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For ARK: Survival Evolved (ASE), uploading a custom map means either transferring an existing single-player save or installing a Steam Workshop map and selecting it as the server’s map. A save transfer requires the world, player and tribe files; a new Workshop map requires its numeric mod ID or its map folder and .mod file. Stop the server before copying files, set the correct Mapname only after the map is installed, then restart and test.

This procedure is for ASE dedicated servers. ARK: Survival Ascended (ASA) uses different mod-loading configuration, so do not apply ASE’s Active Mods or -MapModID instructions to ASA without checking its current server documentation.

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Choose the right upload method

“Custom map” can mean two different things. If you already played a world locally and want to preserve it, transfer that world’s save files. If you want to start a new server on a Workshop map, install the map itself first and then select it.

Goal What you transfer or configure Normal access method Identity and save considerations
Move an existing single-player world .ark, .arkprofile and .arktribe files from the map’s SavedArksLocal folder Server file browser or FTP Rename LocalPlayer.arkprofile to your Steam64 ID; keep the tribe file with the world
Install a new Workshop map through a hosting panel The map’s numeric Steam Workshop mod ID Mods + Workshop or an equivalent panel field Creates or uses that map’s own server save; it does not import a single-player character automatically
Install a Workshop map manually The numbered map directory and matching .mod file FTP or another server file-transfer method The map must be present before you choose it in Mapname

These approaches differ in four practical ways: the data type (an existing save versus new map content), the access method (panel ID field versus FTP), identity continuity (player and tribe files must accompany a save), and version or mod compatibility. Do not combine the workflows accidentally. Uploading a Workshop map does not move your local character or tribe, while uploading a save without installing the required mod map can leave the server unable to load that world.

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Prepare the ASE server and your files

  • Confirm that the server is running ARK: Survival Evolved, not Survival Ascended. The configuration names and mod arguments differ.
  • Make a backup of the current server’s ShooterGame/Saved directory before replacing or adding files. Label the backup with the map name and date.
  • Stop the server before uploading, replacing or renaming save files. A running process can overwrite a transfer with its in-memory state.
  • Have administrative access to the hosting panel or FTP credentials. For a self-hosted machine, have access to the installation directory and the dedicated-server launch configuration.
  • Use a map and other mods that support the server’s current ASE build. A map that is heavily outdated or incompatible with another installed mod may fail even when every file is present.

Steam Workshop players normally download a custom map when they join a server running it. The Studio Wildcard Workshop description identifies the ARK Dev Kit as the tool used to create and upload maps and mods; server owners still need to install and configure the published map on the server. Warn players that their first connection can include a Workshop download and that they need enough local disk space for the map and its dependencies.

Move a single-player ASE world to a dedicated server

This is the correct route when you want to keep your local bases, character, inventory and tribe data. The save is map-specific, so identify the map you played before copying anything.

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1. Locate the local save

  1. In Steam, right-click ARK: Survival Evolved and choose Manage → Browse local files.
  2. Open ShooterGame/Saved.
  3. Find the map-specific SavedArksLocal folder. The directory contains a separate folder for each map you have played. A folder name may identify the map directly.
  4. Copy the complete save set from the folder for the map you intend to run. Keep the original copy untouched until the dedicated server has been tested.

2. Identify the three required file types

The host documentation identifies three file types that carry the essential state:

  • .ark — the world state, including the map’s structures and creatures.
  • .arkprofile — player data.
  • .arktribe — tribe ownership data.

Do not upload only the .ark file if you expect your character and tribe to remain intact. The files belong to the same map save and should be transferred together. If several profiles or tribe files are present, copy the entire set rather than guessing which one is current.

3. Rename the single-player profile

Single-player saves commonly contain a file named LocalPlayer.arkprofile. Before uploading it, rename that file to the player’s Steam64 ID, retaining the .arkprofile extension. The Steam64 ID is the numeric identifier the dedicated server uses for the player profile. A profile left as LocalPlayer.arkprofile may not be associated with the joining account. Do not alter the .ark or .arktribe filenames while making this change.

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4. Stop the server and upload the save

  1. In the hosting panel, choose the server’s stop or shutdown control and wait until the status shows that it is offline.
  2. Open the server file browser and navigate to ShooterGame/Saved/SavedArks. On the host layout documented by Nitrado, the full path is arkse/ShooterGame/Saved/SavedArks.
  3. Upload the map’s .ark, renamed .arkprofile, and .arktribe files. If the panel asks whether to overwrite an existing file, only do so after confirming that your backup is complete.
  4. Wait for each transfer to finish. Do not start the server while an upload is still in progress.

5. Select the matching map and restart

  1. Open the server’s configuration page.
  2. Set Mapname to the map represented by the files you uploaded. The name must match the map whose save you transferred.
  3. Save the configuration.
  4. Start or restart the server and wait for it to finish loading.

Join with the same Steam account used for the local save and check your character, structures and tribe membership. Test before inviting other players or making new progress, because an incorrect profile name or map selection can create a new character state that is harder to reconcile.

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Recover tribe ownership when necessary

A transferred world can load while the joining character is not recognized as the tribe owner. Treat this as an administrative recovery, not a normal upload step. Enable the player information overlay with:

setcheatplayer true

Use it to identify the tribe team ID, then run the ownership command as an administrator:

cheat taketribe <tribeID>

Replace <tribeID> with the ID shown by the overlay. Disable the overlay afterward if you do not need it.

Install a Steam Workshop custom map through a hosting panel

Use this method for a new map or when your provider exposes a Workshop integration. You need the map’s numeric Workshop mod ID, not merely the map’s display name.

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1. Copy the numeric Workshop ID

  1. Open the map’s Steam Workshop page.
  2. Copy the numeric mod ID from the page URL or from the map description.
  3. Check that the item is a map for ASE and that its stated requirements are compatible with your server version.

2. Add the ID to the panel

  1. Stop the server if it is running.
  2. Open the panel’s Mods + Workshop section.
  3. Enter the numeric ID in Active Mods (IDs). Preserve the digits exactly; do not paste the Workshop URL or add descriptive text.
  4. Save the setting.
  5. Restart the server and watch the startup log or status page for the map to finish downloading and loading.

After the map has installed, set Mapname to the map’s available name in the panel and restart if the panel requires a second restart. A map that is not installed should not be selected as the active map. If the panel offers a separate load-order field, keep the map and its required dependencies in the order specified by the Workshop item.

Install a Workshop map manually with FTP

Use manual installation when the host does not provide a Workshop-ID field or when you need to manage the files directly.

1. Download the Workshop files locally

  1. Subscribe to the map in Steam and wait for Steam to complete the download.
  2. Open ARK’s local files through Manage → Browse local files.
  3. Navigate to ShooterGame/Content/Mods.
  4. Locate the directory named with the map’s numeric Workshop mod ID and the matching file with the .mod extension.

The numbered directory and its matching .mod file are a pair. Copy both; uploading only one leaves the server without the complete map definition. Keep the numeric ID visible while transferring so a similarly named mod cannot be selected by mistake.

2. Upload both items to the server

  1. Stop the dedicated server.
  2. Connect to the server with FTP.
  3. Open the server’s ShooterGame/Content/Mods directory.
  4. Upload the numbered map folder and the matching .mod file into that directory.
  5. Wait until the FTP client reports that every file has completed. Large map folders can contain many files, so verify that the directory size and contents are no longer changing.

3. Select the installed map

  1. Open the hosting panel’s map selector.
  2. Choose the uploaded map in Mapname. If it is not listed, verify the folder name, the .mod filename and the upload destination before starting the server.
  3. Save the setting.
  4. Start the server and wait for a complete startup.

Self-hosted ASE: map arguments and installation context

On a self-hosted ASE server, the official community configuration reference documents SteamCMD installation with application ID 376030. The dedicated-server launch command begins with the map name, so the map is part of the startup target rather than a separate client-side selection.

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ASE can load a custom map with the -MapModID=<ModID> argument. Treat the following as a pattern, not a universal copy-and-paste command, because executable names, quoting and additional options vary by installation:

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  • Survive Above All: Hunger, thirst, basic safety, and protecting yourself from the weather are all part of the game
  • Harvest, Hunt and Build: Cut down trees and turn them into a basic home, which you can quickly expand into a Jurassic estate. Hunt for meat, scavenge for plants (or start your own garden!)
  • Customize Everything: An extensive crafting system invites you to mix and match materials scavenged from the island, while also modifying the colors, textures, shapes, and styles
  • Explore the Island: Solve the mystery of The ARK as you explore this massive island, discovering Explorer's Notebooks (filled with clues!) throughout
ShooterGameServer.exe <MapName>?listen -MapModID=<ModID>

Replace <MapName> with the server map name and <ModID> with the Workshop number. Check the current ASE server version’s configuration reference before changing a production launch script. The panel’s Active Mods (IDs) setting and the command-line argument are ASE mechanisms; they are not the ASA procedure.

Understand saves when switching maps

Each map keeps its save data in its own folder. Switching from one map to another therefore does not inherently erase the first map’s world. The server must still have the relevant files and must be pointed to the correct map name. Keep separate backups labelled with the map name and date so that a rollback does not mix files from different worlds.

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A Workshop installation and a save transfer are independent operations: installing a map makes its content available, while uploading a save supplies the world state. If you want an existing single-player world on a newly installed Workshop map, install the map first, then transfer the save that belongs to that map. Never use a save from one map with another map simply because their display names look similar.

Preflight checklist before inviting players

  1. Confirm the server type is ASE and record the exact map name and Workshop ID.
  2. Back up the existing ShooterGame/Saved directory.
  3. Stop the server before every file or configuration change.
  4. For a save transfer, verify the matching .ark, Steam64-named .arkprofile and .arktribe files.
  5. For a Workshop install, verify either the saved panel ID or both FTP items: the numbered directory and matching .mod file.
  6. Install the map before selecting it in Mapname, then restart and inspect the first startup log for errors.
  7. Join with the intended account and test the character, structures and tribe before making new progress.
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Troubleshoot a custom map that will not load

The map does not appear in Mapname

  • Confirm that the map folder and its matching .mod file finished uploading to ShooterGame/Content/Mods, or that the Workshop ID was saved in Active Mods (IDs).
  • Restart after installation. Many panels populate the map selector only after the server detects the content.
  • Check that you selected a map for ASE, not an ASA-only release.

The server starts on a different map

  • Recheck the spelling and capitalization of Mapname.
  • On a self-hosted server, verify that the launch target begins with the intended map name.
  • Remove stale or conflicting startup settings so that only the intended map is being selected.

The server crashes, hangs or returns to the previous map

  • Confirm that the upload completed and that the numbered directory and .mod file have matching IDs.
  • Check whether the map is heavily outdated for the current server build.
  • Temporarily disable other mods, test the map by itself, then re-add the other mods one at a time. Nitrado identifies mod conflicts and outdated maps as common causes of loading failure.
  • Read the server log for the first map or mod error rather than repeatedly restarting with the same configuration.

The map loads but the character or tribe is missing

  • For a single-player transfer, verify that the .ark, Steam64-named .arkprofile and .arktribe files came from the same SavedArksLocal map folder.
  • Confirm that the files were uploaded to ShooterGame/Saved/SavedArks, not to the Workshop content directory.
  • Check that Mapname matches the map represented by the save.
  • If only tribe ownership is wrong, use the documented administrative setcheatplayer true and cheat taketribe <tribeID> recovery procedure.

ASE and ASA are not interchangeable

This guide deliberately uses ASE terminology: Active Mods (IDs), ShooterGame/Content/Mods, and -MapModID=<ModID>. Current ASA configuration uses the -mods argument and does not use ASE’s ActiveMods setting. File paths, map availability and panel labels can also differ. If the server is ASA, follow an ASA-specific configuration reference instead of adapting these steps line by line.

Frequently Asked Questions

Where do ARK custom map files go on an ASE server?

For a manual Workshop installation, put the numbered map folder and its matching .mod file in ShooterGame/Content/Mods. A transferred world save goes in ShooterGame/Saved/SavedArks, with its .ark, Steam64-named .arkprofile and .arktribe files together.

How do I install a Steam Workshop map on an ARK server?

Copy the map’s numeric Workshop ID, stop the server, enter it under the panel’s Active Mods (IDs) or Mods + Workshop setting, save and restart. If the host has no Workshop field, subscribe in Steam and FTP the numbered folder plus matching .mod file.

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Do I need to upload both the map folder and the .mod file?

Yes. They are a matched pair. Uploading only the folder or only the .mod file can prevent the map from appearing in Mapname or from loading correctly.

How do I move my single-player ARK world to a dedicated server?

Copy the map’s complete SavedArksLocal save set, including the .ark, .arkprofile and .arktribe files. Rename LocalPlayer.arkprofile to your Steam64 ID, upload the files to ShooterGame/Saved/SavedArks while the server is stopped, select the matching Mapname and restart.

Why is my character new after the save transfer?

The profile may still be named LocalPlayer.arkprofile, may belong to a different map save, or may be in the wrong directory. Stop the server, verify the Steam64 filename and destination, and confirm that Mapname matches the transferred world.

Will switching maps delete my other map’s save?

No. Each map stores its save data in its own folder, so changing the active map does not inherently erase another map. Keep dated, map-labelled backups and select the correct map when returning to that world.

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What should I do if the custom map crashes the server?

Confirm that the upload completed, verify the map ID and filenames, and check whether the map is outdated for the current ASE build. Disable other mods, test the map alone, then re-enable the other mods one at a time to identify conflicts.

Can I use these instructions for ARK: Survival Ascended?

No. ASA uses different configuration, including the -mods argument rather than ASE’s ActiveMods setting. Use an ASA-specific server reference and do not assume the ASE paths or launch syntax are interchangeable.

The Bottom Line

For an existing ASE world, stop the server, copy the matching .ark, Steam64-named .arkprofile and .arktribe files from the map’s SavedArksLocal folder into ShooterGame/Saved/SavedArks, set the matching Mapname and restart. For a new Workshop map, install its numeric ID through the panel or upload both its numbered folder and .mod file by FTP before selecting it. Keep backups, test with one account, and isolate other mods if loading fails.

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