You usually install ARK mods on a server through Steam Workshop IDs, which you enter in ActiveMods. A controlled mod selection, the right order, a clean restart, and a short join test are important. At game-serverhosting, the process remains plannable because you deliberately control configuration, restarts, and operational workflows.

Requirements

Before you activate mods, you should have access to the server files or a dashboard with a config editor. You also need the Workshop IDs of the desired mods, FTP or file manager access for manual checks, and ideally a current backup of your world. Especially with large mods or overhauls, a backup is not a formality, but protection against broken savegames, removed mod content, or incompatible updates.

The central source for ARK mods is the official Steam Workshop for ARK: ARK: Survival Evolved Workshop. There you will find the mod pages, descriptions, change histories, and the respective ID in the URL. Use this source to check dependencies and notes from the mod author before activating a mod on a production server.

Installing Mods via Steam Workshop

First open the mod in the Steam Workshop and copy the number sequence from the URL. Then enter this Workshop ID in the server configuration. In ARK, this is typically done in GameUserSettings.ini under [ServerSettings] through the ActiveMods entry.

# GameUserSettings.ini
[ServerSettings]
ActiveMods=731604991,889745138,764755314

Multiple mods are separated by commas without spaces. Only save the file once the server is stopped. If the server is running during the change, it may overwrite the file again when shutting down. Restart the server afterward and give it enough time during the first start with new mods to download and initialize Workshop content.

Popular ARK Mods and Workshop IDs

The following table uses the existing mod examples. Always check IDs directly in the Steam Workshop before installation because mod pages can be renamed, removed, or replaced by successors.

Mod Workshop ID Description
Structures Plus (S+) 731604991 Better building
Awesome Spyglass 889745138 Dino info at a distance
Dino Storage v2 1609138312 Dinos as Pokéballs
Stacking Mod 10000 764755314 Larger stacks
Castles & Keeps 764755314 Medieval buildings

If you combine many mods, document your active list separately. Note ID, name, purpose, and date of the last change. This makes rollbacks easier if an update suddenly causes crashes or join problems.

Planning the Mod Order Sensibly

The order in ActiveMods can be relevant because mods change files, engrams, structures, or gameplay systems. A robust rule of thumb is: extensive overhaul mods first, then quality-of-life mods, and cosmetic additions last.

  • Overhaul mods such as Primal Fear first
  • Quality-of-life mods after that
  • Cosmetic mods last

This rule does not replace the mod authors' instructions. If a mod explicitly requires a certain position or lists another mod as a dependency, follow that requirement. For conflicts, it is best to test changes one at a time: add one mod, start the server, check joining, then add the next mod.

Checking the Result

After the restart, the server should run without repeated crash loops. First check the console or log files for failed downloads, missing dependencies, or loading errors. Then connect with a client that has subscribed to the same mods or downloads them automatically. A successful test consists of three points: the server appears reachable, the client gets in without a mod mismatch, and the most important mod functions are visible in-game.

If you also use modding with other games, the principles from similar setups will help you. For Workshop-based workflows, the guide Installing Project Zomboid Mods – Workshop Guide is useful. For BepInEx-based server mods, you will find parallels in the guide Install Valheim Mods with BepInEx.

Updating Mods

Mods can change as soon as the server updates Workshop content during startup. At game-serverhosting, you can enable auto-updates in the dashboard if your setup is designed for it. For production servers, a controlled process is still sensible: create a backup, check the changelog of the most important mods, restart the server, check logs, and only then inform players.

Avoid larger mod changes directly before planned game sessions. Overhaul, stack, and structure mods in particular can affect existing items, buildings, or dino data. If a mod is to be removed, check beforehand whether placed objects or saved content could disappear as a result.

Troubleshooting

Mod does not load

First check the Workshop ID. One transposed digit is enough for the server to load the wrong mod or no mod at all. Then check whether ActiveMods is under [ServerSettings] and whether the IDs are entered comma-separated without additional spaces. After that, restart the server completely.

Crash after a mod update

If the server crashes after an update, do not immediately disable all mods. First save logs and the current configuration. Then remove the most recently updated or most recently added mod from ActiveMods as a test. If the server runs again, check the Workshop page for known incompatibilities or required order changes.

Players cannot join

A mod mismatch is often the cause. Players must load the same mods in a compatible version. Ask them to close ARK, resubscribe to the affected mods in the Steam Workshop, or update the local mod cache. Then connect again.

A mod does not work in-game

If the server starts but the mod has no visible effect, check the mod's additional configuration files. Some mods require additional INI entries, activated engrams, or a specific load position. Read the description on the respective Workshop page for this.

Check, Limits, and a Safe Way Back

The guide “Installing ARK Mods – Steam Workshop and Manual Installation” applies to the server type described in the article and the version status visible at the time of checking. Menu names, available versions, mod or plugin compatibility, and required resources may differ after updates. Therefore, do not transfer values to another game, loader, or server version without checking them.

Before making changes to the world, savegame, configuration, or extensions, create a backup of the affected files. Then change only one related step and check it with the same client and server version you want to play with later.

Checkpoint Expected Result Stop and Way Back
Server start The server reaches the ready-to-operate state without a new error message. If startup errors occur, revert the change and restore the latest backup.
Connection test A test account can connect using the address shown in the panel. If version or connection errors occur, compare the version, port, and allowances again.
Function test The specifically changed function works without damaging existing world or game data. If side effects occur, stop the server and restore the backed-up files.

A successful individual test is not a guarantee of performance or availability. World size, mods, plugins, player count, network path, and simultaneous load can change the result. Document the version, change, and test result so you can understand later deviations.

FAQ

Where do I find the Workshop ID of an ARK mod?

You can find it in the URL of the mod page in the Steam Workshop. The ID is the number sequence in the address. Copy only this number and enter it in ActiveMods.

Do I need to stop the server before changing it?

Yes. Stop the server before making changes to GameUserSettings.ini so your entries are not overwritten by the running server.

Is the order of mods really important?

It can be important, especially for overhauls, structure mods, and mods with dependencies. First follow the mod authors' instructions and then use the rule of thumb: large gameplay changes before smaller additions.

Are mods updated automatically?

Mods can be updated when the server starts. Whether and how automatic updates happen depends on your server environment and the enabled settings. At game-serverhosting, you can enable auto-updates in the dashboard.

What do I do if a mod damages a savegame?

Restore a backup and check which mod was last changed, updated, or removed. Never remove mods with world or item content from an existing savegame without thinking it through.