, make the change again through the panel’s authoritative settings field and repeat the full sequence.
8. Clear stale data only as a diagnostic step
A hosting guide identifies old saved data as a possible reason for rejected mods. The exact saved-data procedure and the conditions under which it is safe are not established here, so do not delete a live world as a first-line fix.
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Protect the world before testing
- Stop the server and create a complete backup of the save and configuration.
- Record the current mod list and load order.
- Ask the host which save files are safe to move aside and how to restore them.
- Test with a temporary copy or a new test world when possible.
If a clean test world loads the mods while the production save does not, the save or its prior mod state is implicated. Restore the backup if the test does not help; do not treat deletion as a guaranteed cure.
9. Read the startup log for the specific failure
The log distinguishes a bad ID from a missing file or a crash. Capture the section from server launch through the first map load, including warnings. Search for the numeric ID, “no such mod,” download errors, permission errors, and SteamAPI messages.
Interpret common patterns
- “No such mod” or an equivalent missing-mod message: check the matching
.modfile and Workshop folder on the server. - The ID never appears: the server may be reading a different INI, a different profile, or a launch command without your list.
- The ID appears, then the server continues without it: inspect the downloaded files, permissions, and compatibility of that mod.
- Startup stops with SteamAPI initialization errors on Linux: treat it as a platform-specific incident and escalate with the complete log; one community report does not establish a universal Linux fix.
When contacting support, include the server platform, map, game build, exact IDs, configuration paths, startup command, timestamps, and the unedited relevant log lines. This prevents a generic “restart the server” response from replacing a file-level diagnosis.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.10. Check for provider updates and reinstalls
Users report that mods can stop working after a hosting-provider update or server reinstall because the mod files were left behind while the configuration remained, or because the configuration was regenerated. Compare the server’s current file tree with a known-good backup after any provider maintenance.
Questions for the host
- Does the panel’s mod manager download both Workshop folders and
.modfiles? - Does it overwrite
GameUserSettings.inion startup or after an update? - Does it append
GameModIdsor another mod parameter automatically? - Is
-automanagedmodsenabled, and where are its downloaded files stored? - Was the instance migrated, reinstalled, or switched between Linux and Windows profiles?
Some users report that a support ticket restored mod loading after a provider-side change. Escalate once you can show that the IDs, syntax, files, and full stop/start sequence are correct.
Linux, Windows, and client/server differences
Linux servers
Use ShooterGame/Saved/Config/LinuxServer/ for the INI. Check ownership and read permissions on the mod files. A single community thread describes SteamAPI initialization failure and a crash only when mods were enabled while the unmodded server ran; its resolution was not captured, so use the log and host support rather than applying an unverified command.
Windows servers
Use ShooterGame/Saved/Config/WindowsServer/. Confirm that the panel is editing this profile and not a separate instance directory. After updates, verify that security software or permissions have not blocked access to the Workshop files.
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Client and server copies
The client and dedicated server can hold different copies of a mod. One community report describes fixing a mismatch by using files from the client’s own content folder rather than SteamCMD-downloaded copies. Treat that as a compatibility clue, not a universal rule: first make sure the server and clients use the same Workshop version and that the server’s files are complete. If only some players receive version or content errors, compare the mod build on both sides before changing the load order.
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Use this sequence when individual fixes have become difficult to track.
Do these 3 things before closing this tab:
1Clear out junk files and repair common Windows errors2Scan for outdated or missing drivers - takes under a minute3Repair Windows errors before they cause bigger problems- Stop the server completely and back up the save, INI files, and current mod folders.
- Write down the exact Workshop IDs from each individual mod page.
- Temporarily remove duplicate launch arguments and keep one intentional source of the list.
- Enter the IDs under
[ServerSettings]asActiveMods=ID1,ID2, with no spaces. - Place dependencies before dependent mods.
- Verify both the folder and matching
.modfile for every ID. - Start the server and inspect the startup log for each ID.
- If loading still fails, test the launch parameter method separately, then both methods if necessary.
- Run a new test world before considering any production-save intervention.
- Give the host the logs and file/config evidence if the provider recently updated or reinstalled the instance.
This order isolates the most common, reversible causes before you risk a save or a wholesale reinstall.
Limits of the available guidance
The advice above comes from hosting-company guides and community forum discussions, including older recommendations dating to roughly 2015. No official Studio Wildcard support page was identified for these exact settings, and claims about ActiveMods and GameModIds should be checked against the current ARK documentation or your host’s current panel instructions before a major migration.
The evidence concerns ARK: Survival Evolved dedicated servers. Do not automatically apply it to ARK: Survival Ascended, cluster deployments, or a different server wrapper. Cluster-specific behavior and mod behavior after the latest game-version changes are not established by these troubleshooting reports.
When the fix is complete
A successful repair has three observable signs: the final startup command or INI contains the intended IDs, the server has both required file types for each mod, and the startup log shows the mods being processed without missing-mod errors. Join only after the server has completed its boot sequence, then verify one mod-dependent item or feature in-game. If that check fails while the files and configuration are correct, preserve the log and stop changing multiple variables; the remaining issue is likely a compatibility, provider, or version problem that needs targeted support.
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