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What automatic mod updating does
ARK’s dedicated server can manage Steam Workshop content at startup. With the automatic-management flag enabled, the server checks the Workshop, downloads missing files, installs them, and retrieves newer versions when they are available. Your configuration identifies which mods to load; the Workshop remains the source of the files, so you do not copy mod folders to the server manually.
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This procedure applies to Steam servers. The -automanagedmods option is documented as Steam-only, so it is not a universal solution for console deployments or non-Steam distributions. A hosting panel may hide the underlying command line, but the same two settings still apply: ActiveMods in the server configuration and the flag in the startup or additional-arguments field.
Before you change anything
Confirm that the server is Steam-based
Automatic Workshop management depends on Steam. If your provider runs a different platform or a console-only instance, ask which mod-delivery method that platform supports instead of adding a flag it cannot use.
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Back up the saved data
Community administrators commonly back up ShooterGame/Saved before changing a mod set. That directory contains world and player data whose compatibility can be affected by mod changes. Keep the backup outside the live server directory and label it with the date and the mod list used at the time.
Stop the server first
Stop the process cleanly before editing either INI file. Community reports say ARK can rewrite configuration files during shutdown; an edit made while the server is running may therefore be overwritten. This is operational practice rather than a behavior documented in the sources, but it is the safer procedure.
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Find each mod’s Workshop ID
Open the mod’s Steam Workshop page and copy its numeric ID from the page URL. Use the number only, not the full URL, title, or quotation marks. Repeat this for every mod you want the server to load. Keep a separate change log containing the mod name, ID, and date; names can change while the numeric ID remains the stable configuration value.
Do not upload Workshop files by hand when using automatic management. The server obtains the files from Steam when it starts with the correct flag.
Configure ActiveMods in GameUserSettings.ini
Locate the file
Open the server’s GameUserSettings.ini and locate the [ServerSettings] section. On a self-managed installation, the file is under the ARK server’s configuration tree; the exact root varies by operating system and installation method. Hosting panels generally expose the same file through a configuration editor or a file manager. The ARK Official Community Wiki maintains a reference for Linux and Windows configuration locations, but the path displayed by your panel or service manager takes precedence.
Enter the IDs on one line
Add one ActiveMods setting under [ServerSettings]. Separate IDs with commas and do not insert spaces:
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[ServerSettings]
ActiveMods=487516323,731604991,912345678
Replace the example numbers with the IDs you copied. If an ActiveMods line already exists, edit that line rather than creating competing entries. The server loads mods in the order shown, and the left-most ID is treated as the highest priority according to the Oxygenserv guidance. Because that ordering claim has limited independent corroboration, preserve a deliberate order and document why you chose it when mods have dependencies or load-order requirements.
Keep the INI syntax intact
- Use the exact section header
[ServerSettings]. - Use the exact key spelling
ActiveMods. - Keep every ID on the same line, separated by commas.
- Do not add spaces, brackets, Workshop URLs, or comments inside the value.
- Save the file in plain text with the panel’s or server’s normal encoding.
Add -automanagedmods to the startup command
Self-managed server
Add the flag to the command or service definition that launches the ARK server. It is a standalone argument, so place it alongside the other launch options:
... -automanagedmods
Do not put the flag inside GameUserSettings.ini; it belongs to the process’s launch arguments. If you use a script, systemd unit, container definition, or another service manager, edit the command that actually starts the server and then reload that service definition as required by your manager.
Hosting control panel
Open the server’s startup, launch-parameters, or additional-arguments field and add -automanagedmods. Panels use different labels, and some regenerate command lines from a template. After saving, inspect the displayed startup command if the panel offers that view; the flag must be present in the command used for the next boot.
Do not add the flag repeatedly. A single correctly placed instance is sufficient.
Restart and verify the first update
- Stop the ARK server and wait until the process has exited.
- Back up
ShooterGame/Savedand copy the current INI files if you need a rollback point. - Check
GameUserSettings.inifor the intendedActiveModsline under[ServerSettings]. - Check the startup or additional-arguments field for
-automanagedmods. - Start the server and allow extra time for Workshop downloads before attempting to join. The first boot after adding a mod can take longer because files must be downloaded and installed.
- Watch the server console or log while it starts. Hosting guides commonly mention messages such as “Downloading Mod” and “Installed mod”; treat those phrases as useful indicators, not as a guaranteed, version-independent log format.
- Join only after the server has finished starting, and confirm that the client is prompted for or has obtained the same mod versions.
If a server starts normally but a mod is absent, stop it again and inspect the saved configuration. A malformed line, an edited file in the wrong installation directory, or a panel that discarded the launch argument can produce a clean-looking boot without the intended Workshop content.
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ActiveMods versus Game.ini ModInstaller entries
Documentation does not agree on whether current ARK versions require a second configuration method. LinuxGSM documentation presents ActiveMods in GameUserSettings.ini as the preferred location. The same documentation also describes a [ModInstaller] section in Game.ini, using ModIDS= entries together with -automanagedmods. A Steam forum report says a server picked up IDs from GameUserSettings.ini without any Game.ini change. Because these sources are not tied to one patch version, do not tell every administrator that both files are mandatory.
| Method | File and syntax | Flag | What is established |
|---|---|---|---|
| Preferred configuration | GameUserSettings.ini, under [ServerSettings]: ActiveMods=ID1,ID2 |
-automanagedmods |
LinuxGSM, Oxygenserv, and GameServerKings guidance identifies this as the normal approach; IDs are comma-separated and loaded in order. |
| ModInstaller configuration | Game.ini, under [ModInstaller]: one ModIDS= line per ID |
-automanagedmods |
LinuxGSM documents the syntax, but current-version necessity is not established by a patch-dated source. |
| Manual file upload | Copying mod files to the server yourself | Not applicable | Not the automatic Workshop workflow; it creates a separate update and version-management burden. |
If your hosting provider supplies a version-specific template, follow that template and record the ARK build it targets. Otherwise, start with the single ActiveMods line and the launch flag. Add ModIDS= entries only when your provider’s documentation or your tested server version explicitly requires them.
Multiple ModIDS lines
LinuxGSM’s project documentation states that each ModIDS= line specifies one Workshop mod, and that multiple IDs require multiple lines with the same syntax. Do not combine several IDs into one comma-separated ModIDS value unless your provider’s current instructions specifically say to do so. This rule applies to the alternative Game.ini method, not to ActiveMods, whose documented format is one comma-separated line.
Why a mod still does not update
The launch flag is missing from the real command
A saved panel field is not enough if the panel uses a different startup profile or overwrites custom arguments. Reopen the active startup configuration and verify that the process launched with -automanagedmods. On a self-managed host, inspect the service or script that actually ran, rather than a separate shell history entry.
The IDs are in the wrong file or section
Check that ActiveMods is under [ServerSettings] in the live GameUserSettings.ini. Common mistakes include editing a backup, a staging instance, a similarly named directory, or a file with a second [ServerSettings] section that the server does not use.
The line contains formatting errors
Remove spaces, full URLs, brackets, and stray punctuation from the value. Compare the numeric IDs with the Workshop pages. A single typo can make one entry fail while the rest appear correct.
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The server and client have different mod versions
A Workshop update can leave the server temporarily unjoinable for clients that still have the older files. Community administrators often schedule daily or weekly restarts so updates are applied at a predictable time, but that is operational advice rather than a guaranteed requirement. Tell players when maintenance occurs and allow the server to complete its download before reopening it.
Steam cannot fetch the update
Old Linux forum reports describe a “Waiting for license info” state while fetching updates. Those reports are several years old and may not describe current behavior. If the message appears, capture the date, ARK build, operating system, SteamCMD or service-manager output, and the affected Workshop ID before changing unrelated settings. Then check your host’s current Steam login, storage, firewall, and update guidance.
The server rewrote your edit
Stop the process, make the change, save it, and start again. If the line disappears after shutdown, identify which panel template or deployment script regenerates the INI and edit that source instead of the generated copy.
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Use a maintenance window
Automatic updates occur at startup, so a restart is also a potential compatibility event. Announce the window, stop the server cleanly, and wait for the Workshop operation to finish before players reconnect.
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Keep a rollback plan
Retain the pre-change copy of ShooterGame/Saved, the two INI files, and a text list of mod IDs and their order. If a new mod release breaks loading, restore the known-good configuration and saved data according to your provider’s recovery procedure. Do not delete the only copy of a world while troubleshooting.
Change one variable at a time
When diagnosing a failed update, first verify the launch flag, then the active configuration path, then the ID formatting, and finally the Workshop or host service. Changing the mod list, load order, server build, and startup script simultaneously makes the cause difficult to isolate.
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Self-managed Linux and hosting panels: practical differences
Self-managed Linux
You control the service definition, file paths, permissions, and logs. Place ActiveMods in the instance’s live GameUserSettings.ini, add the flag to the service command, and make sure the account running the server can write to the Workshop and ARK directories. A deployment script should preserve the argument and configuration during reinstalls.
Hosting panel
The provider controls the underlying service and may expose only an editor and an “additional arguments” box. Use the panel’s file editor for GameUserSettings.ini, add the flag in the startup area, and check whether the panel has a separate mod-management feature. If the panel documents a required Game.ini ModInstaller block for its current ARK image, follow that provider-specific instruction rather than mixing formats.
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For a Steam server with three Workshop mods, the intended result is:
GameUserSettings.ini
[ServerSettings]
ActiveMods=487516323,731604991,912345678
Startup arguments
... -automanagedmods
After a clean stop and restart, Steam supplies the files, ARK loads them in the listed order, and later starts can retrieve newer Workshop versions. The numbers above are illustrative; replace them with the IDs of the mods you actually run.
What to document for future maintenance
- Steam or other platform designation for the server.
- ARK server build and the date it was last verified.
- Every Workshop ID, mod name, and intended load order.
- The exact configuration file path used by the live instance.
- The service, panel profile, or script that supplies
-automanagedmods. - Backup location for
ShooterGame/Savedand the last successful restart. - Any provider-specific requirement for
[ModInstaller]andModIDS=.
This record turns a future “mods not updating” incident into a short configuration check instead of a search through unknown files and startup profiles.
Frequently Asked Questions
Does -automanagedmods work on every ARK platform?
No. The option is documented as Steam-only. Console and other non-Steam deployments need the mod-delivery method supported by their platform or host.
Do I have to add the same IDs to both INI files?
Not necessarily. Current guidance presents ActiveMods in GameUserSettings.ini as the preferred method, while LinuxGSM also documents a Game.ini [ModInstaller] method. Which one is required can depend on the server version and host, so use version-specific instructions rather than duplicating entries automatically.
Why can players be unable to join immediately after an update?
A Workshop update may put the server on a newer mod version than a player has locally. Wait for the server’s download and installation to finish, then have clients update before reconnecting.
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