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How to Replace or Disable Dinos on an ARK Server With NPCReplacements

A practical ARK server guide to NPCReplacements: edit the correct Game.ini, use exact entity class IDs, redirect one wild creature to another or disable it, handle Dynamic Config, wipe old wild dinos, and troubleshoot rules that appear not to work.
Length10 min Posted Quest giverVGSources Team
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Use the NPCReplacements setting in your server’s Game.ini to map one creature class to another or to stop that class from spawning. A replacement points FromClassName at the original entity and ToClassName at the new entity; a disabled spawn uses an empty ToClassName. The rule affects newly spawned wild creatures, so a wild-dino wipe is normally needed after the edit.

The reliable workflow is: stop and back up the server, edit the correct operating-system-specific Game.ini, copy exact class strings from the current Creature IDs reference, restart, repopulate the map, and then verify the result in the affected habitats. Dynamic Config uses a different wrapper and has its own setup requirements.

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What NPCReplacements controls

NPCReplacements is a global, class-based spawn rule. It tells the server what to do whenever it attempts to create a wild creature whose class matches FromClassName. You can direct that spawn to a different creature class or provide no target class to disable the spawn. The official ARK configuration documentation describes the setting as a way to replace one NPC or creature spawn with another, and the ARK Official Community Wiki notes that it can disable specific Alpha creatures, replace one NPC’s spawns with another NPC, or completely disable a specific NPC spawn.

This is not a region-by-region population editor. A matching class is treated the same way wherever the server would spawn it, on the map and in every applicable spawn entry. If you need to adjust only one cave, biome, or spawn container, use the separate spawn-entry configuration options documented for ARK rather than NPCReplacements.

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Replacement and disabling are different outcomes

  • Replacement: set ToClassName to the class of the creature you want to appear instead. The original spawn opportunity is redirected to that target class.
  • Disabling: set ToClassName to an empty value. The source creature is removed from the result of that replacement rule instead of being changed into another class.

The rule concerns wild spawning. It does not delete creatures that are already tamed, and existing wild creatures can remain in the world until they are killed or removed. That distinction explains why a correct edit can appear not to work immediately.

Prepare the server before changing the INI

Stop the dedicated server and make a backup

Shut down the dedicated server before editing its configuration. Keep a copy of the original file and, if your host provides snapshots, take one before making the change. A malformed line, an accidentally edited section, or a hosting panel that rewrites files can otherwise leave you without a quick rollback.

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Make the backup of the actual file used by the running instance, not a similarly named local copy. If the server runs multiple maps or profiles, confirm which profile is active before you edit.

Edit Game.ini, not the usual basic-settings file

Normal NPCReplacements entries belong in Game.ini. The standard locations are:

Server platform File path Purpose
Windows dedicated server ShooterGameSavedConfigWindowsServerGame.ini Advanced gameplay and server modifications, including NPCReplacements
Linux dedicated server ShooterGame/Saved/Config/LinuxServer/Game.ini Advanced gameplay and server modifications, including NPCReplacements

GameUserSettings.ini is used for many basic and intermediate server settings. Putting an NPCReplacements line there will not apply the normal rule, even if the line itself is correctly written.

Check whether a control panel owns the file

Some hosting interfaces generate or overwrite INI files when the server starts. If you use one, locate the saved server file after stopping the server, make the edit in the panel’s configuration editor when required, and inspect the file again after saving. Retain your backup because a panel update or a profile reset can restore an older version.

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Find the exact creature class names

The values are entity class strings, not the names players see in the game. Open the current official Creature IDs reference and copy the complete class value, including capitalization and the _C suffix. The server configuration documentation identifies this entity ID or spawn-class string as the value required by the setting.

Why display names fail

A creature displayed as “Dodo,” “Raptor,” or “Ichthyornis” has an internal class name that is different from its display label. A misspelled class, a missing suffix, or a class from a different version will not match the spawn the server is processing. Mod creatures add another source of variation: their class IDs come from the mod’s own documentation and can change when the mod author updates the mod.

  • Copy the full string rather than typing it from memory.
  • Preserve capitalization, underscores, and the final _C.
  • Confirm that the ID belongs to the map, game version, or mod currently running.
  • Use the exact source class for the creature you want to replace or disable.

For example, the source class in the documented replacement example is MegaRaptor_Character_BP_C, while the target Dodo class is Dodo_Character_BP_C. Those strings are examples of entity IDs; the visible creature names are not valid substitutes.

Replace one wild creature with another

With the server stopped and the correct Game.ini open, add a separate line for the mapping. This documented example redirects the Mega Raptor class to the Dodo class:

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NPCReplacements=(FromClassName="MegaRaptor_Character_BP_C",ToClassName="Dodo_Character_BP_C")

Leave the setting name, parentheses, commas, quotation marks, and class suffixes intact. The server reads the source class from FromClassName and the replacement class from ToClassName. Do not put the line in GameUserSettings.ini, and do not remove the outer parentheses.

Use one normal-file line per mapping

For several replacements in the normal configuration file, keep each mapping on its own NPCReplacements=(...) line. For example:

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NPCReplacements=(FromClassName="MegaRaptor_Character_BP_C",ToClassName="Dodo_Character_BP_C")
NPCReplacements=(FromClassName="Coel_Character_BP_C",ToClassName="Piranha_Character_BP_C")

Each line is an independent rule. Copy the class IDs for every source and target from the relevant Creature IDs or mod documentation. Avoid combining normal-file mappings into a single outer list; that wrapping belongs to Dynamic Config instead.

Disable a creature spawn instead of replacing it

To disable a source class, leave the target class empty. The documented pattern for Ichthyornis is:

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NPCReplacements=(FromClassName="Ichthyornis_Character_BP_C",ToClassName="")

The empty value after ToClassName= is intentional. Do not write the display name, the word None, or a placeholder class. Replace Ichthyornis_Character_BP_C with the exact source ID for the creature you want to suppress.

This rule applies to future wild spawn attempts that match the source class. It does not remove a tamed Ichthyornis, nor does it automatically clear a wild one that already exists before the server reloads the rule.

Dynamic Config uses different wrapping

Servers started with -UseDynamicConfig and a CustomDynamicConfigUrl can define NPC replacements through Dynamic Config. The official configuration documentation supports NPC replacements in Dynamic Config from patch 319.14. This mode is not a drop-in alternative for a normal Game.ini line: all mappings must be placed inside one outer entry.

NPCReplacements=((FromClassName="MegaRaptor_Character_BP_C",ToClassName="Dodo_Character_BP_C"),(FromClassName="Coel_Character_BP_C",ToClassName="Piranha_Character_BP_C"))

Notice the two levels of parentheses. The first pair wraps the complete value, and each source-target pair has its own parentheses inside it. Do not paste this multi-pair form into a normal Game.ini when you are using the standard file-based configuration, and do not paste several independent normal-file lines into the single Dynamic Config entry.

When Dynamic Config is useful

Normal INI editing requires access to the server files and a restart after you save the change. Dynamic Config is intended for servers that already have the dynamic-config startup arrangement; its settings can be checked on world saves, but it still requires that URL and startup configuration to be in place. If your server does not use those options, the ordinary Game.ini method is the applicable one.

Restart, clear old wild creatures, and let the map repopulate

Restart after a normal INI edit

Save the file, close the editor, and start the dedicated server again. A running server will not reliably apply a newly added normal-file rule until it has loaded the configuration during startup.

Why a wipe is usually necessary

NPC replacement rules govern newly spawned wild creatures. Existing wild creatures were created before the rule took effect and can remain unchanged, making a correct replacement look ineffective. After the server is back online, an administrator can use the in-game command:

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cheat DestroyWildDinos

This removes wild creatures so the map can repopulate under the new rules. It does not remove tamed creatures. The command has a broad effect across the map, so schedule it when players understand that wild populations, including desirable creatures, will need time to respawn.

Use the startup respawn option when appropriate

The official documentation also describes -ForceRespawnDinos as a startup option. It destroys untamed wild creatures when the server starts, allowing the population to regenerate under the loaded configuration. Use either an intentional startup wipe or the in-game command according to your maintenance plan; do not assume a restart by itself removes the old population.

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Verify that the rule worked

After the wipe or natural turnover, visit several regions where the source creature normally appears. For a replacement, look for the target creature in those spawn areas. For a disabled class, check that the source creature is absent after the map has had time to repopulate.

  1. Confirm that the edit was made in the active profile’s Game.ini, under the correct Windows or Linux path.
  2. Confirm that the server fully stopped and restarted after the file was saved.
  3. Compare every class string with the current Creature IDs reference or the mod’s documentation, including capitalization and _C.
  4. Run cheat DestroyWildDinos or use the documented -ForceRespawnDinos startup option so pre-existing wild creatures do not mask the result.
  5. Check more than one normal habitat and allow the map to repopulate before judging the outcome.

If the target never appears, first test the target class independently against its authoritative ID. A typo in either side of the mapping prevents the intended match. If the source still appears after a wipe, inspect whether a hosting panel restored the file, whether the rule was accidentally placed in GameUserSettings.ini, and whether the class belongs to the game version or mod actually running.

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Troubleshoot the common failure modes

Symptom Likely cause Correction
Nothing changes immediately after restart Existing wild creatures are still alive. Perform a planned wild-dino wipe, then wait for new spawns.
The source creature keeps spawning Wrong file, wrong profile, a typo in the class ID, or a file rewrite by the host. Check the active Game.ini, compare the exact ID, save again, and verify the file after startup.
The line appears ignored The entry was placed in GameUserSettings.ini or uses Dynamic Config syntax in a normal file. Move it to Game.ini and use one normal-file line per mapping.
A modded creature is unaffected The class ID is version- or mod-dependent and the copied value is not the one currently loaded. Use the current mod documentation and preserve the complete class string.
Other creatures are unaffected but one replacement fails One source or target class is misspelled while the file itself is valid. Validate that pair character by character, including underscores and the _C suffix.
Dynamic Config rejects the entry The outer wrapper or startup prerequisites are missing. Confirm -UseDynamicConfig, CustomDynamicConfigUrl, patch support from 319.14 onward, and the single outer mapping syntax.

Choose the right population-control method

Goal Approach What it changes Main requirement
Change every wild instance of one class globally NPCReplacements with a target class Redirects matching wild spawn attempts to another class Exact source and target entity IDs
Remove a creature class from wild spawns globally NPCReplacements with an empty ToClassName Stops matching source spawns through the rule Exact source entity ID and a repopulation wipe or turnover
Change only selected locations or spawn containers Separate spawn-entry settings Adjusts location-specific population rather than every matching class Configuration for the relevant spawn entries
Change rules without ordinary file editing Dynamic Config Defines mappings through the dynamic-config system -UseDynamicConfig, CustomDynamicConfigUrl, supported version, and nested syntax

Use global replacement when the class itself is the deciding factor. Choose a spawn-entry edit when geography matters. A global rule cannot express “replace this creature only on one beach” because it matches the class rather than a location.

Important limitations and maintenance notes

Class IDs can change

Entity class names are version- and mod-dependent. A configuration that worked on one game build or mod revision may need a new ID after an update. Recheck the current Creature IDs reference or the mod author’s documentation whenever a class is added, renamed, or replaced.

Wild rules do not clean up owned creatures

Because the setting governs wild spawning, it is not a creature-management command. Tamed creatures remain in the world. Existing wild creatures also remain until normal gameplay removes them or you deliberately wipe untamed wild creatures.

Keep a rollback copy

Store the working INI beside your backup with a note describing the change and date. If a host panel overwrites the file, restore the known-good version, then re-enter the rule through the panel’s supported editor if necessary. This is especially important when several administrators manage the same server profile.

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Plan the population reset

A wild-dino wipe affects the whole map, not only the class you changed. Players can temporarily see fewer creatures while regions repopulate, and any desired wild creatures removed by the wipe must spawn again. Announce the maintenance window and perform the reset when it will not disrupt an active expedition.

A repeatable checklist

  • Stop the dedicated server.
  • Back up the active configuration.
  • Open Game.ini in the Windows or Linux server path.
  • Copy exact source and target class IDs, including _C.
  • Add one normal-file mapping per line, or use the single nested Dynamic Config entry when that system is enabled.
  • Use an empty target only when the intention is to disable the source spawn.
  • Save, restart, and confirm the host did not rewrite the file.
  • Run cheat DestroyWildDinos or plan the documented -ForceRespawnDinos startup wipe.
  • Inspect the affected habitats after repopulation and correct the path, syntax, or class IDs if the result is wrong.

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