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Godlike.Host offers hosted ARK: Survival Evolved servers with its own game panel, SFTP access and free DDoS protection, if you would rather not host it yourself.
To install Steam Workshop mods on an ARK: Survival Evolved (ASE) dedicated server, record each mod’s numeric Workshop ID, enable the server’s automatic installer with -automanagedmods, list those IDs in Game.ini, activate the same IDs in load order through ActiveMods (or ?GameModIds=), and restart the server. The first restart downloads the content; later restarts apply changes and updates.
This guide is for ASE servers, not ARK: Survival Ascended (ASA). ASA uses different server and mod controls, so do not copy these settings between the two games.
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What do you need before adding ASE mods?
You need a running ASE dedicated server, access to its launch command and configuration files, and the ability to stop and restart the process. ASE supports native Windows and Linux dedicated servers, and the host must use a 64-bit operating system.
- SteamCMD: Install SteamCMD on a self-hosted machine so it can install or update the dedicated-server files.
- Server access: You need permission to edit the launch command,
Game.ini, andGameUserSettings.ini, or equivalent fields in a hosting control panel. - Workshop IDs: Each mod is identified by the number in its Steam Workshop URL after
?id=. - A maintenance window: Stop the server before changing files or launch parameters, and plan a restart after every mod-list change.
- A save backup: Back up the world before updating server files or mods.
Steam lists ASE as supporting Steam Workshop content and describes the game as moddable with a customized Unreal Engine 4 editor. Workshop support is specific to the ASE installation covered here; it does not make ASA configuration interchangeable.
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How do you install or update the ASE dedicated server with SteamCMD?
On a self-hosted machine, install or update the server with SteamCMD before configuring mods. The ASE dedicated-server application ID is 376030.
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- Create or choose a directory for the server files and replace
<install_dir>in the command below with its real path. - Run SteamCMD:
steamcmd +force_install_dir <install_dir> +login anonymous +app_update 376030 validate +quit
- Wait for SteamCMD to finish. The
validateoption checks the installed files while updating. - Use the normal server launch command for your map and settings, adding the mod-installer flag described below.
SteamCMD can also be used interactively: set the install directory, log in anonymously, update app 376030, and quit. Keep the install directory consistent with the launch script so that the server and SteamCMD operate on the same files.
Should you update the server before changing mods?
Update first when a mod author requires a particular server build or when the server has fallen behind. Make a save backup before updating. Updating the server and updating mods are separate operations, so check each mod’s Workshop description for compatibility notes after the server files finish updating.
How do you find the Workshop ID for each mod?
Open a mod’s page in the ARK Steam Workshop and copy the numeric value in its URL after ?id=. That number, not the mod’s display name, is what ASE reads.
- Open the Workshop item.
- Locate the URL and find
?id=. - Copy the digits immediately following it. If the URL contains additional parameters, stop at the next
&. - Record the ID in a plain-text list together with the order in which you want the server to load the mods.
- Read the item description for required companion mods, dedicated-server instructions, map or total-conversion notes, and compatibility warnings.
Do not alter digits, insert spaces, or substitute a mod’s name for its ID. Keep the list outside the configuration files while you assemble it; this makes it easier to compare the intended order with the values you eventually paste into the server settings.
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1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitchesHow do you enable automatic mod downloads with -automanagedmods?
Automatic downloading requires the -automanagedmods flag in the server’s launch command and a [ModInstaller] section in Game.ini. The flag tells the server to obtain the Workshop content; the ID lines tell it which items to obtain.
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- Stop the running server completely.
- Edit the launch command and add
-automanagedmodsas its own argument. - Open
Game.ini. Add the section header if it is not already present. - Add one
ModIDS=line for every Workshop item:
[ModInstaller]
ModIDS=123456789
ModIDS=987654321
Use one ID per line. The configuration accepts a Workshop mod, map, or total-conversion ID on each line. Keep the spelling and capitalization of the section and key exactly as shown; a typo can leave the installer with no usable entries.
What is the difference between downloading and activating a mod?
-automanagedmods and ModIDS handle server-side acquisition. They do not by themselves define the active load order. Activation is controlled separately with ActiveMods or the equivalent launch argument, so configure both parts before restarting.
How do you activate mods and set their load order?
Put a comma-separated list in GameUserSettings.ini under [ServerSettings]. The order of the IDs is the order the server uses, so write the list deliberately and preserve it on every restart.
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ActiveMods=123456789,987654321
- Open
GameUserSettings.iniafter stopping the server. - Find or create the
[ServerSettings]section. - Enter
ActiveMods=followed by the numeric IDs, separated only by commas. - Save the file without adding spaces inside the list.
The documented alternative is a launch-line argument:
?GameModIds=123456789,987654321
ActiveMods is the preferred configuration location. When using ?GameModIds=, the leftmost ID has the highest priority. Follow the mod author’s required order when one is specified, especially when one mod changes or extends another. Do not maintain one order in the INI file and a different order in the launch command.
How should you handle dependencies?
Treat the Workshop description as the authority for required companion mods. Add every required item to the download list, then place the IDs in the order the author specifies. If a dependency is omitted or placed incorrectly, the server may start without the feature, report an error, or stop during startup.
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What is the complete self-hosted installation sequence?
Use this sequence when setting up a new list or changing an existing one.
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- Back up the save. Create a recoverable copy before installing or updating server files and mods.
- Stop the server. Do not edit launch arguments or INI files while the process is running; a live process can overwrite settings.
- Update ASE if needed. Run the SteamCMD command for app
376030and confirm that it completes. - Collect IDs. Copy the number after
?id=from every selected Workshop page and write the intended load order. - Enable the installer. Add
-automanagedmodsto the launch command. - List downloads. Add one
ModIDS=entry per item under[ModInstaller]inGame.ini. - List active mods. Add the same IDs, comma-separated and in load order, to
ActiveModsunder[ServerSettings]inGameUserSettings.ini. - Save both files. Check that IDs contain digits only and that the list has no spaces.
- Restart once. The first boot can take longer while Workshop files download.
- Read the startup output. Confirm that each intended mod appears in the console and that the server reaches its normal ready state before inviting players.
For a later change, repeat the stop, edit, save, and restart stages. A restart is required after every addition, removal, or order change; changing a file while the server remains online does not apply the list to the current process.
How do you install mods through a managed hosting panel?
A managed panel exposes the same ID-and-restart workflow without requiring you to maintain SteamCMD scripts manually. The exact labels differ by provider, but the usual path is a Mods, Workshop, or Startup field.
- Stop the server from the panel.
- Open the mod or startup settings.
- Paste the numeric Workshop IDs as a comma-separated list in the order required by the mod authors.
- Save the setting.
- Restart the server and watch the panel’s console or log view for downloads and startup errors.
Before choosing a panel, check which controls it actually exposes. The practical differences from self-hosting are control over SteamCMD and files, how easily IDs can be reordered, whether updates and restarts can be automated, whether save backups can be scheduled, which operating systems are supported, and how much console output is available when a mod fails.
| Capability | Self-hosted server | Managed panel |
|---|---|---|
| SteamCMD and file control | Direct control of SteamCMD, launch scripts, and INI files | Usually abstracted behind panel fields; verify file and command access |
| Entering and ordering IDs | Edit ModIDS and ActiveMods manually |
Paste IDs into a Mods or Startup field and save |
| Automatic updates and restarts | Requires your own scripts or scheduling | May be provided by the panel; confirm its options |
| Save-backup scheduling | Must be configured on the host | May be available as a panel feature |
| Operating-system support | ASE supports native Windows and Linux dedicated servers on 64-bit systems | Depends on the provider’s platform |
| Logs for troubleshooting | Direct access to the server console and files | Use the panel’s console and log viewer; retention varies |
A panel does not remove the need to read Workshop descriptions, preserve load order, or back up the save. It mainly changes where you enter the IDs and how the restart and maintenance tasks are operated.
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What should you check on the first modded boot?
Use the first restart as a controlled verification rather than immediately opening the server to players.
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- Download activity: Allow extra startup time while the Workshop files arrive.
- Every intended ID: Confirm each item appears in the startup output or panel log.
- Ready state: Wait for the normal server-ready message instead of assuming the process is usable because it launched.
- Order: Compare the active list with the order required by the mod authors.
- Configuration persistence: After the restart, reopen the files or panel view and make sure the list was not rewritten incorrectly.
If a mod’s description calls for a companion item or a particular order, resolve that requirement before diagnosing the server as broken. A successful download only proves that the files arrived; it does not prove that the mod is active or compatible with the rest of the list.
How do you fix a mod that does not load?
Start with the simplest causes: no restart, a mistyped ID, a missing dependency, or a list that differs between download and activation settings.
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- Compare every digit in
ModIDSandActiveModswith the Workshop URL. - Check that
-automanagedmodsis still present in the launch command. - Read the Workshop description for required companion mods and dedicated-server instructions.
- Confirm that the active IDs are comma-separated with no spaces and that the order matches the author’s guidance.
- Review the startup output for the item’s ID or name.
If the files download but the feature is absent, focus on activation and order rather than repeating the download. If the item never appears in the output, focus on the launch flag, the [ModInstaller] section, and the ID itself.
What should you do if the server stops during startup?
Remove the last mod added, start the server again, and inspect the final console lines. This isolates the newest change without discarding the entire working list.
- Stop the process if it is repeatedly restarting.
- Remove the newest ID from both the download list and the active list, or disable it in the panel.
- Start the server and wait for the normal ready state.
- Read the final console lines from the failed boot and compare them with the mod’s Workshop notes.
- Add the removed mod back only after resolving a dependency or order requirement.
- If the failure returns, add other mods back one at a time until the conflicting item is identified.
Keep the known-good list intact while isolating the failure. Changing several IDs at once makes the console evidence difficult to interpret and can turn one dependency problem into several.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How do you resolve a load-order conflict?
Compare your ActiveMods order, or the order in ?GameModIds=, with the mod author’s instructions. Reproduce that order exactly on every restart.
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- Use the same numeric IDs in the download and activation settings.
- Place the higher-priority item where the documentation requires it; for the launch-line form, remember that the leftmost ID has the highest priority.
- Do not insert spaces or punctuation that is not part of the documented syntax.
- Restart after saving the corrected order.
- Check the startup output again for the conflict or dependency message.
When a panel offers drag-and-drop ordering, verify the resulting comma-separated value rather than relying only on the visual list. The server ultimately reads the generated IDs and their sequence.
How should you update mods safely?
Back up the save before updating server files or mods. Then stop the server, apply the update through SteamCMD or the hosting panel, and restart while watching the console.
- Create the save backup before maintenance begins.
- Record the current mod IDs and order so you can restore the prior configuration.
- Stop the server.
- Update the server files or allow the panel to update the Workshop items.
- Start the server and allow extra time for downloads.
- Confirm that every intended mod loads and that the server reaches its ready state.
If an update introduces a startup failure, remove the recently updated or recently added item, restore the known-good configuration, and use the backup as your recovery point. Check the Workshop description for version-specific warnings before trying the update again.
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No. ARK Server Manager is optional software; SteamCMD, the launch argument, and the two INI settings are sufficient for a manual setup.
A graphical manager can be useful when you administer a local server and want it to manage SteamCMD, write INI and command-line settings, schedule server or mod updates, and schedule save backups. It changes the administration interface, not the underlying Workshop ID, activation, and restart requirements.
What is the shortest reliable checklist?
- Confirm that the server is ASE, not ASA.
- Use SteamCMD app ID
376030for the dedicated-server files. - Copy each numeric Workshop ID after
?id=. - Stop the server before editing.
- Add
-automanagedmodsto the launch command. - Add one
ModIDS=IDline per item under[ModInstaller]inGame.ini. - Add the same IDs, comma-separated and ordered, to
ActiveModsunder[ServerSettings]inGameUserSettings.ini, or use?GameModIds=. - Save, restart, and read the startup output.
- Back up the save before future updates.
Frequently Asked Questions
How do I copy an ID when a Workshop URL has more text after it?
Copy the digits immediately after ?id= and stop at the next & character. The extra URL parameters are not part of the Workshop ID and should not be pasted into ModIDS or ActiveMods.
Can the automatic installer download a map or total conversion?
Yes. The ModIDS setting accepts one Workshop mod, map, or total-conversion ID per line. Follow that item’s own server instructions because maps and total conversions can have requirements beyond an ordinary content mod.
Why does a server download a mod but show none of its features?
Downloading and activation are separate settings. Check that the same numeric ID appears in ActiveMods (or ?GameModIds=), that the order is correct, and that the server was restarted after the edit.
Do I need ARK Server Manager to keep a modded server running?
No. It is an optional graphical administrator for SteamCMD, configuration files, scheduled updates, and save backups. A manual SteamCMD installation with the launch flag and INI entries works without it.
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