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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallTo build an ARK cluster, run one dedicated-server process for every map, give each process its own save and configuration folders and non-overlapping ports, then set the same cluster ID and shared cluster directory on all of them. Allow those ports through the host firewall and, for an Internet server behind NAT, the router or VPS firewall. Start every map, verify that each registers correctly, and test a character and item transfer before inviting players.
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The exact executable paths and launch syntax differ between ARK: Survival Evolved (ASE) and ARK: Survival Ascended (ASA), so choose the edition first and use its current server documentation.
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What an ARK server cluster actually is
A cluster is a group of independent dedicated-server instances that share transfer data. Each instance runs one map, such as The Island or Scorched Earth. Players still connect to a particular map server, but the shared cluster data lets them upload or download characters, creatures and permitted items, or use the game’s Cross-ARK travel workflow.
The instances are not one large process. Every map has its own world save, configuration files, mods and network sockets. The link between them comes from two settings: a common cluster ID and a common, writable cluster directory. If either value differs, a transfer uploaded on one map may not be visible for download on another.
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Decide the edition, platform and topology first
ASE versus ASA
Survival Evolved and Survival Ascended use different server builds and have different installation and operating-system considerations. Do not copy an ASE executable path, configuration location or launch script into an ASA installation without checking the edition’s current instructions. The ARK Official Community Wiki maintains the reference pages for dedicated-server setup and server configuration.
One host or several
- One host: The simplest cluster. All instances can use local storage for their saves and a single local cluster directory, but they compete for CPU, memory, disk I/O and network capacity.
- Several hosts: This isolates failures and allows independent scaling. The cluster directory must nevertheless be genuinely shared and writable by every server process; using the same text path on unrelated machines does not share data.
LAN or Internet
A LAN cluster avoids most router and public-firewall work. An Internet cluster requires inbound firewall rules and, when the server is behind NAT, port-forwarding from the router to the host. ARK does not automatically create those forwards through UPnP.
Vanilla or modded
Vanilla servers minimize compatibility and update problems. Mods add functionality but increase download time, startup failure modes and the need to keep every relevant instance on compatible versions. Decide whether a mod belongs on one map or all maps before you create launch scripts.
Install the dedicated-server software
SteamCMD is the installation method described in the official setup reference. Use the application ID matching your edition:
| Server product | Steam application ID |
|---|---|
| ARK: Survival Evolved dedicated server | 376030 |
| ARK: Survival of the Fittest | 445400 |
| ARK: Survival Ascended dedicated server | 2430930 |
Create a separate installation directory for each instance. A two-map layout might look like this:
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/srv/ark/island/ # executable and instance files for The Island
/srv/ark/scorched/ # executable and instance files for Scorched Earth
/srv/ark/cluster/ # shared cluster-transfer data
On a single host, you can install the server files once and point separate launch scripts at different instance save/configuration directories, provided the processes cannot write into each other’s instance data. Keeping completely separate directories is easier to audit and recover.
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A typical SteamCMD update operation follows this pattern; replace the installation path and application ID with the values for your edition and operating system:
steamcmd +login anonymous +force_install_dir /srv/ark/island +app_update 376030 validate +quit
Run the equivalent update for every instance directory, or maintain one verified installation and copy it only when the edition’s documentation permits that arrangement. Update during a maintenance window and make a backup before changing server or mod versions.
Create isolated instance data
Each map needs its own save and configuration location. Isolation prevents one process from loading another map’s world or overwriting its settings. At minimum, keep these separate per instance:
- World saves and player data.
- Game and server configuration files.
- Map name, session name, passwords and player limit.
- Mod list and mod-specific configuration.
- Logs and crash output.
Use a predictable naming scheme in scripts, such as island, scorched and fjordur. Document the absolute path for each instance and the shared cluster path; a later administrator should be able to identify the correct save before restoring or deleting anything.
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Plan non-overlapping ports
The documented defaults for one instance are:
| Purpose | Protocol | Default port |
|---|---|---|
| Game traffic | UDP | 7777 |
| Peer traffic | UDP | 7778 |
| Steam query | UDP | 27015 |
| RCON (optional) | TCP | 27020 |
Every process on the same host must have a unique game, peer and query port. Assign an unused group to each map and record it in a port map. For example, if the first process uses 7777/7778/27015, the second could use a different game and peer pair and a different query port. The exact increments are your choice; the requirement is that no two processes bind the same socket.
RCON is optional. If you enable it, assign a unique TCP port as well and protect it with a strong password. Do not expose administrative interfaces to the public Internet unless you need remote administration and have restricted access at the firewall.
Open the firewall and router
- Host firewall: Create inbound allow rules for each instance’s selected UDP game, UDP peer and UDP query ports. Add the TCP RCON port only when RCON is enabled.
- Router or VPS firewall: If the host is behind NAT, forward each external port to the same port on the server’s private address. A VPS provider may require equivalent rules in its cloud firewall or security group.
- Address stability: Give a home server a reserved local address so forwards do not break after a DHCP change. On a VPS, keep the instance’s firewall and operating-system rules aligned.
- Verification: Start one instance and check its log and server listing before repeating the process for the other maps. A closed query port can make a running server appear absent even when the game process itself started.
There is no automatic UPnP forwarding supplied by the server. If you do not configure the router or external firewall yourself, players outside the local network will not be able to reach the selected ports.
Configure each map independently
Give every instance its own map and identity. Common per-map settings include:
- Map name and launch target.
- Session name shown in the server browser.
- Server and administrator passwords.
- Maximum player count.
- Mods and their load order.
- Its unique game, peer, query and optional RCON ports.
Use distinct session names so players can tell maps apart. Keep passwords and administrator credentials out of public documentation and scripts that are readable by untrusted users. If a mod is required for a character or item to load correctly, install the compatible version before testing transfers.
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Enable the shared cluster
Choose one cluster ID and use it character-for-character on every map. Then point all instances at one shared cluster directory. When the default locations differ between installations, set the configuration’s ClusterDirOverride to the same absolute directory for every process.
On one host, the setting can point to a directory such as /srv/ark/cluster. On multiple hosts, that path must resolve to the same underlying storage, be available whenever all servers run, and grant every server process read/write permission. A directory with the same name on each machine is not a shared cluster.
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- The cluster ID is identical on every instance.
- The effective cluster directory is identical and writable.
- The instances are running compatible server and mod versions.
A mismatch commonly produces the most confusing symptom in a cluster: an upload appears to succeed on one map, but the destination map offers no downloadable character or item.
Build launch scripts and start in a controlled order
Keep one launch script or service definition per map. Each script should identify the correct instance directory, map, ports, cluster ID and cluster directory. Because launch syntax differs between ASE and ASA and between operating systems, use the executable and argument form documented for your selected edition rather than copying a script from the other edition.
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- Start the first map with its own save/configuration directory and assigned ports.
- Read the log for bind errors, missing files, mod failures and save-loading errors.
- Confirm the map is reachable from a client on the intended network.
- Start the next map and repeat the checks.
- Once all maps are online, verify that each appears with the intended session name and query information.
Starting all processes at once can hide which instance failed. During initial setup, sequential startup makes a wrong path or duplicate port obvious. After the configuration is stable, a service manager can start them automatically, but retain separate logs and stop each process cleanly during maintenance.
Test transfers before opening the cluster
Use a noncritical test character and inexpensive item. Do not begin with the only copy of a valuable character or rare gear.
- Join map A and confirm the character saves normally.
- Use the game’s upload or Cross-ARK travel flow to place the character, and then one test item, in the cluster transfer area.
- Leave map A cleanly and connect to map B.
- Download the character and item on map B.
- Repeat in the opposite direction and, if you operate more than two maps, test another pair.
- Inspect both maps’ logs and save timestamps after the test.
If the transfer list is empty, stop repeated uploads. Check the cluster ID, ClusterDirOverride, filesystem permissions and the actual directory used by each process. If a character arrives but an item does not, review item-transfer rules, mod compatibility and the map’s configuration rather than assuming the network is at fault.
Backups, updates and daily operation
Back up both kinds of data
A world-save backup alone is not a complete cluster backup. Schedule copies of every instance’s save/configuration directory and the shared cluster directory. Include launch scripts, port assignments and mod lists so a restore reproduces the working configuration.
Before a backup or version change:
- Announce a maintenance window and stop players from making new transfers.
- Stop every server process cleanly so saves finish.
- Copy the map saves and shared cluster data to storage that is not on the live disk.
- Record the server build, mods, configuration changes and backup timestamp.
- Restart one map, check it, then bring the remaining maps online.
Keep versions aligned
Update the server software and mods consistently. A map that starts with a different mod build can reject players, fail to load saved content or make transfers unsafe. Test updates on a copy or during a scheduled outage, and retain the previous backup until every map has passed its startup and transfer checks.
Monitor the right signals
- Process uptime and unexpected restarts.
- CPU, memory, disk space and disk latency.
- Network throughput and packet loss.
- Save, mod and port-bind errors in logs.
- Successful query registration and client connections for every map.
Capacity and bandwidth planning
There is no universal hardware specification for an ARK cluster. Capacity changes with concurrent players, tick rate, world-save complexity, mod load and the number of maps sharing a host. Measure your actual workload rather than sizing from map count alone.
The ARK Official Community Wiki states that bandwidth rises linearly with connected players and gives a 100Mb-or-better home connection as general guidance for a good number of players. It also notes that a VPS player may require up to 60KiB/s, depending on tick rate and world-save complexity. Treat those figures as technical guidance, not a guaranteed capacity or a benchmark for every map and mod set.
On a shared host, leave headroom for simultaneous saves and restarts. If one busy map causes tick-rate or save delays for every other map, move instances to separate hosts or reduce player and mod load rather than simply adding more ports.
Quick Recap
Common failures and targeted fixes
| Symptom | Likely cause | What to check |
|---|---|---|
| One map will not start | Port collision, invalid path or incompatible mod | Its launch log, assigned ports, instance directory and mod versions |
| Server runs locally but not from the Internet | Missing NAT forward or external firewall rule | Router forwards, VPS security rules and the host firewall |
| Map is running but absent from the browser | Query port is blocked or duplicated | Unique UDP query port and inbound rule for that port |
| Transfers do not appear on the destination map | Cluster ID or shared directory mismatch | Effective ID, ClusterDirOverride, path permissions and underlying storage |
| Players disconnect during heavy activity | Insufficient capacity, packet loss or save contention | Bandwidth, latency, CPU, disk latency, tick rate and world-save timing |
| Transfer item or character is rejected | Configuration or mod incompatibility | Transfer rules and matching mod/server versions on both maps |
Choosing an operating model
| Decision | Advantages | Costs and risks |
|---|---|---|
| Self-hosted | Full control over files, ports, mods and maintenance timing | You handle firewalling, backups, updates, monitoring and hardware capacity |
| Managed hosting | Less routine administration and provider-managed infrastructure | Less control over the underlying system and provider-specific limits or procedures |
| One physical host | Simple local shared storage and fewer machines to administer | A hardware, disk or power failure can affect every map; resources are shared |
| Multiple hosts | Fault isolation and independent scaling | Requires reliable shared cluster storage and more network and firewall coordination |
| LAN-only | Minimal exposure and no public NAT path | Remote players cannot connect without a deliberate public network design |
| Internet-facing | Accessible to players outside the local network | Requires forwarding, firewall hardening and ongoing monitoring |
| Vanilla | Fewer compatibility and update variables | Does not provide mod-dependent features |
| Modded | Expanded content and server rules | More downloads, version coordination and troubleshooting |
Pre-launch checklist
- Edition and platform confirmed; server files match that choice.
- One isolated save/configuration directory exists for every map.
- Every process has unique UDP game, peer and query ports; RCON ports are unique if enabled.
- Host-firewall rules and, where needed, router or VPS forwards are in place.
- All maps use the same cluster ID and the same writable shared cluster directory.
- Session names, passwords, player limits and mods are configured per map.
- Each process starts without bind, save or mod errors and registers as expected.
- A two-way character and item transfer has succeeded with a disposable test character.
- Backups include map saves, configuration, launch scripts, mods and cluster data.
- Players know the maintenance window and the connection details for every map.
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