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This method applies to Steam Workshop mods and Steam-server installations. The launch option is not a general solution for console-only servers, and configuration behavior can change with ARK patches.
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What automatic mod updating actually does
ARK’s automatic mod-management option makes the server act as a Steam Workshop client at startup. When the server starts, it reads the configured Workshop IDs, checks whether the corresponding mod files are present and current, downloads missing files, installs them, and retrieves newer versions when the Workshop reports an update. You do not upload the mod folders manually when this workflow is working.
The server still needs a valid Steam installation and enough disk space for the mods. Clients joining the server must also be able to obtain compatible versions. A server can therefore complete its own update and still be temporarily unjoinable while players’ clients are downloading the same change.
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The two settings have different jobs:
ActiveMods=identifies which Workshop items the server should load and establishes their load order.-automanagedmodsenables automatic downloading, installation and updating at launch. It is a Steam-only launch option.
Leaving out either part produces a different result. IDs without the launch flag may leave you relying on an existing local copy or a manual process; the flag without IDs gives the server no list of Workshop items to manage.
Before you change anything
Confirm that your server uses Steam Workshop mods
The procedure is for a Steam ARK dedicated server using Workshop content. It does not establish an equivalent automatic-update process for console editions or for a server whose mods are supplied by a different distribution system.
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Record the exact Workshop IDs
Use the numeric ID shown in each mod’s Steam Workshop URL, not the mod’s display name. Names can change, contain punctuation, or be shared by several projects; the numeric ID is what ARK expects. Keep a separate note of the IDs and the order in which you want them loaded so that a later edit does not silently change your configuration.
Plan a maintenance window
Updating a mod can replace files that are already in use. Schedule the restart when players can tolerate downtime. Community administrators commonly use daily or weekly scheduled restarts to pick up mod changes, but that timing is anecdotal rather than a documented ARK requirement. If your server is busy, announce the window and allow extra time for a large Workshop download.
Back up the saved data
Make a copy of the server’s ShooterGame/Saved directory before changing the mod set. The directory contains world and player data whose exact contents depend on your map and configuration. A backup gives you a recovery point if a mod update introduces a load failure or changes saved structures. Keep the backup outside the live directory and label it with the date and the mod list.
Stop the server completely
Stop the process from the hosting panel or service manager and wait until it has exited. Community practice says ARK may rewrite INI files during shutdown, so an edit made while the process is running can be overwritten. This shutdown-and-edit rule is widely repeated by administrators, but the behavior is not documented in the supplied source material; treat it as a precaution rather than a guaranteed engine rule.
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Configure ActiveMods in GameUserSettings.ini
Open the server settings file
Find the server’s GameUserSettings.ini in the ARK configuration area used by your installation. Linux and Windows installations place configuration files in different directories, and hosting panels often expose the same file through a “Configuration,” “Files,” or “GameUserSettings.ini” editor. The ARK Official Community Wiki maintains a reference for platform-specific locations, but the exact path depends on your server layout.
Open the file only after the server has stopped. Use a plain-text editor or the panel’s INI editor; do not save it as a rich-text document.
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Locate or create the [ServerSettings] section
Within the file, find the section header [ServerSettings]. Add the setting inside that section, not beneath a different header. If an ActiveMods line already exists, edit that line rather than creating competing entries.
Enter IDs on one comma-separated line
Use this form:
[ServerSettings]
ActiveMods=123456789,234567890,345678901
Replace the example numbers with your own Workshop IDs. The documented format is a single line with comma-separated values and no spaces. Do not insert the mod names, URL text, brackets, or quotation marks.
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For example, this is syntactically different from the required form and can fail to parse as intended:
ActiveMods=123456789, 234567890
ActiveMods=ExampleMod,AnotherMod
Keep all IDs on the one ActiveMods= line. Save the file without changing unrelated settings.
Understand load order
The IDs are read in the order written. The left-most ID has the highest priority according to the Oxygenserv configuration guide, although the guide is a single, low-confidence source for that detail. Put a dependency or foundational content before a mod that is intended to override it, following the load-order instructions supplied by the mod authors. If two mods alter the same assets, changing their order can change the resulting game behavior without changing any other setting.
Add -automanagedmods to the launch arguments
Self-managed Linux or Windows service
Edit the command, service definition, script, or launcher that starts the ARK server. Add the option as its own argument:
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Do not put it inside ActiveMods, and do not add punctuation to the option. If your launcher already has map, port, query-port, or other options, append it with a space in the same argument list. The exact service file or script name varies by installation.
Hosting control panel
Open the server’s startup, launch-parameters, or “additional arguments” field. Enter -automanagedmods as an additional argument and save the startup configuration. Panels may display the final command in a preview; verify that the option appears outside any quoted map or password value.
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If a panel has separate fields for “map,” “server arguments,” and “environment variables,” use the field that becomes a command-line argument. Do not place the option in an INI editor unless the panel specifically documents that it converts the field to a launch argument.
Check for duplicate or conflicting launch options
Review the final command for a second mod-management option, an old manual mod-install script, or a panel setting that overwrites your custom arguments. Keep one authoritative startup configuration. A duplicate entry usually adds confusion rather than a second update pass.
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- Save
GameUserSettings.iniand the startup argument. - Start the server and keep the console or log viewer open.
- Watch for messages indicating that a mod is being downloaded or installed. Host guides commonly mention lines such as “Downloading Mod” and “Installed mod,” but exact wording differs by build and provider, so treat those phrases as examples rather than required text.
- Wait for the startup sequence to finish before allowing players to connect. A large mod or a first-time download can make startup substantially longer.
- Stop and start the server once more only if your host documents a second restart for newly installed files; do not assume one is required on every version.
- Connect with a client that has the same Workshop items enabled. If the client reports a missing or mismatched mod, let Steam finish its own download and retry after the server has completed its update.
To confirm the configuration itself, reopen the file after the restart and check that the ActiveMods line is still present. If it disappeared or changed, a panel template, shutdown rewrite, or configuration-management tool may be replacing the file.
Choosing between ActiveMods and ModIDS
Most current setup guidance places the IDs in GameUserSettings.ini under [ServerSettings]. LinuxGSM documentation also describes a [ModInstaller] section in Game.ini, using one ModIDS= entry per Workshop item, and says that -automanagedmods is required for those entries. The same documentation presents ActiveMods in GameUserSettings.ini as the preferred location.
These instructions are not perfectly consistent across versions and hosting tools. A Steam forum report describes servers discovering IDs from GameUserSettings.ini without a Game.ini change, while LinuxGSM’s documentation describes the alternative installer section. There is no patch-dated evidence here that establishes one universal requirement for every current ARK build.
| Configuration method | Where IDs are entered | Automatic flag | What is established |
|---|---|---|---|
| Preferred common method | GameUserSettings.ini → [ServerSettings] → one ActiveMods= line |
-automanagedmods in launch arguments |
Supported by LinuxGSM, Oxygenserv and GameServerKings guidance |
| LinuxGSM ModInstaller method | Game.ini → [ModInstaller] → one ModIDS= line per ID |
-automanagedmods |
Documented by LinuxGSM; whether it is required on your current build is not universal |
| Manual file upload | Copying mod files to the server yourself | Not automatic | Does not provide the Workshop update workflow described here |
Start with ActiveMods and the launch flag unless your server manager’s current documentation explicitly requires the ModInstaller section. Do not add both formats merely to “cover all bases”: two configuration paths can make troubleshooting harder, and the evidence does not show that duplicating them improves reliability.
Handling several ModIDS entries when a tool requires them
LinuxGSM’s documentation states that each ModIDS= line specifies one Workshop mod, and that multiple IDs require multiple lines with the same syntax. If your particular LinuxGSM release or panel instructs you to use this method, follow its current syntax exactly and keep -automanagedmods in the launch arguments. Do not convert that format into a comma-separated value unless the tool’s documentation says to do so.
Why a mod is not updating
The launch flag is missing or in the wrong field
Check the rendered startup command, not just the panel form. The command must contain the exact Steam option -automanagedmods. A typo, a leading dash omitted, or a value placed in an environment-variable field can leave the server running without automatic management.
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- Capture and Tame Dinosaurs: Discover over 100 different dinosaurs and prehistoric creatures on the island, finding ways to tame them into useful additions for your tribe's dino herd
- 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
The ID line is malformed
- Confirm the header is exactly
[ServerSettings]. - Confirm the key is exactly
ActiveMods. - Use numeric Workshop IDs, separated by commas with no spaces.
- Keep the complete list on one line.
- Remove duplicate
ActiveModslines and check for accidental quotation marks.
The server is not actually using Steam
-automanagedmods is Steam-only. If the host provides a different server distribution, a console-only instance, or a proxy that does not expose Steam Workshop access, this flag cannot supply the missing download service.
The update is still in progress
Large mods can take time to download and unpack. Check available disk space and leave the server offline until the startup process has finished. Repeatedly killing the process during an update can leave an incomplete installation and make the next startup slower.
Steam cannot obtain license information
Older Linux server forum reports describe failures containing “Waiting for license info” while fetching updates. Those reports are several years old and may not describe current Steam or ARK behavior. Treat the message as a diagnostic clue, not proof of a present-day universal bug. Confirm that the server can reach Steam, that its Steam credentials or anonymous-server requirements are configured as your host specifies, and that the host has not blocked Workshop traffic.
A panel rewrites the INI file
Some panels regenerate configuration files from a settings form or template at startup. Compare the saved file before and after a restart. If ActiveMods vanishes, enter it through the panel’s dedicated mod list or disable the template override according to the panel’s documentation.
The mod updated but players cannot join
Server and client mod versions must be compatible. Have players close ARK and let Steam complete the Workshop update, then restart the game. If only some players fail, compare their local Workshop state rather than changing the server’s ID list. If everyone fails immediately after an update, stop the server, restore the pre-update ShooterGame/Saved backup only if world data is affected, and consult the mod author’s compatibility notes before rolling back files.
Two mods conflict after an update
Check the order in ActiveMods first. Because the list order affects priority, a mod that previously loaded after another may now be overriding it. Change one item at a time, restart, and record the result. If the conflict began with a Workshop release, the update itself may have changed assets; changing order is not a guaranteed fix.
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Use a controlled restart schedule
Automatic updating occurs when the server launches, so a server that never restarts may not pick up a newly published Workshop version promptly. A maintenance schedule provides a predictable update point. Daily restarts reduce the maximum time a server can remain on an old version; weekly restarts reduce disruption. The right interval depends on your community’s tolerance for downtime and the update frequency of the mods you use.
Keep a change record
Record the date, server build, map, ActiveMods order, and any mod that changed. When a restart introduces a crash or join failure, this record lets you identify the last change without guessing. Store the record with, but not inside, the live configuration directory.
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Monitor storage and bandwidth
Automatic management does not remove the need for capacity planning. Updates can temporarily require space for a download and an unpacked copy. A host that is close to its storage limit may report a generic installation failure. Check free space before a scheduled restart and remove only files that your hosting provider confirms are safe to delete.
Do not edit while the server is live
Even when a panel permits live editing, use the stop-edit-start sequence for changes to GameUserSettings.ini. It avoids races between your editor and the server’s own configuration writes and makes the resulting startup easier to audit.
Safe rollback when an update breaks the server
- Stop the server and preserve the current logs and configuration so you can identify the failed update.
- Note which Workshop ID or IDs changed immediately before the failure.
- Restore the most recent known-good
ShooterGame/Savedbackup if the world or player data is affected. Do not overwrite the backup itself. - Keep the intended
ActiveModslist documented. Removing an ID from the list is a configuration change, not a substitute for recovering damaged save data. - Check the mod author’s current compatibility information and your host’s rollback facilities. The supplied documentation does not establish a universal ARK command for pinning a Workshop mod to an older build.
- Restart with a minimal, known-good configuration and add or restore one changed mod at a time. This isolates the offending update more reliably than changing several IDs together.
Do not copy an old mod folder over a live installation while the server is running. The files may be locked or partially replaced, and a later automatic startup could overwrite your manual copy.
Quick checklist
- Steam-based dedicated server confirmed.
- Correct numeric Workshop IDs recorded.
- Server stopped before file edits.
ActiveMods=placed under[ServerSettings]inGameUserSettings.ini.- IDs separated by commas, with no spaces, on one line.
- Load order checked from left to right.
-automanagedmodsadded to the actual launch arguments.- Backup of
ShooterGame/Savedstored safely. - Startup console watched for download or installation activity.
- Clients allowed to finish their own Workshop updates before joining.
Frequently asked questions
Do I need to upload Workshop mod files manually?
No, not when the Steam auto-management workflow is functioning. The server obtains the files from Steam Workshop at startup. Manual copying is a separate, non-automatic method.
Can I put spaces after the commas?
Use the documented no-space form, such as ActiveMods=123456789,234567890. Avoid relying on whitespace tolerance.
Is Game.ini required?
Not universally established. The common guidance uses GameUserSettings.ini and ActiveMods. LinuxGSM also documents a [ModInstaller]/ModIDS= method in Game.ini; use it only when your current server manager or version specifically calls for it.
Why does the server still need restarts?
The automatic check runs as part of server startup. A running process does not necessarily reload a newly published Workshop build immediately, so a planned restart is the practical way to trigger the check.
Will updating the server update every player’s client?
No. Players’ Steam clients must download compatible Workshop files themselves. A client that has not finished updating can receive a version-mismatch or missing-mod error even after the server is current.
What if the console shows no download message?
First verify that the final launch command contains -automanagedmods, then verify the ActiveMods syntax and the server’s Steam connectivity. Log wording varies, so the absence of one exact phrase is not conclusive.
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