The Tool Desk
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ASA uses numeric CurseForge project IDs, not the Steam Workshop IDs used by many ARK: Survival Evolved guides. Do not delete your world files to solve a mod problem: deleting an .ark save is a destructive map reset, not a mod reset.
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What a mod reset changes—and what it does not
A mod reset changes the server’s mod selection or its downloaded mod set. It is useful when a mod is obsolete, broken, duplicated, stuck during an update, or preventing the server from starting. The operation should leave your map save, characters, tribes, and ordinary server settings alone.
There are two different operations that are often confused:
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| Operation | What it does | When to use it |
|---|---|---|
| Remove selected IDs from the launch configuration | Stops those projects from being requested when the server starts. Other listed mods remain selected. | Use this for removing one mod or changing the load order. |
| Wipe the managed host’s mods folder | Removes the host’s downloaded mod files. On restart, the configured mods download again. | Use this when the complete installed mod cache appears damaged, and only when your panel documents the action. |
Delete an .ark world file |
Creates a new map save. This is destructive and unrelated to resetting mods. | Only use it when you intentionally want to start a new world and have confirmed your backups. |
A folder wipe is not a substitute for removing an ID from the launch option. If the ID remains configured, the server will normally try to download and load that mod again.
Identify the correct ASA mod IDs
Use CurseForge project IDs
ASA mod identifiers are numeric CurseForge project IDs. A typical launch value looks like -mods=123456,789012, with one ID separated from the next by a comma. The number is the project ID, not the title shown in the in-game browser.
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Make a change list before editing
Write down the current IDs and mark the one you intend to remove. If players need the remaining mods, keep their order unchanged. This gives you a direct rollback if the server fails to start and prevents accidentally removing a map or total-conversion project.
Self-hosted server: remove a mod from the launch configuration
The exact service file, script, shortcut, or control panel used to launch a self-hosted server varies by operating system and installation method. The setting to change is the command-line argument that begins with -mods=. Do not edit while the process is still running: a shutdown can rewrite configuration files and discard your changes.
- Announce maintenance and stop the server. Wait until the server process has exited completely. If you use a service manager, use its normal stop action rather than killing the process mid-save.
- Back up the launch configuration. Copy the script, service definition, or panel text that contains the current arguments. Also keep a backup of any configuration file you plan to edit.
- Find the
-mods=argument. It will contain a comma-separated list, for example-mods=123456,789012,345678. There should be no spaces inside the list. - Delete only the unwanted ID. Removing the middle item from the example produces
-mods=123456,345678. Removing the first item produces-mods=789012,345678. If no mods should load, remove the entire-mods=...argument instead of leaving a dangling comma. - Check for a second list. Search the server configuration for the ID and for an
ActiveModskey. If your installation has that key, remove the same project ID there or make the two lists match. Do not add anActiveModsline simply because an ARK: Survival Evolved guide includes one. - Save, then start the server. Allow the server to complete its normal startup and mod download process before players connect.
- Verify the result. Confirm that the removed project is no longer in the launch arguments, that the remaining projects are present in the intended order, and that the server reaches the map-selection or world-load stage without requesting the removed ID.
Example: removing one project
Before:
-mods=123456,789012,345678
If 789012 is the obsolete project, change the argument to:
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-mods=123456,345678
Do not replace those numbers with mod names, quotation marks, or Steam Workshop IDs. Keep the argument as a single comma-separated value.
What to do about ActiveMods in GameUserSettings.ini
ASA documentation and community guides disagree about ActiveMods. Some describe an ActiveMods= line under [ServerSettings] as an additional source of the active list; others report that it is an ARK: Survival Evolved setting that has no effect in ASA. Because the behavior is not consistently documented, treat the launch argument as your primary source of truth.
If ActiveMods already exists in your server’s GameUserSettings.ini, search it for the project you are removing and delete that ID there as well. Keeping an ID in a second configuration location can make troubleshooting confusing, even if the ASA build you run ignores the line. If the key is absent, do not create it solely to solve a loading problem. Test one change at a time on a backup or test instance when possible.
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Managed hosting: use a panel reset only when necessary
Some managed game-server panels provide a button labelled something like “wipe mods folder,” “reset mods,” or “clear installed mods.” The exact label and location differ by provider. The panel action is different from editing the launch list: it deletes the downloaded mod files, while the configured IDs remain selected.
- Stop or schedule the server through the panel if the panel requires a stopped instance for file operations.
- Open the server’s mod-management or file-management section and read the warning attached to the reset control.
- Use the wipe action only if you want every downloaded mod removed. It is not the right choice for removing one project while preserving the rest.
- Restart the server. The configured mods will download again. Allow that process to finish before judging whether the reset worked.
- Respect the rate limit. The documented behavior for this type of panel reset is one use per 24 hours. A second click during that window may be rejected, so confirm the selected IDs before committing.
If your panel has no documented reset control, do not guess the provider’s filesystem path or delete directories through an ad-hoc file manager. ASA self-hosted mod-folder locations and safe manual-wipe steps are not uniform across installations. Use the launch-list method, or follow the provider’s current instructions for your exact server image.
Load order: remove IDs without breaking dependencies
The order of IDs in the list is significant for some mod combinations. A commonly reported rule is that the left-most project has the highest priority, and that a map or total-conversion project must be first. The precise priority behavior can vary by build, so treat the author’s load-order requirement as authoritative for that mod.
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When removing one project:
- Leave the relative order of every remaining ID unchanged.
- If the removed project was a map or total conversion, check that the replacement map is now first.
- Do not alphabetize IDs or reorder them merely to make the list look tidy.
- If a mod author specifies a dependency or required order, follow that specification after the reset.
A server that starts with the wrong map order can appear to have a download problem when the real issue is priority. Record the original order in your backup before making changes.
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Diagnosing “ASA mods not loading” after a reset
The removed mod still appears
- Stop the server again and search every launch script, service definition, or panel argument for the numeric ID.
- Search
GameUserSettings.inifor the same ID and remove it from an existingActiveModsline. - Check that the panel did not restore an old startup profile after restart.
- Make sure you edited the configuration used by the production instance, not a test copy or a different cluster node.
The server starts, but a desired mod is missing
- Confirm that the ID is a numeric CurseForge project ID for ASA.
- Check commas and spelling in the
-mods=value. A malformed list can prevent one or more entries from being recognized. - Verify that the ID was not accidentally removed while deleting a neighboring entry.
- Allow the server time to download the configured projects before connecting.
Players cannot join after the change
Players need the same mod set as the server. ASA can prompt a joining player to download missing mods, but that process is not a cure for a server configured with the wrong IDs or order. Have players fully close and relaunch the game if a previous download is stuck, then compare the server’s current list with the list you recorded before maintenance.
The server will not reach the map
- Recheck that a map or total-conversion project is first when the mod author requires it.
- Restore the backed-up launch argument and start once to determine whether the removed project was a dependency.
- Reapply the change with only one ID removed, then test startup before making any other edits.
- Do not respond by deleting the world save. That changes the map state and can destroy progress without fixing the configuration error.
Why deleting world or cluster data is not a mod reset
World saves
Deleting an .ark file is a destructive map operation. It creates a new world rather than uninstalling a mod. Any claim that characters or tribe data will always persist after this action is installation-dependent and should not be relied on without a verified backup and a test. If your goal is only to remove a mod, leave world files untouched.
Cluster transfer data
Some hosting guidance identifies a Clusters/ directory as storage for cross-server transfer data. Removing it can wipe transfer inventories and related cluster state. It is therefore not part of a normal mod reset. Never delete cluster data unless you intentionally understand the transfer consequences and have a restorable backup.
A safe reset checklist
- Identify the ASA CurseForge project ID, not a Steam Workshop ID.
- Record the complete current
-mods=list and its order. - Stop the server fully before editing.
- Back up the startup configuration and any file you will change.
- Remove the unwanted ID from the launch argument.
- If an
ActiveModsentry exists, remove the same ID there; do not create the key unnecessarily. - Preserve the order of remaining mods and keep a required map first.
- Restart and wait for downloads and world loading to finish.
- Test with an administrator account before opening the server to everyone.
- Use a managed panel’s folder-wipe action only for a complete cache reset, remembering its 24-hour limit and the subsequent re-download.
- Never delete
.arksaves or cluster data as a shortcut for uninstalling a mod.
Choosing the least destructive fix
| Symptom | Least destructive first step | Avoid |
|---|---|---|
| One mod is obsolete or unwanted | Remove its numeric ID from the launch list and any existing duplicate entry. | Wiping every mod or deleting the world. |
| Several mods are selected but downloads appear corrupted | Use the managed panel’s documented full mod-folder reset, then restart once. | Manually guessing a self-hosted folder path. |
| A map or conversion no longer loads | Restore the backup, check ID validity and required order, then remove one item at a time. | Deleting the .ark save. |
| Players have mismatched content | Compare the server’s active IDs with the intended list and let clients complete their downloads. | Changing several configuration locations simultaneously without a backup. |
The reliable sequence is configuration first, restart second, and file deletion only for an explicitly intended data reset. If a host’s controls or an ASA update behave differently from the labels described here, follow the current instructions for that exact server build and verify the result on a test instance before changing a live world.
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