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To install Steam Workshop mods on an ARK: Survival Evolved (ASE) dedicated server, record each mod’s numeric Workshop ID, enable -automanagedmods, list the IDs in Game.ini under [ModInstaller], and activate the same IDs in load order through ActiveMods in GameUserSettings.ini. Save the files, restart the server, and verify the startup console shows every mod before players connect. This procedure applies to ASE, not ARK: Survival Ascended, whose server and mod controls are different.

What does this ASE mod procedure cover?

This guide is for a self-hosted ARK: Survival Evolved dedicated server using Steam Workshop content. The official Steam listing describes Workshop support as “Mod the game, with full Steam Workshop support and customized Unreal Engine 4 editor.” ASE dedicated servers run natively on 64-bit Windows or Linux. A server hosting panel can expose the same ID-and-restart workflow, but the file names and controls in this guide refer to ASE’s standard server configuration.

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Do not apply these settings to ARK: Survival Ascended. ASA uses a different server ecosystem and different mod controls, so copying ASE launch arguments or INI entries can leave a server unable to start. Confirm the game edition in your host panel, install directory, and server executable before troubleshooting a mod problem.

The process has three distinct jobs: obtaining the Workshop files, telling the server which files to activate, and preserving the intended priority order. A server can download a mod without loading it, or list a mod as active without successfully downloading it. Treat those as separate checks when you diagnose a problem.

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What do you need before adding mods?

  • An installed ASE dedicated server on a 64-bit Windows or Linux machine.
  • SteamCMD access, or a hosting panel that provides an equivalent mod field.
  • Permission to stop and restart the server and edit its launch command and INI files.
  • The numeric Workshop ID for every mod, map, or total conversion you plan to use.
  • A recent save backup before changing server files or updating mods.

Keep a plain-text record of the IDs and their intended load order. This makes it easier to restore the configuration after an update, move the server to another machine, or diagnose a startup failure. Include the mod name beside each number in your notes, but put only the numeric value in the configuration entries.

Plan a maintenance window in which no one is connected. The server must be stopped while you edit its launch settings or INI files, and the first boot after adding content can take longer than a normal restart. Tell players not to join until the console reaches its normal ready state.

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How do you install or update the ASE dedicated server?

SteamCMD identifies ASE with app ID 376030. Create a directory for the server, install SteamCMD on the host, and run the following command, replacing the path placeholder with the actual server directory:

steamcmd +force_install_dir <install_dir> +login anonymous +app_update 376030 validate +quit

The command installs or updates the dedicated-server files and validates them. The equivalent interactive SteamCMD sequence uses the same force-install directory, anonymous login, app update for 376030, validation, and quit commands. Run it from an account and directory where the service has permission to write files. If the host uses a service account, make sure that account can read and modify the server directory and its configuration files.

Validation checks the files SteamCMD manages; it does not replace the need to check Workshop downloads or mod dependencies. After SteamCMD finishes, keep your existing configuration and save files unless you intentionally created a fresh installation. On a first installation, finish the server’s normal setup and confirm that an unmodded boot succeeds before adding several variables at once.

Stop the game server process before updating or editing its configuration. A running process can overwrite settings during shutdown, and the first restart after an update needs to complete its file and Workshop checks cleanly. If a panel has separate Stop, Save, and Start controls, use them in that order rather than editing a live process.

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How do you find a mod’s Steam Workshop ID?

Open the mod in the ARK Steam Workshop and inspect its page address. The numeric value after ?id= is the Workshop item ID that ASE expects. Copy the digits exactly; do not copy the mod title, add spaces, or change punctuation. For example, if the page address ends in ?id=123456789, the value to record is 123456789.

For each item, read the Workshop description before adding it. Mod authors commonly document required companion mods, dedicated-server instructions, supported maps, total-conversion requirements, and load-order rules there. Record dependencies as separate IDs and place them in the order the author specifies. A description may also state that a mod is client-side, server-side, or unsuitable for dedicated servers; follow those notes rather than assuming every subscribed item works on a server.

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Make the list in the order you want the server to load it. Keep that order in your notes as well as in the server configuration, because a later restart does not reliably resolve an order conflict for you. Use one consistent spelling of each ID in your notes, and remove duplicate entries before copying the list into the INI or panel field.

How do you make the server download Workshop content automatically?

Automatic downloading requires both a launch flag and a Game.ini section. First stop the server, then add -automanagedmods to the command or startup field used to launch the dedicated server. On a self-hosted machine, place the flag in the same launch command that starts the ASE server. On a panel, use the startup or automatic-mod-download control that represents this flag.

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Next open Game.ini and add one ModIDS= line for every Workshop item:

[ModInstaller]
ModIDS=123456789
ModIDS=987654321

Each line accepts one numeric Workshop ID. The installer accepts a mod, map, or total-conversion ID, so the same mechanism can retrieve those content types when their authors support dedicated-server use. The -automanagedmods flag is required; placing IDs in the INI without the flag does not enable the automatic installer.

Use the exact section name [ModInstaller] and the exact key spelling ModIDS. Keep one ID per line rather than combining several IDs on one line. Save the file only after the server process has been stopped. If [ModInstaller] already exists, add the new ModIDS= lines to that section instead of creating a second section with a different spelling.

Download entries and activation entries should contain the same set of IDs. If an ID appears in ModIDS but not in ActiveMods, the server may obtain the files without enabling the content. If it appears only in ActiveMods, the server may fail to initialize it because the files are absent.

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How do you activate mods and set their load order?

Downloading a Workshop item and activating it are separate operations. In GameUserSettings.ini, under the server-settings section, add a comma-separated ActiveMods entry:

[ServerSettings]
ActiveMods=123456789,987654321

Use the same IDs you placed in Game.ini, in the intended load order. Do not insert spaces after commas or alter any digit. The ActiveMods setting is the preferred configuration location. The section header belongs in GameUserSettings.ini, not in Game.ini; mixing the files is a common reason a correct-looking entry has no effect.

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ASE also accepts an equivalent launch-line argument:

?GameModIds=123456789,987654321

If you use ?GameModIds, the leftmost ID has the highest priority. Follow the mod author’s order when deciding which item belongs first. Avoid maintaining conflicting lists in several startup fields: choose the configuration method your host supports, then keep that single ordered list authoritative. If both an INI value and a launch-line value are present, compare them carefully so an older startup field does not silently supply a different sequence.

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When a mod author specifies that a dependency must load first, place that dependency first in the ordered list and preserve the sequence after every edit. A plain-text copy of the final line is useful when a panel rewrites configuration files or when you migrate from self-hosting to a provider.

How do you restart and confirm that the mods loaded?

  1. Stop the server completely.
  2. Save the launch command, Game.ini, and GameUserSettings.ini.
  3. Start the server again.
  4. Allow extra time on the first boot while Workshop content is downloaded.
  5. Read the startup output and confirm that every intended mod appears.
  6. Wait until the server reaches its normal ready state before inviting players.

A restart is required after every change to IDs, activation order, or the automatic-installer flag. If a panel provides separate Save and Restart controls, use Save first and then Restart; changing a field without restarting leaves the running process on the old configuration.

Use the console as the authoritative first check. A saved file proves only that text was written; startup output shows whether the server read the setting, attempted the download, and initialized the item. Record the final ordered list and any warnings from the first successful boot so you can compare them after future updates.

How do you install mods through a hosting control panel?

Managed panels abstract SteamCMD and the server directories, but the underlying workflow remains ID based. Panel labels vary, so look for a Mods, Startup, Workshop, or command-line field.

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  1. Stop the server from the panel.
  2. Open the mod or startup configuration page.
  3. Paste the numeric Workshop IDs as a comma-separated list in the order required by the mod authors.
  4. Enable the panel’s automatic mod-download option when it is offered; this corresponds to -automanagedmods.
  5. Save the configuration and restart the server.
  6. Review the panel’s startup console or log view for each mod and wait for the ready state.

If the panel exposes direct INI editing instead, enter the [ModInstaller] and ModIDS= lines in Game.ini, then place the ordered ActiveMods line in GameUserSettings.ini. Provider-managed files can be easier to maintain, but a self-hosted installation gives you direct control of SteamCMD, the filesystem, and the launch process.

Before choosing a provider, check whether the panel supports the ASE edition specifically, exposes the startup console, permits ordered IDs, and offers scheduled restarts or backups. Those controls reduce routine work, but they do not replace reading a mod’s Workshop instructions. If the panel hides logs or rewrites the launch command, contact the provider with the exact ID and the final console lines.

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What should you do when a mod does not load?

Verify the ID and restart

Compare the configured number with the digits after ?id= on the Workshop page. Remove accidental spaces, punctuation, or a copied URL, then save and restart. Check the startup output again rather than assuming a saved file was read. Confirm that the ID appears in both the download list and the active list.

Check dependencies and server notes

Return to the mod’s Workshop description and look for required companion mods, dedicated-server instructions, or compatibility warnings. Add every required dependency to the download and activation lists, preserving the author’s specified order. If the author changed requirements in a recent update, update your notes and backup before trying again.

Isolate a startup failure

If the server stops during startup, remove the last mod you added and start again. Inspect the final console lines for the failing item, then add mods back one at a time. This narrows the failure to a specific mod or dependency instead of changing several variables at once. Keep the known-good list unchanged while testing so you have a reliable rollback point.

Resolve load-order conflicts

Compare the ActiveMods sequence with the author’s instructions. Keep the same order on every restart, and make sure an alternative ?GameModIds list is not silently overriding the INI setting with a different sequence. Remove duplicate IDs and ensure there are no spaces or line breaks inside the comma-separated value.

Check the edition and host controls

Confirm that the server is ASE, not ASA, and that the panel or launch script is starting the ASE executable. A correct ASE ID list will not repair an ASA configuration mismatch. On a managed host, verify that the panel saved the field to the correct server instance and that a restart, rather than only a configuration refresh, occurred.

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How should you update mods and server files safely?

Make a save backup before updating server files or Workshop content. Updates can change dependencies or startup behavior, and a backup gives you a recovery point if the new combination fails. Keep the backup separate from the live server directory when possible, and label it with the date and the ordered mod list.

After backing up, update the dedicated-server files with SteamCMD or your panel’s update control. Start the server with -automanagedmods enabled so the configured Workshop items can be refreshed, then watch the console for download or initialization errors. If the updated server will not start, remove the most recently changed mod, confirm the previous ordered list, and restore the backup if necessary.

Make changes in small groups when stability matters. Updating several items simultaneously can work, but it makes the final console output harder to interpret. A one-at-a-time sequence lets you identify which Workshop update introduced a dependency, order, or startup problem. After a successful test boot, record the new IDs, order, and date in your maintenance notes.

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For recurring maintenance, optional software such as ARK Server Manager can manage SteamCMD, write INI and command-line settings, schedule server and mod updates, and schedule save backups. It is an automation option, not a requirement; the same settings can be maintained manually. Whether you use a manager or scripts, retain access to the underlying console and configuration so you can recover from a failed automated update.

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Which approach is better: self-hosting or a managed panel?

Consideration Self-hosted ASE server Managed hosting panel
Server installation Install and update with SteamCMD app ID 376030. Provider supplies the server files and an update control.
Mod entry Edit Game.ini, GameUserSettings.ini, and the launch command directly. Paste comma-separated IDs into a Mods or Startup field, then save and restart.
Load-order control Maintain the ordered ActiveMods list or ?GameModIds argument yourself. Use the panel’s ordered ID field; exact labels depend on the provider.
Updates and backups Run SteamCMD and create backups manually, or schedule them with optional server-management software. Panel features may provide scheduled restarts, updates, and provider-managed files.
Operating-system control Choose and administer a 64-bit Windows or Linux host. Use the operating system offered by the provider.
Troubleshooting access Read the dedicated server’s console and files directly. Use the panel’s console and log views where the provider exposes them.

Choose self-hosting when direct SteamCMD and file access matter more than convenience. Choose a panel when you want an interface for IDs, restarts, and provider-managed maintenance and do not need to administer the underlying host. Compare the options by control over files, ease of entering and ordering IDs, automatic update and restart support, backup scheduling, operating-system control, and access to logs.

A panel does not eliminate the need for a backup or a load-order record. Likewise, self-hosting does not require a graphical manager: SteamCMD, the two INI files, a launch flag, and a disciplined restart process are sufficient. Optional management software is useful when you want scheduled updates and backups, not because ASE requires it.

What is the final pre-launch checklist?

  • The server is ASE, not ASA, and runs on a 64-bit Windows or Linux system.
  • SteamCMD installed or updated app 376030.
  • Every Workshop ID was copied from the value after ?id=.
  • Dependencies and dedicated-server notes were reviewed on each Workshop page.
  • The server was stopped before configuration changes.
  • -automanagedmods is present in the launch settings.
  • Game.ini contains one ModIDS= line per item under [ModInstaller].
  • GameUserSettings.ini contains the ordered, comma-separated ActiveMods line under [ServerSettings], or the launch line uses ?GameModIds.
  • The IDs in the download and activation lists match, with no duplicate entries or spaces.
  • A save backup exists before an update.
  • The server was restarted and the console reached its normal ready state with every intended mod listed.

Frequently Asked Questions

Can the same Workshop ID represent a map or total conversion?

Yes. The automatic installer accepts a Workshop mod, map, or total-conversion ID on its own ModIDS= line. The item still needs to support dedicated-server use, and its Workshop description should define any additional requirements.

Why should I keep a separate ordered list of IDs?

A plain-text ordered list gives you a recovery copy when a configuration file is replaced, a host is migrated, or a bad update must be rolled back. It also lets you compare the intended sequence with the startup configuration without relying on memory.

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Should I update several new mods at the same time?

Updating in small groups is easier to diagnose because a failed startup can be tied to the latest change. Make a save backup first, then add or update one item at a time when stability is more important than speed.

Where exactly does ActiveMods go?

Put the comma-separated ActiveMods value under [ServerSettings] in GameUserSettings.ini. Keep [ModInstaller] and its one-ID-per-line ModIDS= entries in Game.ini.

What does -automanagedmods do?

It enables the server’s automatic Workshop installer. It must be present in the launch command or panel startup field; listing IDs in Game.ini alone does not turn automatic downloading on.

How should multiple IDs be ordered?

Use the order required by the mod authors and keep it unchanged in ActiveMods or ?GameModIds. For the launch-line form, the leftmost ID has the highest priority. Do not add spaces between comma-separated IDs.

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Does this procedure configure ARK: Survival Ascended servers?

No. It is specifically for ARK: Survival Evolved dedicated servers and their Steam Workshop workflow. Ascended servers use different server and mod controls, so consult documentation for that edition instead of copying these ASE settings.

The Bottom Line

For ASE, copy each Workshop ID exactly, download it with -automanagedmods and [ModInstaller], activate the same IDs in ordered ActiveMods, then restart and verify the console before players join.

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