To change the global amount of resources gathered on an ARK: Survival Evolved or ARK: Survival Ascended server, edit GameUserSettings.ini and add this line inside the [ServerSettings] section:
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[ServerSettings]
HarvestAmountMultiplier=3
A value of 3 makes each harvesting action produce three times the baseline amount. The documented default is 1.0. Save the configuration, fully restart the server, and then test harvesting in-game.
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What the gather-rate setting changes
HarvestAmountMultiplier is a global float multiplier for the quantity produced by harvesting. It applies to activities such as chopping trees, picking berries, mining rocks, and carving harvested creatures. It changes the amount you receive from an action; it does not directly determine how many hits an object takes before it breaks.
| Setting | File and section | Effect | Example |
|---|---|---|---|
HarvestAmountMultiplier |
GameUserSettings.ini, [ServerSettings] |
Changes the quantity obtained from each harvest | HarvestAmountMultiplier=3 gives three times the baseline amount |
HarvestHealthMultiplier |
GameUserSettings.ini, [ServerSettings] |
Changes the health or durability of harvestable nodes, which changes how long harvesting takes | A lower value generally makes a node break in fewer hits |
These settings solve different problems. If players receive too few materials per swing, adjust the amount multiplier. If harvesting takes too many swings, consider the health multiplier separately. Raising the amount multiplier does not, by itself, guarantee faster destruction of a tree, rock, or other node.
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Before changing the server
- Identify whether the server is running ARK: Survival Evolved (ASE) or ARK: Survival Ascended (ASA). The conceptual setting is the same, but control-panel names and file locations differ.
- Check whether your host requires the server to be stopped before configuration files can be edited. Many hosted panels either block live edits or overwrite them at the next restart.
- Make a copy of the current configuration, or at minimum record the existing value, so you can restore the previous rate.
- Decide whether you want a global change for every resource or a selective change for particular resource classes. The global amount multiplier belongs in
GameUserSettings.ini; selective resource-class overrides useGame.ini. - Tell players what rate you are applying. A multiplier changes progression, crafting availability, and the economy of a persistent world.
How to change the global rate on a hosted server
The exact labels depend on the hosting provider, but the workflow is consistent. A provider may expose a form in its general server-settings page, a file browser, a text editor, or all three.
- Stop the server. Use the panel’s Stop, Shut Down, or equivalent control if the provider instructs you to do so before editing.
- Open the configuration area. Go to the panel’s general/server-settings page, or open its file browser and configuration editor.
- Select
GameUserSettings.ini. Do not place the global amount multiplier only inGame.ini; that is the wrong file for this setting. - Find the
[ServerSettings]section. The entry must be below that section header. If the header is absent, add it before the setting. - Add or edit one amount entry. Use a single active line such as
HarvestAmountMultiplier=3. Remove or correct duplicate entries rather than leaving conflicting values in the file. - Save the file or panel form. Wait for the panel to confirm the change before closing the editor.
- Start or restart the server. Configuration changes normally become active only after a full restart. A player disconnecting and reconnecting is not a substitute for restarting the server.
- Test in-game. Harvest a consistent, ordinary node and compare the result with the previous behavior. Test more than one resource if you need to confirm that the global setting is active.
Using a control-panel field
Some hosts show a labeled field instead of the raw INI file. If the field is explicitly for harvest amount, enter the desired numeric multiplier, save, and restart. Confirm that the panel writes to the server-settings configuration rather than a local single-player setting. If the panel offers both a form field and a file editor, use one method and then verify the resulting INI so that an older value is not left elsewhere.
Editing the file directly
When the host provides a file browser or text editor, open GameUserSettings.ini, locate [ServerSettings], and place the line on its own row:
[ServerSettings]
HarvestAmountMultiplier=3
Keep the spelling, capitalization, equals sign, and numeric value intact. Do not wrap the key in quotation marks or add comments to the same line. If an existing HarvestAmountMultiplier line is present, change that line instead of adding a second copy.
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Choosing a multiplier
There is no universally correct rate. The useful value depends on how quickly your group wants to progress, how scarce resources should feel, how many players share the map, whether the server is PvP or PvE, and whether every resource should be changed equally.
| Value | Meaning | When it may fit | What to watch |
|---|---|---|---|
1.0 |
Documented baseline amount | Progression intended to remain at the baseline rate | Large projects and solo play can require substantial gathering time |
2 |
Two times the baseline amount per harvesting action | A moderate acceleration for a small group or a less demanding PvE world | Storage, crafting, and taming progression may speed up unevenly if other rates remain unchanged |
3 |
Three times the baseline amount per harvesting action | A clearly boosted server where routine building and crafting should require fewer trips | Players can reach material-heavy milestones sooner; monitor progression rather than assuming balance |
A value below 1.0 |
Less than the baseline amount | A deliberately scarce-resource challenge | Small harvests can become frustrating, especially for solo players |
Start with a moderate value, observe actual progression, and adjust in a controlled step. Record the date and value whenever you change it so players can distinguish a deliberate rate change from a configuration error.
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Amount multiplier versus harvest-health multiplier
Administrators often change the wrong setting because both keys mention harvesting.
Harvest amount
HarvestAmountMultiplier controls how much material an individual harvesting action yields. Increasing it means more wood, thatch, berries, stone, metal, meat, or other applicable material from the same action, subject to the game’s normal harvesting rules.
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Harvest health
HarvestHealthMultiplier controls the durability of harvestable nodes. Nitrado’s configuration documentation describes the distinction this way: the amount multiplier increases what you earn, while the health multiplier determines how long harvesting takes; a lower health value generally makes harvesting faster because the node breaks in fewer hits.
If players say “gathering is too slow,” ask which problem they mean. More materials per hit calls for the amount setting. Fewer hits to destroy a node calls for the health setting. Changing both at once makes it harder to tell which adjustment fixed the complaint.
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Global rates and per-resource rates
The global setting affects all applicable harvesting categories. If you want wood boosted but metal unchanged, or want a special event resource treated differently, do not use the global amount multiplier as a blunt instrument.
Selective resource changes use resource-class multiplier mechanisms in Game.ini. Those overrides identify particular resource classes and assign a multiplier to them. The exact class entries and syntax depend on the resource and the ARK version, so use the current configuration reference for your edition rather than copying an entry intended for a different class. Keep the global setting and any selective overrides documented together; otherwise a player may see a result that appears inconsistent with the headline server rate.
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ASE and ASA: what carries over and what does not
Both ARK: Survival Evolved and ARK: Survival Ascended use the same conceptual amount and health settings, but the surrounding administration experience is not identical. A host can change directory names, expose different editor fields, or place the file behind a different menu.
- Follow the provider’s current ASE or ASA instructions for the file path.
- Use the provider’s current General or File Browser workflow rather than assuming an older menu still exists.
- Confirm that the setting is written to the active server instance, not to a backup, inactive profile, or local game configuration.
- Restart the correct instance after saving. A multi-server account can make it easy to edit one server and restart another.
The key itself remains HarvestAmountMultiplier, but a control panel may present it with a friendlier label or may not expose it at all. When the field is missing, edit the INI directly if the host permits it.
Why the gather-rate setting did not work
Work through these checks in order. Each one eliminates a common configuration failure without changing several variables at once.
- Verify the file. The global amount key belongs in
GameUserSettings.ini. A line placed only inGame.iniwill not set the global amount multiplier. - Verify the section. The line must be under
[ServerSettings]. A correctly spelled key in another section may be ignored. - Verify the spelling and value. Use
HarvestAmountMultiplierexactly, followed by=and a numeric value such as2or3. Remove accidental quotation marks or extra characters. - Remove duplicates. Search the entire file for every occurrence of
HarvestAmountMultiplier. Keep one intentional entry. Duplicate lines can make the active value unclear and can be rewritten by a panel. - Confirm that the save completed. Reopen the file after saving. If your old value has returned, the panel may have rejected the edit, used a template, or saved a different configuration profile.
- Perform a full restart. Stop and start the server, rather than relying on a player reconnect or a soft in-game reload.
- Check for a host-side rates option. Some panels offer an “official rates” or similar override. Such controls are provider-specific; verify the current host documentation to see whether that option replaces or supersedes the value you entered.
- Check for a selective override. If only one resource appears unchanged, a resource-class rule in
Game.inior the resource’s normal game behavior may be responsible. Compare several resource types before concluding that the global key failed. - Test with a repeatable action. Use the same tool and a comparable node, then compare the inventory increase. Different tools, player stats, server settings, and resource types can produce different-looking results.
Testing after the restart
Use a small, controlled test before announcing the new rate. Empty or note the relevant inventory, harvest one ordinary node, and record the quantity gained. Repeat the action on a comparable node if necessary. The purpose is not to create a benchmark, but to catch a misspelled key, an unsaved file, or an edit made to the wrong server.
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Test both the resource quantity and the node’s time to break if you changed both multipliers. A successful amount change should be judged by inventory gained; a successful health change should be judged by the number of hits or the time required to destroy a comparable node.
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Practical configuration examples
Setting a 2x global gather rate
[ServerSettings]
HarvestAmountMultiplier=2
This requests twice the baseline amount from each applicable harvesting action. Save and restart before testing.
Setting a 3x global gather rate
[ServerSettings]
HarvestAmountMultiplier=3
This is the common example for a three-times server. It changes quantity globally; it does not automatically reduce the number of hits needed to break a node.
Returning to the documented baseline
[ServerSettings]
HarvestAmountMultiplier=1.0
Use the documented default when you want to return the global amount to baseline. Remove duplicate entries and restart so the old value is no longer active.
Balancing the rate for your community
Gathering is one part of server progression. A high amount multiplier can make large construction projects convenient while also reducing the value of exploration, transport, storage management, and resource bases. A lower rate preserves scarcity but can make routine maintenance disproportionately time-consuming for a small group.
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- Game mode: PvP communities may value the strategic cost of building and replacing equipment differently from PvE communities.
- Progression goals: Decide whether the server is intended to support a long survival curve or let players reach advanced construction and breeding stages quickly.
- Resource mix: A global multiplier treats all applicable resources alike. If one resource is the bottleneck, a targeted override is more precise.
- Communication: Publish the active value and any exceptions in your server rules or welcome message.
Change one variable at a time whenever possible. If the amount multiplier, health multiplier, and several resource overrides all change together, players cannot tell which setting produced a new outcome and administrators lose a clear rollback path.
Common mistakes to avoid
- Putting
HarvestAmountMultiplierinGame.iniwhen the goal is a global amount change. - Editing the file while the server is running when the host requires a stop first.
- Leaving two different amount values in the same configuration.
- Saving a panel form but not restarting the server.
- Changing harvest health when the complaint is about the quantity received.
- Assuming a value shown in one host’s control panel or an older guide uses the same menu and path on another host or ARK edition.
- Promising a universal “correct” multiplier. The appropriate value is a server-design decision, not a fixed game standard.
Keeping the configuration maintainable
Keep a short change log with the multiplier, date, reason, and any related health or resource-class settings. Before a major adjustment, preserve the previous configuration so you can restore it quickly. After each change, verify the saved file and perform the same in-game test. This routine turns an ambiguous “gather feels wrong” report into a specific setting that can be checked and reverted.
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