Server configuration

From ARK Wiki
Jump to navigation Jump to search

This article is about INI configuration files of  ARK: Survival Ascended and  ARK: Survival Evolved and dedicated server command line options. For the installation and fundamental setup of a dedicated server, see Dedicated server setup. For scripts that make it easier to run a dedicated server, see Dedicated server scripts.

This page discusses the extensive collection of behaviour and gameplay aspect-altering configuration settings of  ARK: Survival Ascended and  ARK: Survival Evolved servers and Single Player/Non-Dedicated sessions.

Options can be specified on the command line when launching the server, or in the configuration files loaded at start-up. Some of those options can be changed at runtime via the dynamic configuration system as well.

Command line

Syntax

Dedicated servers are launched via command line using the following syntax to specify runtime options as a single line string:

<executable> <map_name>[?<option>=<value>]...[?<option>=<value>] [-<option>[=<value>]] ... [-<option>[=<value>]]

The <executable> (ArkAscendedServer.exe for ASA, ShooterGameServer.exe for ASE) is followed right after by the mandatory <map_name>. Afterwards, options are specified with each of them separated either first by a question mark (?) or by a space and a hyphen-minus ( -) depending on their syntax. Some options require a value argument too. When an option is not specified, its default value is used automatically (refer to the option reference tables below for more details).

Example

To launch a dedicated ARK: Survival Evolved server that:

  1. shows each player a crosshair
  2. hides each player their position on the map
  3. enables players to view themselves in third person
  4. enforces a maximum amount of 1000 structures built by different players and tribes in a minimum distance
  5. disables BattlEye anti-cheat

On a Linux host:

./ShooterGameServer TheIsland?ServerCrosshair=true?ShowMapPlayerLocation=false?AllowThirdPersonPlayer=true?TheMaxStructuresInRange=1000 -NoBattlEye

On a Windows host:

.\ShooterGameServer.exe TheIsland?ServerCrosshair=true?ShowMapPlayerLocation=false=AllowThirdPersonPlayer=true?TheMaxStructuresInRange=1000 -NoBattlEye
Note: in both cases ShooterGameServer path had to be specified depending on launching environment.

Maps

This table shows level names of all official maps (<map_name>):

Map  ARK: Survival Ascended  ARK: Survival Evolved
The Island TheIsland_WP TheIsland
The Center Unavailable TheCenter
Scorched Earth Unavailable ScorchedEarth_P
Ragnarok Unavailable Ragnarok
Aberration Unavailable Aberration_P
Extinction Unavailable Extinction
Valguero Unavailable Valguero_P
Genesis: Part 1 Unavailable Genesis
Crystal Isles Unavailable CrystalIsles
Genesis: Part 2 Unavailable Gen2
Lost Island Unavailable LostIsland
Fjordur Unavailable Fjordur
Procedurally Generated Maps Does not apply PGARK

For modded maps check their CurseForge or Workshop pages, or contact the author.

For  ARK: Survival Evolved's PGARKs refer to Procedurally Generated ARKs How-To Guide.

Command line options

These options can be specified only on the command line. Options starting with a ? (question mark) are appended directly one after another, options starting with a - (hyphen-minus) have to be separated by spaces.

Options having a red background are deprecated and may no longer work, most of time their presence when using an external tool (e.g.: ASM) is harmless unless different stated. Undocumented options are stated too: please, beware their behaviour has been inferred by reverse engineering of ShooterGameServer executable bits. Such options and are not officially supported by Wildcard and may result in undefined behaviour.

For Single Player and non-dedicated sessions, only options starting with a - (hyphen-minus) will work. All other options have to be configured with INI files.

  • For Steam players: right click on game name in LIBRARY and choose Properties..., in GENERAL tab under LAUNCH OPTIONS, type the desired options.
  • For Epic players: left click on account icon (top right of window) and choose Settings, scroll down until game name (do not choose DLC names) and click on it, mark the Additional Command Line Arguments, type the desired options.

Finally, although not suggested for easy of usage and command line readability, additional options may be set using the (?) syntax from GameUserSettings.ini (see Configuration Files for its location).

 ASA  ASE Argument Description
Missing.png Check mark.svg -ActiveEvent=<eventname> Enables a specified event or enables the event's colours palette on wild creatures. Only one can be specified and active at a time. Only the WinterWonderland event is still fully working in the game. Events marked red no longer even apply the colour modifications.
eventnameDescription
ark7thAllows for ARK: 7th Anniversary to be activated.
ARKaeologyAllows for ARK: ARKaeology to be activated.
birthdayAllows for ARK: 5th Anniversary to be activated.
EasterAllows for ARK: Eggcellent Adventure 7 to be activated.
FearEvolvedAllows for ARK: Fear Evolved 6 to be activated.
ExtinctionChroniclesAllows for Extinction Chronicles to be activated.
PAXAllows for ARK: PAX Party to be activated.
SummerAllows for ARK: Summer EVO to be activated.
TurkeyTrialAllows for ARK: Turkey Trial 6 to be activated.
vdayAllows for Valentine's EVO Event to be activated.
WinterWonderlandAllows for ARK: Winter Wonderland 7 to be activated.
NoneDisables normally active event. It is suggested to use this setting to completely turn off unwanted event references in server memory, like skin crafting.

The last event to feature this option was ARK: Winter Wonderland 7. You can also set the event colours using the ActiveEventColors parameters in the Dynamic Config.

 ARK: Survival Ascended uses -mods<curseforge mod id#> in the command line. Note: ActiveEvent= in the "GmaeUserSettings.ini" has no effect.

X mark.svg Check mark.svg -AllowFlyerSpeedLeveling Enables Level Up for Flyer Movement Speed. Note: alternatively, it can be enabled adding bAllowFlyerSpeedLeveling=True to the Game.ini file.
Check mark.svg Check mark.svg ?AltSaveDirectoryName=<savedir_name> Allows to specify a custom directory name for server world-save. Usually used to manage clusters, read more about it in the Cross-ARK Data Transfer section.

 ARK: Survival Ascended only: Note that it still uses the <savedir_name>/<map_name> directory structure.

Check mark.svg X mark.svg -AlwaysTickDedicatedSkeletalMeshes Disables optimization to dynamically not tick idle/inactive creature animations on the dedicated server based on server frame rate (only becomes active when server is low FPS). Note: side-effects can include inaccurate collisions for idle creatures on the client versus the server (such as inaccurate jumping position while standing on an inactive/idle Brontosaurus and jumping on its tail as it sits in your base).
Missing.png Check mark.svg -AutoDestroyStructures Enables auto destruction of old structures. Timer can be adjusted with AutoDestroyOldStructuresMultiplier.
X mark.svg Check mark.svg -automanagedmods Steam only, automatic MOD download/installation/updating. Mod IDs are listed in Game.ini under [ModInstaller] section.
X mark.svg Check mark.svg -crossplay Enables crossplay (i.e.: EPIC and Steam) on dedicated server. Note: PublicIPForEpic must also be set. For ASA crossplay, see -ServerPlatform instead.
Check mark.svg Check mark.svg -culture=<lang_code> Overrides the server output language. If set in server it doesn't override clients' language. List of currently supported language codes: ca, cs, da, de, en, es, eu, fi, fr, hu, it, ja, ka, ko, nl, pl, pt_BR, ru, sv, th, tr, zh, zh-Hans-CN, zh-TW.
Check mark.svg X mark.svg -DisableCustomCosmetics Disables the Custom Cosmetic system (allowing players to use and display special mods that should only be skins and will be downloaded automatically by the connected clients).
Check mark.svg X mark.svg -disabledinonetrangescaling Disables creature's network replication range optimization.

Detailed explanation : On dedicated servers the network replication range is scaled dynamically based on the amount of connected players (Note: On PvP servers this replication range is scaled only for small tamed creatures and wild creatures, rather than all tames). The scaling of replication range allows to improve performances for servers with a high amount of connected players. This optimization can be disabled by adding -disabledinonetrangescaling in server startup options.

Missing.png Check mark.svg -DisableCustomFoldersInTributeInventories Disables creation of folders in Tribute inventories.
Missing.png Check mark.svg -DisableRailgunPVP Disable the Tek Railgun on PvP servers (on Official servers this feature is not activated).
Missing.png Check mark.svg -EnableIdlePlayerKick Cause characters that have not moved or interacted within the KickIdlePlayersPeriod (GameUserSettings.ini) to be kicked.
X mark.svg Check mark.svg -epiconly Enables Epic Game Store only players to connect to the dedicated server.
Missing.png Check mark.svg ?EventColorsChanceOverride=<float> Takes a floating point value between 0 and 1.0 (1 = 100% chance for colour override).
Missing.png Check mark.svg -exclusivejoin Activate a whitelist only mode on the server, allowing players join if added to the allow lists. This option uses PlayersExclusiveJoinList.txt and PlayersJoinNoCheckList.txt files. The files are located in /ShooterGame/Binaries/<PLATFORM>/ where <PLATFORM> is either Linux or Win64 depending on host operating system. PlayersExclusiveJoinList.txt is used straightforward, allowing players only whose IDs are present in the file to connect in the server. Players whose IDs are PlayersJoinNoCheckList.txt will also allowed to ignore the server max amount of players and so to connect even if the players slots are exhausted. For any ID addition or removal in the file, the server needs to restart; however, it is possible to use Cheat AllowPlayerToJoinNoCheck <PLAYER_ID> in game, to add a new player to the PlayersJoinNoCheckList.txt without restarting the server.
Alternatively, it's possible to use the UseExclusiveList option in GameUserSettings.ini or using the ? syntax.
Note: to get the equivalent Steam ID for Epic players, see Epic/EGS players whitelisting.
Note: not to be confused with "Admin Whitelisting" which uses AllowedCheaterSteamIDs.txt to allow players to cheat.

 ARK: Survival Ascended: The server no longer uses Steam ID and it does not use the in-game ID nor the savegame directory IDs used to name the player profiles.

Check mark.svg Check mark.svg -ForceAllowCaveFlyers Force flyer creatures to be allowed into caves (Flyers able to go into caves by default on custom maps).
Check mark.svg Check mark.svg -ForceRespawnDinos Launch with this command to destroy all wild creatures on server start-up. Note: this will only destroy wild creatures that are not currently tamed.
X mark.svg Check mark.svg ?GameModIds=<ModID1>[,<ModID2>[...]] Steam only. Specifies the order and which mods are loaded, ModIDs need to be separated with commas (,). Mod priority is in descending order left to right (the left-most ID is the top priority mod). It is suggested to use instead the ActiveMods under [ServerSettings] of GameUserSettings.ini.
Check mark.svg X mark.svg -GBUsageToForceRestart=<value> Default value: 35
Enabled an out of memory protection for servers. In the event that a server reaches an excessive amount of memory, the world will be forced saved and the server will be restarted to prevent crashes or rollbacks. Use the serverparam to specify the amount. Setting it to 0 disables.
Missing.png Check mark.svg -imprintlimit=101 Automatically destroys creatures exceeding the imprinting bonus limit specified, in %. It is recommended going 1% higher (101) to catch potential floating-point errors, especially when working with custom imprinting rates.
X mark.svg Check mark.svg -insecure Disable Valve Anti-Cheat (VAC) system.
X mark.svg Check mark.svg -MapModID=<ModID> Dedicated servers can now optionally load custom maps via ModID directly, rather than having to specify the map name, using this syntax (where the MapModID is the Steam Workshop ID of your custom map, and the GameModIds are the Id’s of the stacked mods you wish to use, in order). ActiveMods must also be set in GameUserSettings.ini.

 ARK: Survival Ascended uses -mods<curseforge mod id#>. ASA no longer uses Steam Workshop mods and ActiveMods does not need to be set.

Missing.png Check mark.svg -MaxNumOfSaveBackups=<integer> Default value: 20
Set the max number of backup to keeps in the save folder. Whenever a new backup is created, the oldest ones will be deleted. Since such backups take place every 2 hours and they are uncompressed files, it is suggested to use more flexible third party solutions, especially with bigger saves.
Unofficial admins running Official 2023 Server saves may want to set this to 0 when using other backup mechanisms.
Missing.png Check mark.svg ?MapPlayerLocation=false Same as ShowMapPlayerLocation of GameUserSettings.ini (actually using this option will make the server write the ShowMapPlayerLocation entry).
Missing.png Check mark.svg -MinimumTimeBetweenInventoryRetrieval=<seconds> Default value: 3600
 Fjordhawk cool-down in seconds on retrieval of player's inventory when killed.
Check mark.svg X mark.svg -mods=<ModId1>[,<ModId2>[...]] Specifies CurseForge Mod Project IDs. Mods are updated automatically when starting the server.

Note that mods disabled with the -passivemods option should be placed first in this list.

Check mark.svg Check mark.svg -MULTIHOME Enables multihoming. MULTIHOME=<IP_ADDRESS> must be specified as well in GameUserSettings.ini under [SessionSettings] or in the command line.
X mark.svg Check mark.svg -newsaveformat Enables the new save format (version 11), which is quicker at saving cryopods and requires less storage space for them. Use only if necessary (e.g.: the default save format fails as well the old save format).
This option must be used to start the Official 2023 Server saves backups along with -usestore to correctly load tribe ownership.
X mark.svg Check mark.svg ?NewYear1UTC=<epoch time> You can use https://www.epochconverter.com to get your appropriate timestamp. Please keep in mind that this event cannot be run before Midnight EST on the 1st of January, so if you wish to change your time it would have to be set after that. Must be used with the with the -NewYearEvent command line option.
X mark.svg Check mark.svg ?NewYear2UTC=<epoch time> You can use https://www.epochconverter.com to get your appropriate timestamp. Please keep in mind that this event cannot be run before Midnight EST on the 1st of January, so if you wish to change your time it would have to be set after that. Must be used with the with the -NewYearEvent command line option.
X mark.svg Check mark.svg -NewYearEvent Enables the ARK: Happy New Year! event; it will automatically start at Midnight EST and Noon EST on the 1st of January, unless specified with the following 2 options. This command was only available around the time it was scheduled.
Missing.png Check mark.svg -noantispeedhack Anti speedhack detection is now enabled by default — you now use this option to disable it.
Check mark.svg Check mark.svg -NoBattlEye Run server without BattleEye.
Missing.png Check mark.svg -nocombineclientmoves Server player move physics optimization is now enabled by default (improves performance) — to disable it, use this server option.
Missing.png Check mark.svg -nodinos Prevents wild creatures from being spawned. Note: you need to wipe wild creatures (cheat destroywilddinos) after adding this on a not fresh server.
Missing.png Check mark.svg -NoHangDetection Prevents the server from shutdown if its start-time takes more than 2700 seconds (45 minutes). Useful for servers with big saves or very slow machines. Note: this will disabled further server hangs detection.
Missing.png Check mark.svg -NotifyAdminCommandsInChat Displays cheat and admincheat commands to admin players only in the global chat. Not to be confused with AdminLogging which displays such commands to all players.
Missing.png Check mark.svg -noundermeshchecking Will turn off the anti-meshing system entirely.
Missing.png Check mark.svg -noundermeshkilling Will turn off the anti-meshing player kills (but still allow teleporting).
Check mark.svg X mark.svg -NoWildBabies Disables spawning of wild babies.
Check mark.svg X mark.svg -passivemods=<modid>[,<modid>[...]] This option will disable a mod's functionality, while still loading its data, serving as a temporary measure until a permanent solution is implemented. The -passivemods command line needs to be used in conjunction with -mods starting with the ones disabled by this command. Only the ARK: Winter Wonderland 2023 mod (927090) is documented as supporting this option.
Introduced in ASA 33.33.
Check mark.svg X mark.svg -port=<Server Port> This is the server port used to host the dedicated server on. This is required if you want to run it on a port other than the default 7777.
X mark.svg Check mark.svg -PublicIPForEpic=<IPAddress> This is the public IP that EGS clients will attempt to connect to, if this option is missing and -MULTIHOME is specified, then EGS clients will attempt to connect to the multihome IP; note that if you're using multihome and specify a non-public IP address, then players will not be able to connect to your server using EGS. Make sure to set a public IP address (e.g.: WAN or external).
Missing.png Check mark.svg -pvedisallowtribewar Prevents tribes in PvE mode to officially declare war on each other for mutually-agreed-upon period of time. Alternatively, it is possible to use the Game.ini bPvEAllowTribeWar.
Missing.png Check mark.svg -SecureSendArKPayload Add this option to protect against the creature upload issue. Note: be aware this may have an impact on some mods.
X mark.svg Check mark.svg -ServerAllowAnsel Sets the server to allow clients to use NVIDIA Ansel. See link for details on its support.
Check mark.svg Check mark.svg -servergamelog Enable server admin logs (including support in the RCON). Use RCON command getgamelog to print 100 entries at a time. Also, outputs to dated file in \Logs, adjust max length of the RCON buffer with the option RCONServerGameLogBuffer=600.
Missing.png Check mark.svg -servergamelogincludetribelogs Include tribe logs in the normal game logs. Note that this is required to get the logs from RCON (using -ServerRCONOutputTribeLogs). Additionally, it will display them in the application's console.
Missing.png Check mark.svg -ServerRCONOutputTribeLogs Allows tribe chat to be displayed in the RCON, in addition to global chat. Requires -servergamelogincludetribelogs.
Missing.png Check mark.svg -speedhackbias=<value> Default value: 1.0
Bias you can use on your server (can cause more rubber banding on laggy players).
Missing.png Check mark.svg -StasisKeepControllers If enabled, the server will keep Unreal Engine actors (e.g.: creatures) AI controller objects in memory when actors go in stasis. This favours performance when a portion of a map is rendered by a player and actors go out of stasis. However, especially on large maps, it will result in higher memory usage even with few or no players.
Missing.png Check mark.svg -structurememopts Enables structure memory optimizations. Note: avoid using it when running structure-related mods (until they get updated) as it can break the snap points of these mod structures.
Missing.png Check mark.svg -TotalConversionMod=<ModID> Used to specify a total conversion mod (e.g.: Primitive Plus). Alternatively, ActiveTotalConversion=<ModID> in GameUserSettings.ini can also be set.
Check mark.svg Check mark.svg -UseDynamicConfig Enables the use of the dynamic config, if you don't provide a CustomDynamicConfigUrl the server will use the default dynamic config for that platform (the one used on official server). Note: unless you force an immediate update using the ForceUpdateDynamicConfig command, the configuration is checked every time the world is (auto)saved. When you want to "undo" the config you should be changing it back to whatever your default is, so it can be read from the updated config and thus applied. Omitting any lines will not update those options.
Missing.png Check mark.svg -UseItemDupeCheck Enables additional dupe protection. Note: this could have an impact on mods, so use with caution.
Missing.png Check mark.svg -UseSecureSpawnRules Fixes an issue that would cause unofficial servers to crash when using certain mods. The affected mods should work now and unofficials can opt-in to the more secure item/creatures spawning rules. Note: this could have an impact on mods, so use with caution.
Missing.png Check mark.svg -usestore Same basic behaviour of official (non-legacy) servers on handling player characters data: character profile file (.arkprofile) is not saved separately from map save (.ark), nor its backup. When necessary (e.g.: a character just transferred or a new character has been created) a temporary character profile file is created and kept until next world-save. Tribe profiles are stored in a different format (.arktributetribe). Allows -BackupTransferPlayerDatas option (for fully mimic official servers save behaviour). Use the option -converttostore to convert previous non stored data to stored data. This option must be used to correctly load the Official 2023 Server saves backups along with -newsaveformat.
Missing.png Check mark.svg -UseStructureStasisGrid Enables the structure stasis grid to improve server performance on large bases with lots of players[1].
X mark.svg Check mark.svg -UseVivox Enables Vivox on Steam only servers. Default for EPIC servers but can be enabled for Steam server.
Missing.png Check mark.svg -webalarm Activate Web alarms when important things happen to a tribe, such as Tripwire Alarms going off and Babies being born. See Web Notifications for details.
Check mark.svg X mark.svg -WinLiveMaxPlayers=<integer> Default value: 70
Sets the maximum of players for the server. This currently replaces the MaxPlayers setting from the GameUserSettings.ini option.
CrossARK Transfers
Make sure to setup your Download options in the [ServerSettings] section of GameUserSettings.ini or force them through the command line in case your hosted server does not use the -clusterid option.
Missing.png Check mark.svg -ClusterDirOverride=<PATH> Specifies cross-server storage location for Cross-ARK Data Transfer. Requires also -clusterid=<CLUSTER_NAME> option to specify the cluster ID.
Check mark.svg Check mark.svg -clusterid=<CLUSTER_NAME> Specifies cluster name ID to allow Cross-ARK Data Transfer.
Missing.png Check mark.svg -NoTransferFromFiltering Prevents ARK Data usage between single player and servers who do not have a cluster ID. Even with a cluster id set, it is suggested to keep this option to completely disable code path allowing it.
Deprecated options
X mark.svg Check mark.svg ?bRawSockets Direct UDP socket connections rather than Steam P2P. Deprecated since 311.78 and no longer present in the executable code.
Missing.png Check mark.svg -ClearOldItems Official PvP servers one-time Clearance of all old unequipped items (with the exception of blueprints, eatables, notes, and quest items), to ensure fairness after Item Duplication bug exploit. Server admins can enforce this once if they run with this command argument (will only work ONCE' on pre-update save games). Deprecated and no longer present in the executable code.
X mark.svg Check mark.svg -forcenetthreading Defaulted dedicated server ?bRawSockets mode to not use threaded networking, seemed to generally be a net performance loss. Use this to forcefully enable it. Deprecated since 311.78.
Missing.png Check mark.svg -inlinesaveload Fixed a save game corruption case with large saves: this is experimental, so try with this command, if you have any saves that don’t load. We’ll formally roll this loader change out in a subsequent patch after (Wildcard is) 100% certain it has no side effects. It should be no more needed, and is considered deprecated.
Missing.png Check mark.svg -NoBiomeWalls Eliminates the upcoming biome change area wall effects as introduced in an undocumented addition of patch 241.5. Deprecated since patch 243.0 and no longer present in the executable code.
Missing.png Check mark.svg -nofishloot Disable non-meat fishing loot when using Fishing Rod. Deprecated since patch 260.0 and no longer present in the executable code.
X mark.svg Check mark.svg -nonetthreading Option for ?bRawSockets servers to only utilize a single thread for networking (useful to improve performance for machines with more servers than CPU cores, on Linux in particular). Deprecated with patch 271.17 and no longer present in the executable code.
Missing.png Check mark.svg -noninlinesaveload Prevented -inlinesaveload to happen. Deprecated and no longer present in the executable code.
Missing.png Check mark.svg -oldsaveformat Used to force the old save format. The default save format is based on the newsaveformat, which is approximately 4x faster and 50% smaller. If you want to use the old save format, launch with this option.
Missing.png Check mark.svg -PVPDisablePenetratingHits Disable the Tek Railgun's ability to shoot through walls. Replaced by -DisableRailgunPVP in 349.1 and no longer present in the executable code.
Missing.png Check mark.svg -StructureDestructionTag=<newBiomesStructuresZones> One-Time Auto-Structure Demolish <newBiomesStructuresZones> Zones: To do this, which you can only execute once after updating to patch 216, run your server or game with this option. <newBiomesStructuresZones> could be DestroySwampSnowStructures once updating to version 216.0 or DestroyRedwoodSnowStructures once updating to version 243.0. Deprecated and no longer present in the executable code.
Missing.png Check mark.svg -usecache ~70% faster loading speed option. Choose "Experiment Fast Load Cache" launch option (use add "-usecache" to your launch command line manually). After the first & second times that you start the game & load will be still be slow, but the third time onwards will be fast. Deprecated since 188.2 is enabled by default on all maps and no longer present in the executable code.
Missing.png Check mark.svg -vday Activated Valentine’s Day Event. Deprecated, use -ActiveEvent=vday instead.
Undocumented options
Missing.png Check mark.svg -AllowChatSpam Allows players to spam messages in server chat. Note: it may interfere with external plugins allowing cross-map chat. Undocumented by Wildcard.
Missing.png Check mark.svg -BackupTransferPlayerDatas Fully mimic official (non-legacy) servers on handling player characters data, adding permanent character profile backup files separately from the world-save. Requires -usestore option. This option must be used to fully re-enable character profile backups when playing the Official 2023 Server saves backups. Undocumented bye wildcard.
Missing.png Check mark.svg -BattlEyeServerRecheck Adds at every server tick an extra check about BattleEye service status. Used in official clusters. Undocumented by Wildcard.
Missing.png Check mark.svg -converttostore Converts non stored data (default save behaviour of unofficial and legacy) to stored data (default save behaviour of official non-legacy) at next world-save. It will not delete older character profile saves. Requires -usestore. Undocumented by Wildcard.
Missing.png Check mark.svg -CustomAdminCommandTrackingURL=<URL> Allows server to specify custom URL to post admin commands tracking. Supports HTTP protocols only (HTTPS is not supported). If the URL is empty the metrics should be written in a file named ArkCustomAdminCommandTrackingURL.txt in the game save directory. Undocumented bye Wildcard.
Missing.png Check mark.svg -CustomMerticsURL=<URL> Allows server to specify custom URL to post server metrics statistics. Supports HTTP protocols only (HTTPS is not supported). If the URL is empty the metrics should be written in a file named ArkCustomMetricsURL.txt in the game save directory. Undocumented bye Wildcard.
Check mark.svg Check mark.svg -CustomNotificationURL=<URL> Allows server custom notification broadcast using the server message feature. Supports HTTP protocols only (HTTPS is not supported). Used in official clusters (e.g.: http://arkdedicated.com/pcnotification.html). Undocumented bye Wildcard.
Missing.png Check mark.svg -dedihibernation Forces wild creatures to spawn in hibernation mode. Requires -preventhibernation to not be set (which doesn't have effects anyway in dedicated servers). Undocumented by Wildcard.
Missing.png Check mark.svg -DisableDupeLogDeletes Prevents -ForceDupeLog to take effect. Undocumented by Wildcard.
Missing.png Check mark.svg -DormancyNetMultiplier=<float> Multiplier for dormancy rate, controlling when an NPC can enter in a low network bandwidth dormant mode. If value is less or equal to 1.0 requires -nodormancythrottling. Default is set at 1.0. Undocumented.
Missing.png Check mark.svg -EnableOfficialOnlyVersioningCode Mimics official versioning code-path on ARK data items upload/download behaviour, deleting them if there is a version mismatch. Undocumented.
Missing.png Check mark.svg -EnableVictoryCoreDupeCheck Should enabled an extra anti-duping check on tamed creatures. Undocumented.
Missing.png Check mark.svg -forcedisablemeshchecking Disables mesh checking on foliage re-population, not set on official. Undocumented
Missing.png Check mark.svg -ForceDupeLog Forces dupe logs. Requires -DisableDupeLogDeletes to be not set, enabled behaviour on official. Undocumented by Wildcard.
Missing.png Check mark.svg -ignoredupeditems If a duped item is detected in an inventory, this will be ignored and not removed. This option does not disable duped items checks. Undocumented by Wildcard.
Check mark.svg X mark.svg -ip=<ipv4_address> Option found in Nitrado server setup. Expected to work in a -MULTIHOME context. Undocumented by Wildcard.
Missing.png Check mark.svg -MaxConnectionsPerIP=<integer> Sets a limit of users connected to the server with the same IP at the same time. By default is -1 (virtually unlimited). If an IP reaches such value, any players trying to connect next with such IP will get a connect timeout. Undocumented by Wildcard.
Check mark.svg X mark.svg -NitradoQueryPort Specifics unknown, not officially documented by Wildcard.
Missing.png Check mark.svg -nitradotest2 Limits the tick-rate to 3 when there are no players connected. This can have a noticeable impact on CPU for large worlds since there will be less calls per second (less computation/memory allocation, etc.). But as its name clearly state; it seems to be an internal test so use at your own risks and is not officially documented by Wildcard.
Missing.png Check mark.svg -nodormancythrottling Required to make DormancyNetMultiplier to work if its value is less than 1.0. Undocumented.
Missing.png Check mark.svg -parseservertojson Dumps at start-up the loading server save to a JSON file located at Saved/Logs/AuditLogs and named AuditLog_%s.json where %s is the current UTC date-time. Useful for debugging purposes. Note: this will result in a big slowdown of server start-up and a creation of a big JSON file. On big server saves this may result on server hang before start-up even for hours. Undocumented by Wildcard.
Missing.png Check mark.svg -pauseonddos Should pause/halt the game if a DDoS attack by a performed by players is detected. Undocumented by Wildcard.
Missing.png Check mark.svg -PreventTotalConversionSaveDir Prevents total conversion mods to use a dedicated save directory, forcing the default save folder. Undocumented by Wildcard.
Missing.png Check mark.svg -pveallowtribewar Opposite of pvedisallowtribewar, allows tribes to officially declare war on each other for mutually-agreed-upon period of time. Since this is not officially documented by Wildcard, it is suggested to use the Game.ini bPvEAllowTribeWar.
Missing.png Check mark.svg -ReloadedForBackup Marks the world-save to load as a trial backup save, preventing to properly load and continue the game from such world save. Useful to spare time when doing tests not needing to fully load the world-save. Undocumented by Wildcard.
Check mark.svg X mark.svg -ServerIP=<ipv4_address> Option found in Nitrado server setup. Expected to work in a -MULTIHOME context. Undocumented by Wildcard.
Check mark.svg X mark.svg -ServerPlatform=<plat1>[+<plat2>[...]] Allows the server to accept specified platforms. Options are PC for Steam, PS5 for PlayStation 5, XSX for XBOX, WINGDK for Microsoft Store, ALL for crossplay between PC and all consoles. Note: Steam dedicated server supports only PC and ALL options.
Missing.png Check mark.svg -UnstasisDinoObstructionCheck Should prevent creatures from ghosting through meshes/structures on re-render. Undocumented by Wildcard.
Missing.png Check mark.svg -UseTameEffectivenessClamp Prevents taming effectiveness never going over 100%. Undocumented by Wildcard.
Check mark.svg Check mark.svg -UseServerNetSpeedCheck It should avoid players to accumulate too much movements data per server tick, discarding the last if those are too many. Can be turned on also with -GUseServerNetSpeedCheck in dynamic config. Enabled on official clusters. May be useful for servers having too many players and stressed on CPU side. Undocumented by Wildcard.
Clients only options (ineffective on servers)
X mark.svg Check mark.svg -allowansel Activates NVIDIA Ansel support in single player. Can be enabled on multiplayer servers with -ServerAllowAnsel since patch 278.0 for servers.
X mark.svg Check mark.svg -d3d10 -dx10 -sm4 Any of these options forces the use DirectX 10 using shader model 4. This will reduce the graphics engine to a lesser version, reducing some graphics, but raising the frame-rate on older and weaker hardware. Using this option on server will not override clients' behaviour, nor bring any benefit.
Check mark.svg Check mark.svg -d3d11 -dx11 -sm5 Any of these options forces the use DirectX 11 using shader model 5. This is the default rendering mode. Using this option on server will not override clients' behaviour, nor bring any benefit.
X mark.svg Check mark.svg -d3d12 -dx12 In  ASE any of these options were used to force the DirectX 12 back-end. This mode no longer works due the removal of D3D12RHI module from the engine. Trying to use this option will crash the client at start-up. In  ASA DirectX 12 back-end is enabled by default and using this option will take no effect.
Check mark.svg Check mark.svg -game This is an option to start the Unreal Engine Editor (i.e.: the Ark DevKit) the uncooked assets. There is no use for the command on either the client or server.
Missing.png Check mark.svg -LANPLAY Unreal Engine option for servers. On ARK MaxClientRate is hardcoded to 60K and MaxInternetClientRate is limited to 15K per client. The Unreal Engine code that should double the server updates for LAN play is not present in executable bits. This options has no effect on ARK servers nor clients.
Check mark.svg Check mark.svg ?listen This is an option to start the Unreal Engine Editor (i.e.: the Ark DevKit) as an undedicated server using the uncooked assets. There is no use for the command on either the client or server.
Check mark.svg Check mark.svg -log This is an option to start the log window console in the Unreal Engine Editor (i.e.: the Ark DevKit) with -game option. There is no use for the command on either the client or server.
Missing.png Check mark.svg -lowmemory Launch options that reduces graphics and audio effects to save about 800 MB RAM, likely enabling 4GB RAM players to get past infinite-loading screens. Using this option on server will not override clients' behaviour, nor bring any benefit.
X mark.svg Check mark.svg -noaafonts Removed fonts anti-aliasing. Option is now deprecated.
Missing.png Check mark.svg -nomansky Lots of detailed sky features are disabled, such as clouds and starry night sky. This decreases all of those but you can still have them. You still obtain the stars and sun. Using this option on server will not override clients' behaviour, nor bring any benefit.
Missing.png Check mark.svg -nomemorybias Reduced client game memory usage by about 600 MB system and 600 MB GPU RAM! (all meshes now stream LOD's dynamically). This could potentially have a small runtime performance impact, so to use the old method (more RAM usage but no potential performance loss), launch with this option. Using this option on server will not override clients' behaviour, nor bring any benefit.
Missing.png Check mark.svg -norhithread Used to disable Direct3D 11 parallel batch commands. It may be useful only for clients that are having Device Lost crashes, at a performance cost. Using this option on server will not override clients' behaviour, nor bring any benefit.
X mark.svg Check mark.svg -nosteamclient Used automatically by client (ShooterGame) to launch the server from HOST\LOCAL menu. Launching the server (ShooterGameServer) directly or through a script using this option will have no effect and will be ignored.
Missing.png Check mark.svg -opengl -opengl3 -opengl4 Any of these options forces the use OpenGL. Theses mode no longer works due the removal of OpenGL RHI mode from the engine. Trying to use this option will crash the client at start-up.
Missing.png Check mark.svg -PreventHibernation In both Single Player and Non-Dedicated sessions, creatures in inactive zones are in hibernation instead of in stasis. Use this option to prevent hibernation at the cost of performance and memory usage. Using this option on server will not override clients' behaviour, nor bring any benefit.
Check mark.svg Check mark.svg -server This is an option to start the Unreal Engine Editor (i.e.: the Ark DevKit) as a dedicated server using the uncooked assets. There is no use for the command on either the client or server.
X mark.svg Check mark.svg -USEALLAVAILABLECORES This is an Unreal Engine parameter, used while compiling shaders and cooking assets (i.e.: the ARK DevKit). This option is useless for dedicated servers and clients.
Check mark.svg Check mark.svg -vulkan Unreal Engine option to force Vulkan rendering path. In  ASE was added first for the defunct Google Stadia version. In  ASA is not supported as well. Trying to use this option will crash the client at start-up.

Configuration Files

Most options can also be specified in the game configuration files. The location of the configuration files varies by platform:

Platform Configuration File Location
Linux GameUserSettings.ini ShooterGame/Saved/Config/LinuxServer/
Linux Game.ini ShooterGame/Saved/Config/LinuxServer/
Windows GameUserSettings.ini ShooterGame\Saved\Config\WindowsServer\
Windows Game.ini ShooterGame\Saved\Config\WindowsServer\

Single Player and Non-Dedicated can access their game files through the Steam and Epic launchers:

Steam: Right click on the game name in Library and choose Properties.... Select the Installed Files tab, then select Browse Epic: View the game from the Library tab (not Quick Launch). Click the three dots icon, then select Manage. Under Installation, click the folder icon. The paths listed in the table above can then be followed from these locations. Ensure the game has been closed before making any changes to the INI files. The changes will be removed if edited while the game is running.

The GameUserSettings.ini file contains options for both the game client and the game server. Options for the game client are not used by the server.

The Game.ini file is used mostly for more advanced modifications, such as changing engram points or XP rewarded per level, disabling specific content, or rebalancing depending on player tastes.

For all supported platforms, options are listed one per line using the same basic syntax:

<option>=<value>

All options in the configuration file require a value. If an option is not listed in the configuration file, its default value is used automatically.

To configure a game server with the same configuration as shown in Command Line Syntax above:

ServerCrosshair=True
AllowThirdPersonPlayer=True
ShowMapPlayerLocation=False
TheMaxStructuresInRange=1000

With these options in the configuration file, the server can be launched with a much shorter command line. For Linux:

./ShooterGameServer TheIsland

For Windows:

.\ShooterGameServer.exe TheIsland

GameUserSettings.ini

GameUserSettings.ini file holds most server as well most of basic and intermediate gameplay settings.

Although not suggested, settings marked with Check mark.svg in the CMD column can be used in the command line too, appending them with the ? syntax. In contrast, settings marked with X mark.svg cannot be moved in the command line.

Beginners can easily create this file using the ini-Generator.

[ServerSettings]

The following options must come under the [ServerSettings] section of GameUserSettings.ini:

 ASA  ASE Variable Description CMD
Check mark.svg Check mark.svg ActiveMods Value type: list of mod IDs, comma-separated with no spaces, in a single line (for example: ModID1,ModID2,ModID3)
Specifies the order and which mods are loaded. ModIDs are comma separated and in one line. Priority is in descending order (the left-most ModID hast the highest priority). Alternatively, but not suggested, the command line ?GameModIds= can be used.
X mark.svg
Check mark.svg Missing.png ActiveMapMod Value type: mod ID for currently active mod map
Specifies which mod map is loaded.
Missing.png
X mark.svg Check mark.svg ActiveTotalConversion Value type: ModID
Used to specify a total conversion mod (e.g.: Primitive Plus). Alternatively, the command line option -TotalConversionMod=<ModID> can also be set.
X mark.svg
Check mark.svg Check mark.svg AdminLogging Default value: False
Value type: boolean
If True, logs all admin commands to in-game chat.
Check mark.svg
Check mark.svg Check mark.svg AllowAnyoneBabyImprintCuddle Default value: False
Value type: boolean
If True, allows anyone to "take care" of a baby creatures (cuddle etc.), not just whomever imprinted on it.
Check mark.svg
Check mark.svg Check mark.svg AllowCaveBuildingPvE Default value: False
Value type: boolean
If True, allows building in caves when PvE mode is also enabled. Note: no more working in command-line options before patch 241.5.
X mark.svg
Check mark.svg Check mark.svg AllowCaveBuildingPvP Default value: True
Value type: boolean
If False, prevents building in caves when PvP mode is also enabled.
X mark.svg
Missing.png Check mark.svg AllowCrateSpawnsOnTopOfStructures Default value: False
Value type: boolean
If True, allows from-the-air Supply Crates to appear on top of Structures, rather than being prevented by Structures.
Check mark.svg
Check mark.svg X mark.svg AllowCryoFridgeOnSaddle Default value: False
Value type: boolean
If True, allows cryofridges to be built on platform saddles and rafts.
Check mark.svg
Check mark.svg Check mark.svg AllowFlyerCarryPvE Default value: False
Value type: boolean
If True, allows flying creatures to pick up wild creatures in PvE.
Check mark.svg
Missing.png Check mark.svg AllowFlyingStaminaRecovery Default value: False
Value type: boolean
If True, allows server to recover Stamina when standing on a Flyer.
Check mark.svg
Check mark.svg Check mark.svg AllowHideDamageSourceFromLogs Default value: True
Value type: boolean
If False, shows the damage sources in tribe logs.
Check mark.svg
Check mark.svg Check mark.svg AllowHitMarkers Default value: True
Value type: boolean
If False, disables optional markers for ranged attacks.
Check mark.svg
Missing.png Check mark.svg AllowIntegratedSPlusStructures Default value: True
Value type: boolean
if False, disables all of the new S+ structures (intended mainly for letting unofficial servers that want to keep using the S+ mod version to keep using that without a ton of extra duplicate structures).
Check mark.svg
Check mark.svg Check mark.svg AllowMultipleAttachedC4 Default value: False
Value type: boolean
If True, allows to attach more than one C4 per creature.
Check mark.svg
Check mark.svg Check mark.svg AllowRaidDinoFeeding Default value: False
Value type: boolean
If True, allows Titanosaurs to be permanently tamed (namely allow them to be fed). Note: in The Island only spawns a maximum of 3 Titanosaurs, so 3 tamed ones should ultimately block any more ones from spawning.
Check mark.svg
Missing.png Check mark.svg AllowSharedConnections Default value: False
Value type: boolean
If True, allows family sharing players to connect to the server.
X mark.svg
Missing.png Check mark.svg AllowTekSuitPowersInGenesis Default value: False
Value type: boolean
If True, enables TEK suit powers in Genesis: Part 1.
Check mark.svg
Check mark.svg Check mark.svg AllowThirdPersonPlayer Default value: True
Value type: boolean
If False, disables third person camera allowed by default on all dedicated servers.
Check mark.svg
Check mark.svg Check mark.svg AlwaysAllowStructurePickup Default value: False
Value type: boolean
If True disables the timer on the quick pick-up system.
Check mark.svg
Missing.png Check mark.svg AlwaysNotifyPlayerLeft Default value: False
Value type: boolean
If True, players will always get notified if someone leaves the server
Check mark.svg
Missing.png Check mark.svg AutoDestroyDecayedDinos Default value: False
Value type: boolean
If True, auto-destroys claimable decayed tames on load, rather than have them remain around as claimable. Note: after patch 273.691, in PvE mode the tame auto-unclaim after decay period has been disabled in official PvE.
Check mark.svg
Missing.png Check mark.svg AutoDestroyOldStructuresMultiplier Default value: 0.0
Value type: float
Allows auto-destruction of structures only after sufficient "no nearby tribe" time has passed (defined as a multiplier of the Allow Claim period). To enable it, set it to 1.0. Useful for servers to clear off abandoned structures automatically over time. Requires -AutoDestroyStructures command line option to work. The value scales with each structure decay time.
Check mark.svg
Check mark.svg Check mark.svg AutoSavePeriodMinutes Default value: 15.0
Value type: float
Set interval for automatic saves. Setting this to 0 will cause constant saving.
Check mark.svg
Missing.png Check mark.svg BanListURL Value type: string with a URL
Sets the global ban list. Must be enclosed in double quotes. Official ban list is http://arkdedicated.com/banlist.txt, before 279.233 the URL was http://playark.com/banlist.txt. Note: it supports the HTTP protocol only (HTTPS is not supported).
X mark.svg
Missing.png Check mark.svg bForceCanRideFliers Value type: boolean
If True, allows flyers to be used on maps where they normally are disabled. Note: if you set it to False it will disable flyers on any map.
X mark.svg
Check mark.svg Check mark.svg ClampItemSpoilingTimes Default value: False
Value type: boolean
If True, clamps all spoiling times to the items' maximum spoiling times. Useful if any infinite-spoiling exploits were used on the server and you wish to clean them up. Could potentially cause issues with mods that alter spoiling time, hence it is an option.
Check mark.svg
Missing.png Check mark.svg ClampItemStats Default value: False
Value type: boolean
If True, enables stats clamping for items. See ItemStatClamps for more info.
Check mark.svg
Check mark.svg Check mark.svg ClampResourceHarvestDamage Default value: False
Value type: boolean
If True, limit the damage caused by a tame to a resource on harvesting based on resource remaining health. Note: enabling this setting may result in sensible resource harvesting reduction using high damage tools or creatures.
Check mark.svg
Missing.png Check mark.svg CustomDynamicConfigUrl Value type: string with a URL
Direct link to a live dynamicconfig.ini file (http://arkdedicated.com/dynamicconfig.ini), allowing live changes of the supported options without the need of server restart, as well defining custom colour set for wild creatures' spawns. Note: requires -UseDynamicConfig command line option, string with a URL must use the HTTP protocol (HTTPS is not supported) and inside quotes if used in command line. Check the DynamicConfig section for the supported settings.
Check mark.svg
Missing.png Check mark.svg CustomLiveTuningUrl Value type: string with a URL
Direct link to the live tuning file (e.g.: http://arkdedicated.com/DefaultOverloads.json). Currently only allows to change the values of DecayDestructionPeriod & DecayDestructionPeriodMultiplier for any structure in the game. Note: string with a URL must use the HTTP protocol (HTTPS is not supported) and inside quotes if used in command line. For more information on how to use this system check out the official announcement: https://survivetheark.com/index.php?/forums/topic/569366-server-configuration-live-tuning-system.
Check mark.svg
Check mark.svg Check mark.svg DayCycleSpeedScale Default value: 1.0
Value type: float
Specifies the scaling factor for the passage of time in the ARK, controlling how often day changes to night and night changes to day. The default value 1 provides the same cycle speed as the single player experience (and the official public servers). Values lower than 1 slow down the cycle; higher values accelerate it. Base time when value is 1 appears to be 1-minute real time equals approx. 28-minutes game time. Thus, for an approximate 24-hour day/night cycle in game, use .035 for the value.
Check mark.svg
Check mark.svg Check mark.svg DayTimeSpeedScale Default value: 1.0
Value type: float
Specifies the scaling factor for the passage of time in the ARK during the day. This value determines the length of each day, relative to the length of each night (as specified by NightTimeSpeedScale). Lowering this value increases the length of each day.
Check mark.svg
X mark.svg Check mark.svg DestroyUnconnectedWaterPipes Default value: False
Value type: boolean
If True, after two days real-time the pipes will auto-destroy if unconnected to any non-pipe (directly or indirectly) and no allied player is nearby.
Check mark.svg
Check mark.svg Check mark.svg DifficultyOffset Default value: 1.0
Value type: float
Specifies the difficulty level.
Check mark.svg
Check mark.svg Check mark.svg DinoCharacterFoodDrainMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for creatures' food consumption. Higher values increase food consumption (creatures get hungry faster). It also affects the taming-times.
Check mark.svg
Check mark.svg Check mark.svg DinoCharacterHealthRecoveryMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for creatures' health recovery. Higher values increase the recovery rate (creatures heal faster).
Check mark.svg
Check mark.svg Check mark.svg DinoCharacterStaminaDrainMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for creatures' stamina consumption. Higher values increase stamina consumption (creatures get tired faster).
Check mark.svg
Missing.png Check mark.svg DinoCountMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for creature spawns. Higher values increase the number of creatures spawned throughout the ARK.
Check mark.svg
Check mark.svg Check mark.svg DinoDamageMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the damage wild creatures deal with their attacks. The default value 1 provides normal damage. Higher values increase damage. Lower values decrease it.
Check mark.svg
Check mark.svg Check mark.svg DinoResistanceMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the resistance to damage wild creatures receive when attacked. The default value 1 provides normal damage. Higher values decrease resistance, increasing damage per attack. Lower values increase it, reducing damage per attack. A value of 0.5 results in a creature taking half damage while a value of 2.0 would result in a creature taking double normal damage.
Check mark.svg
Check mark.svg X mark.svg DisableCryopodEnemyCheck Default value: False
Value type: boolean
If True, allows cryopods to be used while enemies are nearby.
Check mark.svg
Check mark.svg X mark.svg DisableCryopodFridgeRequirement Default value: False
Value type: boolean
If True, allows cryopods to be used without needing to be in range of a powered cryofridge.
Check mark.svg
Check mark.svg Check mark.svg DisableDinoDecayPvE Default value: False
Value type: boolean
If True, disables the creature decay in PvE mode. Note: after patch 273.691, in PvE mode the creature auto-unclaim after decay period has been disabled.
Check mark.svg
Check mark.svg Check mark.svg DisableImprintDinoBuff Default value: False
Value type: boolean
If True, disables the creature imprinting player Stat Bonus. Where whomever specifically imprinted on the creature, and raised it to have an Imprinting Quality, gets extra Damage/Resistance buff.
Check mark.svg
Check mark.svg Check mark.svg DisablePvEGamma Default value: False
Value type: boolean
If True, prevents use of console command "gamma" in PvE mode.
Check mark.svg
Check mark.svg Check mark.svg DisableStructureDecayPvE Default value: False
Value type: boolean
If True, disables the gradual auto-decay of player structures.
Check mark.svg
Check mark.svg Check mark.svg DisableWeatherFog Default value: False
Value type: boolean
If True, disables fog.
Check mark.svg
Check mark.svg Check mark.svg DontAlwaysNotifyPlayerJoined Default value: False
Value type: boolean
If True, globally disables player joins notifications.
Check mark.svg
Check mark.svg Check mark.svg EnableExtraStructurePreventionVolumes Default value: False
Value type: boolean
If True, disables building in specific resource-rich areas, in particular setup on The Island around the major mountains.
Check mark.svg
Check mark.svg Check mark.svg EnablePvPGamma Default value: False
Value type: boolean
If True, allows use of console command "gamma" in PvP mode.
Check mark.svg
Missing.png Check mark.svg ExtinctionEventTimeInterval Value type: seconds
Used to enable the extinction mode (ARKpocalypse). The number is the time in seconds. Use 2592000 value for 30 days.
Check mark.svg
Missing.png Check mark.svg FastDecayUnsnappedCoreStructures Default value: False
Value type: boolean
If True, unsnapped foundations/pillars/fences/Tek Dedicated Storage will decay after the time stated by FastDecayInterval in Game.ini (default is 12 hours). Before 259.0, it set the decay time for such structures straight to 5 times faster.
Check mark.svg
Missing.png Check mark.svg ForceAllStructureLocking Default value: False
Value type: boolean
If True, will default lock all structures.
Check mark.svg
Check mark.svg Check mark.svg globalVoiceChat Default value: False
Value type: boolean
If True, voice chat turns global.
Check mark.svg
Check mark.svg Check mark.svg HarvestAmountMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for yields from all harvesting activities (chopping down trees, picking berries, carving carcasses, mining rocks, etc.). Higher values increase the amount of materials harvested with each strike.
Check mark.svg
Check mark.svg Check mark.svg HarvestHealthMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the "health" of items that can be harvested (trees, rocks, carcasses, etc.). Higher values increase the amount of damage (i.e., "number of strikes") such objects can withstand before being destroyed, which results in higher overall harvest yields.
Check mark.svg
Missing.png Check mark.svg IgnoreLimitMaxStructuresInRangeTypeFlag Default value: False
Value type: boolean
If True, removes the limit of 150 decorative structures (flags, signs, dermis etc.).
X mark.svg
Check mark.svg Check mark.svg ItemStackSizeMultiplier Default value: 1.0
Value type: float
Allow increasing or decreasing global item stack size, this means all default stack sizes will be multiplied by the value given (excluding items that have a stack size of 1 by default).
Check mark.svg
Check mark.svg Check mark.svg KickIdlePlayersPeriod Default value: 3600.0
Value type: float
Time in seconds after which characters that have not moved or interacted will be kicked (if -EnableIdlePlayerKick as command line parameter is set). Note: although at code level it is defined as a floating-point number, it is suggested to use an integer instead.
Check mark.svg
Missing.png Check mark.svg MaxGateFrameOnSaddles Default value: 0
Value type: integer
Defines the maximum amount of gateways allowed on platform saddles. A value of 2 would prevent players from placing more than 2 gateways on their platform saddles (used in Official PvP servers). This setting is not retroactive, meaning existing builds won't be affected. Set to 0 to not allow players to place gateways on platform saddles (used in Official PvE servers).
X mark.svg
Missing.png Check mark.svg MaxHexagonsPerCharacter Default value: 2000000000
Value type: integer
Sets the max amount of Hexagon a Character can accumulate. Official set it to 2500000.
X mark.svg
Check mark.svg Check mark.svg MaxPersonalTamedDinos Default value: 0
Value type: integer
Sets a per-tribe creature tame limit (500 on official PvE servers, 300 in official PvP servers). The default value of 0 disables such limit.
Check mark.svg
Missing.png Check mark.svg MaxPlatformSaddleStructureLimit Default value: 75
Value type: integer
Changes the maximum number of platformed-creatures/rafts allowed on the ARK (a potential performance cost). Example: MaxPlatformSaddleStructureLimit=10 would only allow 10 platform saddles/rafts across the entire ARK.
Check mark.svg
Check mark.svg Check mark.svg MaxTamedDinos Default value: 5000.0
Value type: float
Sets the maximum number of tame creatures on a server, this is a global cap. Note: although at code level it is defined as a floating-point number, it is suggested to use an integer instead.
Check mark.svg
Missing.png Check mark.svg MaxTributeCharacters Default value: 10
Value type: integer
Slots for uploaded characters. Any value less than default will be reverted. Note: rising it may corrupt player/cluster data and lead to lose of all stored characters.
Check mark.svg
Check mark.svg Check mark.svg MaxTributeDinos Default value: 20
Value type: integer
Slots for uploaded creatures. Any value less than default will be reverted. Note: Some player claimed maximum 273 to be safe cap and more will corrupt profile/cluster and lead to lose of all stored creatures but it need to be checked
Check mark.svg
Check mark.svg Check mark.svg MaxTributeItems Default value: 50
Value type: integer
Slots for uploaded items and resources. Any value less than default will be reverted. Note: Some player claimed maximum 154 to be safe cap and more will corrupt profile/cluster and lead to lose of all stored items and resources but it need to be checked
Check mark.svg
Check mark.svg Check mark.svg NightTimeSpeedScale Default value: 1.0
Value type: float
Specifies the scaling factor for the passage of time in the ARK during night time. This value determines the length of each night, relative to the length of each day (as specified by DayTimeSpeedScale) Lowering this value increases the length of each night.
Check mark.svg
Check mark.svg Check mark.svg NonPermanentDiseases Default value: False
Value type: boolean
If True, makes permanent diseases not permanent. Players will lose them if on re-spawn.
Check mark.svg
Missing.png Check mark.svg NPCNetworkStasisRangeScalePlayerCountStart Default value: 0
Value type: integer
Minimum number of online players when the NPC Network Stasis Range Scale override is enabled (requires inputting into INI, not command line). Used to override the NPC Network Stasis Range Scale (to scale server performance for more player), on default is set to 0, disabling it. Official set it to 24.
X mark.svg
Missing.png Check mark.svg NPCNetworkStasisRangeScalePlayerCountEnd Default value: 0
Value type: integer
Maximum number of online players when NPCNetworkStasisRangeScalePercentEnd is reached (requires inputting into INI, not command line). Used to override the NPC Network Stasis Range Scale (to scale server performance for more player), on default is set to 0, disabling it. Official set it to 70
X mark.svg
Missing.png Check mark.svg NPCNetworkStasisRangeScalePercentEnd Default value: 0.55000001
Value type: float
The Maximum scale percentage used when NPCNetworkStasisRangeScalePlayerCountEnd is reached (requires inputting into INI, not command line). Used to override the NPC Network Stasis Range Scale (to scale server performance for more player). Official set it to 0.5.
X mark.svg
Missing.png Check mark.svg OnlyAutoDestroyCoreStructures Default value: False
Value type: boolean
If True, prevents any non-core/non-foundation structures from auto-destroying (however they'll still get auto-destroyed if a floor that they're on gets auto-destroyed). Official PvE Servers use this option.
Check mark.svg
Missing.png Check mark.svg OnlyDecayUnsnappedCoreStructures Default value: False
Value type: boolean
If True, only unsnapped core structures will decay. Useful for eliminating lone pillar/foundation spam.
Check mark.svg
Check mark.svg Check mark.svg OverrideOfficialDifficulty Default value: 0.0
Value type: float
Allows you to override the default server difficulty level of 4 with 5 to match the new official server difficulty level. Default value of 0.0 disables the override. A value of 5.0 will allow common creatures to spawn up to level 150. Originally (247.95) available only as command line option.
Check mark.svg
Check mark.svg Check mark.svg OverrideStructurePlatformPrevention Default value: False
Value type: boolean
If True, turrets becomes be buildable and functional on platform saddles. Since 247.999 applies on spike structure too. Note: despite patch notes, in ShooterGameServer it's coded OverrideStructurePlatformPrevention with two r.
Check mark.svg
Check mark.svg Check mark.svg OxygenSwimSpeedStatMultiplier Default value: 1.0
Value type: float
Use this to set how swim speed is multiplied by level spent in oxygen. The value was reduced by 80% in 256.0.
Check mark.svg
Check mark.svg Check mark.svg PerPlatformMaxStructuresMultiplier Default value: 1.0
Value type: float
Higher value increases (from a percentage scale) max number of items place-able on saddles and rafts.
Check mark.svg
Missing.png Check mark.svg PersonalTamedDinosSaddleStructureCost Default value: 0
Value type: integer
Determines the amount of "tame creature slots" a platform saddle (with structures) will use towards the tribe tame creature limit.
Check mark.svg
Check mark.svg Check mark.svg PlatformSaddleBuildAreaBoundsMultiplier Default value: 1.0
Value type: float
Increasing the number allows structures being placed further away from the platform.
Check mark.svg
Check mark.svg Check mark.svg PlayerCharacterFoodDrainMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for player characters' food consumption. Higher values increase food consumption (player characters get hungry faster).
Check mark.svg
Check mark.svg Check mark.svg PlayerCharacterHealthRecoveryMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for player characters' health recovery. Higher values increase the recovery rate (player characters heal faster).
Check mark.svg
Check mark.svg Check mark.svg PlayerCharacterStaminaDrainMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for player characters' stamina consumption. Higher values increase stamina consumption (player characters get tired faster).
Check mark.svg
Check mark.svg Check mark.svg PlayerCharacterWaterDrainMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for player characters' water consumption. Higher values increase water consumption (player characters get thirsty faster).
Check mark.svg
Check mark.svg Check mark.svg PlayerDamageMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the damage players deal with their attacks. The default value 1 provides normal damage. Higher values increase damage. Lower values decrease it.
Check mark.svg
Check mark.svg Check mark.svg PlayerResistanceMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the resistance to damage players receive when attacked. The default value 1 provides normal damage. Higher values decrease resistance, increasing damage per attack. Lower values increase it, reducing damage per attack. A value of 0.5 results in a player taking half damage while a value of 2.0 would result in taking double normal damage.
Check mark.svg
Check mark.svg Check mark.svg PreventDiseases Default value: False
Value type: boolean
If True, completely diseases on the server. Thus far just Swamp Fever.
Check mark.svg
Check mark.svg Check mark.svg PreventMateBoost Default value: False
Value type: boolean
If True, disables creature mate boosting.
Check mark.svg
Check mark.svg Check mark.svg PreventOfflinePvP Default value: False
Value type: boolean
If True, enables the Offline Raiding Prevention (ORP). When all tribe members are logged off, tribe characters, creature and structures become invulnerable. Creature starvation still applies, moreover, characters and creature can still die if drowned. Despite the name, it works on both PvE and PvP game modes. Due to performance reason, it is recommended to set a minimum interval with PreventOfflinePvPInterval option before ORP becomes active. ORP also helps lowering memory and CPU usage on a server. Enabled by default on Official PvE since 258.3
Check mark.svg
Check mark.svg Check mark.svg PreventOfflinePvPInterval Default value: 0.0
Value type: float
Seconds to wait before a ORP becomes active for tribe/players and relative creatures/structures (10 seconds in official PvE servers). Note: although at code level it is defined as a floating-point number, it is suggested to use an integer instead.
Check mark.svg
Check mark.svg Check mark.svg PreventSpawnAnimations Default value: False
Value type: boolean
If True, player characters (re)spawn without the wake-up animation.
Check mark.svg
Check mark.svg Check mark.svg PreventTribeAlliances Default value: False
Value type: boolean
If True, prevents tribes from creating Alliances.
Check mark.svg
Check mark.svg Check mark.svg ProximityChat Default value: False
Value type: boolean
If True, only players near each other can see their chat messages
Check mark.svg
Check mark.svg Check mark.svg PvEAllowStructuresAtSupplyDrops Default value: False
Value type: boolean
If True, allows building near supply drop points in PvE mode.
Check mark.svg
Check mark.svg Check mark.svg PvEDinoDecayPeriodMultiplier Default value: 1.0
Value type: float
Creature PvE auto-decay time multiplier. Requires DisableDinoDecayPvE=false in GameUserSettings.ini or ?DisableDinoDecayPvE=false in command line to work.
Check mark.svg
Missing.png Check mark.svg PvEStructureDecayPeriodMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for structures decay times, e.g.: setting it at 2.0 will double all structure decay times, while setting at 0.5 will halve the timers. Note: despite the name, works in both PvP and PvE modes when structure decay is enabled.
Check mark.svg
Check mark.svg Check mark.svg PvPDinoDecay Default value: False
Value type: boolean
If True, enables creatures' decay in PvP while the Offline Raid Prevention is active.
Check mark.svg
Missing.png Check mark.svg PvPStructureDecay Default value: False
Value type: boolean
If True, enables structures decay on PvP servers while the Offline Raid Prevention is active.
Check mark.svg
Check mark.svg Check mark.svg RaidDinoCharacterFoodDrainMultiplier Default value: 1.0
Value type: float
Affects how quickly the food drains on such "raid dinos" (e.g.: Titanosaurus)
Check mark.svg
Check mark.svg Check mark.svg RandomSupplyCratePoints Default value: False
Value type: boolean
If True, supply drops are in random locations. Note: This setting is known to cause artifacts becoming inaccessible on Ragnarok if active.
Check mark.svg
Missing.png Check mark.svg RCONEnabled Default value: False
Value type: boolean
If True, enables RCON, needs RCONPort=<TCP_PORT> and ServerAdminPassword=<admin_password> to work.
Check mark.svg
Check mark.svg Check mark.svg RCONPort Default value: 27020
Value type: integer
Specifies the optional TCP RCON Port. See Dedicated server setup
Check mark.svg
Check mark.svg Check mark.svg RCONServerGameLogBuffer Default value: 600.0
Value type: float
Determines how many lines of game logs are send over the RCON. Note: despite being coded as a float it's suggested to treat it as integer.
Check mark.svg
Check mark.svg Check mark.svg ResourcesRespawnPeriodMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the re-spawn rate for resource nodes (trees, rocks, bushes, etc.). Lower values cause nodes to re-spawn more frequently.
Check mark.svg
Check mark.svg Check mark.svg ServerAdminPassword Value type: string
If specified, players must provide this password (via the in-game console) to gain access to administrator commands on the server. Note: no quotes are used.
Check mark.svg
Missing.png Check mark.svg ServerAutoForceRespawnWildDinosInterval Default value: 0.0
Value type: float
Force re-spawn of all wild creatures on server restart afters the value set in seconds. Default value of 0.0 disables it. Useful to prevent certain creature species (like the Basilo and Spino) from becoming depopulated on long running servers.
Check mark.svg
Check mark.svg Check mark.svg ServerCrosshair Default value: True
Value type: boolean
If False, disables the Crosshair on your server.
Check mark.svg
Check mark.svg Check mark.svg ServerForceNoHUD Default value: False
Value type: boolean
If True, HUD is always disabled for non-tribe owned NPCs.
Check mark.svg
Check mark.svg Check mark.svg ServerHardcore Default value: False
Value type: boolean
If True, enables Hardcore mode (player characters revert to level 1 upon death)
Check mark.svg
Check mark.svg Check mark.svg ServerPassword Value type: string
If specified, players must provide this password to join the server. Note: no quotes are used.
Check mark.svg
Check mark.svg Check mark.svg serverPVE Default value: False
Value type: boolean
If True, disables PvP and enables PvE
Check mark.svg
Check mark.svg Check mark.svg ShowFloatingDamageText Default value: False
Value type: boolean
If True, enables RPG-style popup damage text mode.
Check mark.svg
Check mark.svg Check mark.svg ShowMapPlayerLocation Default value: True
Value type: boolean
If False, hides each player their own precise position when they view their map.
Check mark.svg
Missing.png Check mark.svg SpectatorPassword Value type: string
To use non-admin spectator, the server must specify a spectator password. Then any client can use these console commands: requestspectator <password> and stopspectating. Note: no quotes are used.
Check mark.svg
Missing.png Check mark.svg StructureDamageMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the damage structures deal with their attacks (i.e., spiked walls). Higher values increase damage. Lower values decrease it.
Check mark.svg
Check mark.svg Check mark.svg StructurePickupHoldDuration Default value: 0.5
Value type: float
Specifies the quick pick-up hold duration, a value of 0 results in instant pick-up.
Check mark.svg
Check mark.svg Check mark.svg StructurePickupTimeAfterPlacement Default value: 30.0
Value type: float
Amount of time in seconds after placement that quick pick-up is available.
Check mark.svg
Check mark.svg Check mark.svg StructurePreventResourceRadiusMultiplier Default value: 1.0
Value type: float
Same as ResourceNoReplenishRadiusStructures in Game.ini. If both settings are set both multiplier will be applied. Can be useful when cannot change the Game.ini file as it works as a command line option too.
Check mark.svg
Check mark.svg Check mark.svg StructureResistanceMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the resistance to damage structures receive when attacked. The default value 1 provides normal damage. Higher values decrease resistance, increasing damage per attack. Lower values increase it, reducing damage per attack. A value of 0.5 results in a structure taking half damage while a value of 2.0 would result in a structure taking double normal damage.
Check mark.svg
Missing.png Check mark.svg TamedDinoDamageMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the damage tame creatures deal with their attacks. The default value 1 provides normal damage. Higher values increase damage. Lower values decrease it.
Check mark.svg
Missing.png Check mark.svg TamedDinoResistanceMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the resistance to damage tame creatures receive when attacked. The default value 1 provides normal damage. Higher values decrease resistance, increasing damage per attack. Lower values increase it, reducing damage per attack. A value of 0.5 results in a structure taking half damage while a value of 2.0 would result in a structure taking double normal damage.
Check mark.svg
Check mark.svg Check mark.svg TamingSpeedMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for creature taming speed. Higher values make taming faster.
Check mark.svg
Check mark.svg Check mark.svg TheMaxStructuresInRange Default value: 10500
Value type: integer
Specifies the maximum number of structures that can be constructed within a certain (currently hard-coded) range. Replaces the old value NewMaxStructuresInRange
Check mark.svg
Missing.png Check mark.svg TribeLogDestroyedEnemyStructures Default value: False
Value type: boolean
By default, enemy structure destruction (for the victim tribe) is not displayed in the tribe Logs, set this to true to enable it.
Check mark.svg
Check mark.svg Check mark.svg TribeNameChangeCooldown Default value: 15.0
Value type: float
Cool-down, in minutes, in between tribe name changes. Official server use a value of 172800.0 (2 days).
Check mark.svg
Missing.png Check mark.svg UseFjordurTraversalBuff Default value: False
Value type: boolean
If True, enables the biome teleport in Fjordur when holding R (enabled in official PvE servers).
X mark.svg
Missing.png Check mark.svg UseOptimizedHarvestingHealth Default value: False
Value type: boolean
If True, enables a server harvesting optimization with high HarvestAmountMultiplier (but less rare items). Note: on  ARK: Survival Evolved it's suggested to enable this option if harvesting with Tek Stryder causes lag spikes.
Check mark.svg
Check mark.svg Check mark.svg XPMultiplier Default value: 1.0
Value type: float
Specifies the scaling factor for the experience received by players, tribes and tames for various actions. The default value 1 provides the same amounts of experience as in the single player experience (and official public servers). Higher values increase XP amounts awarded for various actions; lower values decrease it. In 313.5 an additional hardcoded multiplier of 4 was activated.
Check mark.svg
CrossARK Transfers
Missing.png Check mark.svg CrossARKAllowForeignDinoDownloads Default value: False
Value type: boolean
If True, enables non-native creatures tribute download on Aberration.
Check mark.svg
Missing.png Check mark.svg MinimumDinoReuploadInterval Default value: 0.0
Value type: float
Number of seconds cool-down between allowed creature re-uploads (43200 on official Servers which is 12 hours).
Check mark.svg
Check mark.svg Check mark.svg noTributeDownloads Default value: False
Value type: boolean
If True, prevents CrossArk-data downloads inCross-ARK Data Transfer.
Check mark.svg
Check mark.svg Check mark.svg PreventDownloadDinos Default value: False
Value type: boolean
If True, prevents creatures download from ARK Data in Cross-ARK Data Transfer.
Check mark.svg
Check mark.svg Check mark.svg PreventDownloadItems Default value: False
Value type: boolean
If True, prevents items download from ARK Data in Cross-ARK Data Transfer.
Check mark.svg
Check mark.svg Check mark.svg PreventDownloadSurvivors Default value: False
Value type: boolean
If True, prevents survivors download from ARK Data in Cross-ARK Data Transfer.
Check mark.svg
Missing.png Check mark.svg PreventUploadDinos Default value: False
Value type: boolean
If True, prevents creatures upload to ARK Data in Cross-ARK Data Transfer.
Check mark.svg
Missing.png Check mark.svg PreventUploadItems Default value: False
Value type: boolean
If True, prevents items upload to ARK Data in Cross-ARK Data Transfer.
Check mark.svg
Missing.png Check mark.svg PreventUploadSurvivors Default value: False
Value type: boolean
If True, prevents survivors upload to ARK Data in Cross-ARK Data Transfer.
Check mark.svg
Missing.png Check mark.svg TributeCharacterExpirationSeconds Default value: 0
Value type: integer
Set in seconds the expiration timer for uploaded survivors in ARK Data. With default or negative values there is no expiration time. Check Cross-ARK Data Transfer for more details. Warning: do not set this option to an insane high value, like more than 31536000 seconds (which is 1 year), as in ARK Data routines this is summed to upload time in Unix Epoch time format. Using really high values will result in overflow and may cause upload time checks to fail and ARK Data deleted. Finally, it is highly suggested to use the same value across all servers in a cluster, otherwise accessing ARK Data from a server with a lower value will result data deletion if in that server the timer is expired.
Check mark.svg
Missing.png Check mark.svg TributeDinoExpirationSeconds Default value: 86400
Value type: integer
Set in seconds the expiration timer for uploaded tames in ARK Data. If set to 0 or less will revert to default. Check Cross-ARK Data Transfer for more details. Warning: do not set this option to an insane high value, like more than 31536000 seconds (which is 1 year), as in ARK Data routines this is summed to upload time in Unix Epoch time format. Using really high values will result in overflow and may cause upload time checks to fail and ARK Data deleted. Finally, it is highly suggested to use the same value across all servers in a cluster, otherwise accessing ARK Data from a server with a lower value will result data deletion if in that server the timer is expired.
Check mark.svg
Missing.png Check mark.svg TributeItemExpirationSeconds Default value: 86400
Value type: integer
Set in seconds the expiration timer for uploaded items in ARK Data. If set to 0 or less will revert to default. Check Cross-ARK Data Transfer for more details. Warning: do not set this option to an insane high value, like more than 31536000 seconds (which is 1 year), as in ARK Data routines this is summed to upload time in Unix Epoch time format. Using really high values will result in overflow and may cause upload time checks to fail and ARK Data deleted. Finally, it is highly suggested to use the same value across all servers in a cluster, otherwise accessing ARK Data from a server with a lower value will result data deletion if in that server the timer is expired.
Check mark.svg
Cryo Sickness and Cryopod Nerf
Missing.png Check mark.svg CryopodNerfDamageMult Default value: 0.0099999998
Value type: float
Reduces the amount of damage dealt by the creature after it is deployed from the cryopod, as a percentage of total damage output, and for the length of time set by CryopodNerfDuration. CryopodNerfDuration needs to be set as well. CryopodNerfDamageMult=0.01 means 99% of the damage is removed. On official it is set to 0.1.
Check mark.svg
Missing.png Check mark.svg CryopodNerfDuration Default value: 0.0
Value type: integer
Amount of time, in seconds, Cryosickness lasts after deploying a creature from a Cryopod. Note: although at code level it is defined as a floating-point number, it is suggested to use an integer instead. On official it is set to 10.0.
Check mark.svg
Missing.png Check mark.svg CryopodNerfIncomingDamageMultPercent Default value: 0.0
Value type: float
Increases the amount of damage taken by the creature after it is deployed from the cryopod, as a percentage of total damage received, and for the length of time set by CryopodNerfDuration. CryopodNerfIncomingDamageMultPercent=0.25 means a released tame takes 25% more damage while the debuff lasts. On official it is set to 0.25.
X mark.svg
Missing.png Check mark.svg EnableCryopodNerf Default value: False
Value type: boolean
If True, there is no Cryopod cooldown timer, and creatures do not become unconscious. If this option is set, than EnableCryopodNerf and CryopodNerfIncomingDamageMultPercent must be set as well or they will default to 0.
Check mark.svg
Missing.png Check mark.svg EnableCryoSicknessPVE Default value: False
Value type: boolean
If True, enables Cryopod cooldown timer when deploying a creature.
X mark.svg
Text Filtering
Missing.png Check mark.svg BadWordListURL Default value: "http://arkdedicated.com/badwords.txt"
Value type: string with a URL
Add the URL to hosting your own bad words list. Note: it supports the HTTP protocol only (HTTPS is not supported).
X mark.svg
Missing.png Check mark.svg BadWordWhiteListURL Default value: "http://arkdedicated.com/goodwords.txt"
Value type: string with a URL
Add the URL to hosting your own good words list. Note: it supports the HTTP protocol only (HTTPS is not supported).
X mark.svg
Missing.png Check mark.svg bFilterCharacterNames Default value: False
Value type: boolean
If True, filters out character names based on the bad words/good words list.
X mark.svg
Missing.png Check mark.svg bFilterChat Default value: False
Value type: boolean
If True, filters out character names based on the bad word/good words list.
X mark.svg
Missing.png Check mark.svg bFilterTribeNames Default value: False
Value type: boolean
If True, filters out tribe names based on the badwords/goodwords list.
X mark.svg
Deprecated options
Missing.png Check mark.svg AllowDeprecatedStructures Default value: False
Value type: boolean
If True, allows servers to keep the Halloween Structures for a while after event ends (had to be used before relaunching the server with 222.3 update). Since no more events are planned to be activated or removed, this feature can be considered deprecated.
Check mark.svg
Missing.png Check mark.svg bAllowFlyerCarryPVE Default value: False
Value type: boolean
Use AllowFlyerCarryPvE.
X mark.svg
Missing.png Check mark.svg bDisableStructureDecayPvE Default value: False
Value type: boolean
Use DisableStructureDecayPvE.
X mark.svg
Missing.png Check mark.svg ForceFlyerExplosives Default value: False
Value type: boolean
If True, allowed flyers (except Quetzal and Wyvern) to fly with C4 attached to it. Deprecated since 253.95.
X mark.svg
Missing.png Check mark.svg MaxStructuresInRange Default value: 1300
Value type: integer
Specifies the maximum number of structures that can be constructed within a certain (currently hard-coded) range. Deprecated with patch 188.0 by NewMaxStructuresInRange.
X mark.svg
Missing.png Check mark.svg NewMaxStructuresInRange Default value: 6000
Value type: integer
Specifies the maximum number of structures that can be constructed within a certain (currently hard-coded) range. Deprecated with patch 252.1 by TheMaxStructuresInRange.
X mark.svg
Missing.png Check mark.svg PvEStructureDecayDestructionPeriod Default value: 0
Value type: integer
Specified the time required for player structures to decay in PvE mode. Deprecated and no more present in executable bits with patch 180.0 where each type of structure has its own decay time, increasing with "tier quality".[2]
X mark.svg
Undocumented options
Missing.png Check mark.svg AllowedCheatersURL Default value: N/A
Value type: string with a URL
Alternative to AllowedCheaterSteamIDs.txt usage (see Administrator Whitelisting) using a web resource (e.g.: official uses http://arkdedicated.com/globaladmins.txt). The interval at which the server queries the resource to check for admin list update is defined by UpdateAllowedCheatersInterval Note: it supports the HTTP protocol only (HTTPS is not supported). Undocumented by Wildcard.
Check mark.svg
Missing.png Check mark.svg ChatLogFileSplitIntervalSeconds Default value: 86400
Value type: integer
Controls how to split the chat log file related to time in seconds. Cannot be set to a value lower than 45 (will default to 45 if the value is lower). Set to 0 only in official. Undocumented by Wildcard.
X mark.svg
Missing.png Check mark.svg ChatLogFlushIntervalSeconds Default value: 86400
Value type: integer
Controls in how many second the chat log is flushed to log file. Cannot be set to a value lower than 15 (will default to 15 if the value is lower). Set to 0 only in official. Undocumented by Wildcard.
X mark.svg
Missing.png Check mark.svg ChatLogMaxAgeInDays Default value: 5
Value type: integer
Controls how many days the chat log is long. Set it to a negative value will result it to set at -1 (virtually infinite). Set to 0 only in official. Undocumented by Wildcard.
X mark.svg
Missing.png Check mark.svg DontRestoreBackup Default value: False
Value type: boolean
If True and -DisableDupeLogDeletes is present, prevents the server to automatically restore a backup in case of corrupted save. Undocumented by Wildcard.
Check mark.svg
Missing.png Check mark.svg EnableAFKKickPlayerCountPercent Default value: 0.0
Value type: float
Enables the idle timeout to be applied only if the amount of online players reaches percentage value related to MaxPlayers argument. The percentage is expressed as normalised value between 0 and 1.0, where 1.0 means 100%. Official set it to 0.89999998. Undocumented by Wildcard.
X mark.svg
Missing.png Check mark.svg EnableMeshBitingProtection Default value: True
Value type: boolean
If False, disables mesh biting protection. Undocumented by Wildcard.
Check mark.svg
Missing.png Check mark.svg FreezeReaperPregnancy Default value: False
Value type: boolean
If True, freezes the  Reaper King pregnancy timer and experience gain. Undocumented by Wildcard.
X mark.svg
Missing.png Check mark.svg LogChatMessages Default value: False
Value type: boolean
If True, enables advanced chat logging. Chat logs will be saved in ShooterGame/Saved/Logs/ChatLogs/<SessionName>/ in json format. Disabled on official. The file will be split according to ChatLogFileSplitIntervalSeconds value and flushed every ChatLogFlushIntervalSeconds seconds value. Note: <SessionName> will be written without spaces. Undocumented by Wildcard.
X mark.svg
Missing.png Check mark.svg MaxStructuresInSmallRadius Default value: 0
Value type: integer
Defines the amount of max structures allowed to be placed in a RadiusStructuresInSmallRadius from player position. Official set it to 40. Undocumented by Wildcard.
Check mark.svg
Missing.png Check mark.svg MaxStructuresToProcess Default value: 0
Value type: integer
Controls the max batch size of structures to process (e.g.: culling, building graphs modifications, etc) at each server tick. Leaving at 0 (default behaviour) will force the server to process all structures in queue. It's a trade-off between how much can cost a server tick (worst case scenario) and simulation accuracy. Official set it to 5000. Undocumented by Wildcard.
Check mark.svg
Missing.png Check mark.svg PreventOutOfTribePinCodeUse Default value: False
Value type: boolean
If True, prevents out of tribe players to use pins on structures (doors, elevators, storage boxes, etc). Undocumented by Wildcard.
Check mark.svg
Missing.png Check mark.svg RadiusStructuresInSmallRadius Default value: 0.0
Value type: float
Defines the small radius dimension (in Unreal Units) used by MaxStructuresInSmallRadius. Official set it to 225.0. Undocumented by Wildcard.
Check mark.svg
Missing.png Check mark.svg ServerEnableMeshChecking Default value: False
Value type: boolean
Involved in foliage repopulation. Takes no effect if -forcedisablemeshchecking is set. Enabled on official. Undocumented.
Check mark.svg
Missing.png Check mark.svg TribeMergeAllowed Default value: True
Value type: boolean
If False, prevents tribe to merge. Undocumented by Wildcard.
X mark.svg
Missing.png Check mark.svg TribeMergeCooldown Default value: 0.0
Value type: float
Tribe merge cool-down in seconds. Official uses 86400.0. Undocumented by Wildcard.
X mark.svg
Missing.png Check mark.svg UpdateAllowedCheatersInterval Default value: 600.0
Value type: float
Times in seconds at which the remote admin list linked by AllowedCheatersURL is queried for updates. Any value less than 3.0 will be reverted to 3.0. Undocumented by Wildcard.
Check mark.svg
Missing.png Check mark.svg UseExclusiveList Default value: False
Value type: boolean
If True, allows same behaviour as -exclusivejoin. Undocumented by Wildcard.
Check mark.svg
Clients only options (ineffective on dedicated servers)
Missing.png Check mark.svg ListenServerTetherDistanceMultiplier Default value: 1.0
Value type: float
Scales the tether distance between host and other players on non-dedicated sessions only. Note: despite being readable from command line, this option affects non-dedicated sessions only, thus it has to be set in the GameUserSettings.ini file or through the in-game local host graphics menu.
Check mark.svg

[SessionSettings]

The following options must come under the [SessionSettings] section of GameUserSettings.ini.

 ASA  ASE Variable Description CMD
Missing.png Check mark.svg MultiHome Default value: N/A
Value type: IP_ADDRESS
Specifies MultiHome IP Address. Boolean Multihome option must be set to True as well (command line or [MultiHome] section). Leave it empty if not using multihoming. Can be specified in command line too.
Check mark.svg
Check mark.svg Check mark.svg Port Default value: 7777
Value type: integer
Specifies the UDP Game Port. See Dedicated server setup
Check mark.svg
Missing.png Check mark.svg QueryPort Default value: 27015
Value type: integer
Specifies the UDP Steam Query Port. See Dedicated server setup
Check mark.svg
Check mark.svg Check mark.svg SessionName Default value: ARK #123456
Value type: string
Specifies the Server name advertised in the Game Server Browser as well in Steam Server browser. If no name is provide, the default name will be ARK # followed by a random 6 digit number. Note: Name must not be typed between quotes unless it is launched from command line.
Check mark.svg

[MultiHome]

The following options must come under the [/MultiHome] section of GameUserSettings.ini.

Option Default Effect CMD
MultiHome=<boolean> False If True, enables multihoming. MultiHome IP must be specified in [SessionSettings] or in command line as well. X mark.svg

[/Script/Engine.GameSession]

The following options must come under the [/Script/Engine.GameSession] section of GameUserSettings.ini.

 ASA  ASE Variable Description CMD
X mark.svg Check mark.svg MaxPlayers Default value: 70
Value type: integer
Specifies the maximum number of players that can play on the server simultaneously.
 ASA: This setting is replaced with -WinLiveMaxPlayers in the command line options, as otherwise, it will force it back to the default value.
Check mark.svg

[Ragnarok]

The following options must come under the [Ragnarok] section of GameUserSettings.ini.

 ASA  ASE Variable Description CMD
Missing.png Check mark.svg AllowMultipleTamedUnicorns Default value: False
Value type: boolean
False = one unicorn on the map at a time, True = one wild and unlimited tamed Unicorns on the map.
X mark.svg
Missing.png Check mark.svg EnableVolcano Default value: True
Value type: boolean
False = disabled (the volcano will not become active), True = enabled
X mark.svg
Missing.png Check mark.svg UnicornSpawnInterval Default value: 24
Value type: integer
How long in hours the game should wait before spawning a new Unicorn if the wild one is killed (or tamed, if AllowMultipleTamedUnicorns is enabled). This value sets the minimum amount of time (in hours), and the maximum is equal to 2x this value.
X mark.svg
Missing.png Check mark.svg VolcanoIntensity Default value: 1
Value type: float
The lower the value, the more intense the volcano's eruption will be. Recommended to leave at 1. The minimum value is 0.25, and for multiplayer games, it should not go below 0.5. Very high numbers will basically disable the flaming rocks flung out of the volcano.
X mark.svg
Missing.png Check mark.svg VolcanoInterval Default value: 0
Value type: integer
0 = 5000 (min) - 15000 (max) seconds between instances of the volcano becoming active. Any number above 0 acts as a multiplier, with a minimum value of .1
X mark.svg

[MessageOfTheDay]

The following options must come under the [MessageOfTheDay] section of GameUserSettings.ini.

 ASA  ASE Variable Description CMD
Check mark.svg Check mark.svg Duration Default value: 20
Value type: integer
Specifies in seconds the duration of the displayed message on player log-in.
X mark.svg
Check mark.svg Check mark.svg Message Default value: N/A
Value type: string
A single line string for a message displayed to played once logged-in. No quotes needed. Use \n to start a new line in the message.
X mark.svg

Game.ini

All the following options can only be set in the [/script/shootergame.shootergamemode] section of Game.ini, located in the same folder as GameUserSettings.ini (see Configuration Files for its location). Specifying them on the command line will have no effect.

 ASA  ASE Variable Description
Missing.png Check mark.svg AutoPvEStartTimeSeconds Default value: 0.0
Value type: float
States when the PvE mode should start in a PvPvE server. Valid values are from 0 to 86400. Options bAutoPvETimer, bAutoPvEUseSystemTime and AutoPvEStopTimeSeconds must also be set. Note: although at code level it is defined as a floating point number, it is suggested to use an integer instead.
Missing.png Check mark.svg AutoPvEStopTimeSeconds Default value: 0.0
Value type: float
States when the PvE mode should end in a PvPvE server. Valid values are from 0 to 86400. Options bAutoPvETimer, bAutoPvEUseSystemTime and AutoPvEStopTimeSeconds must also be set. Note: although at code level it is defined as a floating point number, it is suggested to use an integer instead.
Check mark.svg Check mark.svg BabyCuddleGracePeriodMultiplier Default value: 1.0
Value type: float
Scales how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.
Check mark.svg Check mark.svg BabyCuddleIntervalMultiplier Default value: 1.0
Value type: float
Scales how often babies needs attention for imprinting. More often means you'll need to cuddle with them more frequently to gain Imprinting Quality. Scales according to BabyMatureSpeedMultiplier: if both set at 1.0 the imprint request is every 8 hours.
Check mark.svg Check mark.svg BabyCuddleLoseImprintQualitySpeedMultiplier Default value: 1.0
Value type: float
Scales how fast Imprinting Quality decreases after the grace period if you haven't yet cuddled with the Baby.
Check mark.svg Check mark.svg BabyFoodConsumptionSpeedMultiplier Default value: 1.0
Value type: float
Scales the speed that baby tames eat their food. A lower value decreases (by percentage) the food eaten by babies.
Check mark.svg Check mark.svg BabyImprintAmountMultiplier Default value: 1.0
Value type: float
Scales the percentage each imprint provides. For example, if an imprint usually give 10%, setting this multiplier to 0.5 means they would now give 5% each. While setting it to 2.0 means they would now give 20% each, etc. This multiplier is global, meaning it will affect the imprinting progression of every species.
Check mark.svg Check mark.svg BabyImprintingStatScaleMultiplier Default value: 1.0
Value type: float
Scales how much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.
Check mark.svg Check mark.svg BabyMatureSpeedMultiplier Default value: 1.0
Value type: float
Scales the maturation speed of babies. A higher number decreases (by percentage) time needed for baby tames to mature. See Times for Breeding tables for values at 1.0
Missing.png Check mark.svg bAllowUnclaimDinos Default value: True
Value type: boolean
If False, prevents players to unclaim tame creatures.
Missing.png Check mark.svg bAllowCustomRecipes Default value: True
Value type: boolean
If False, disabled custom RP-oriented Recipe/Cooking System (including Skill-Based results).
Missing.png Check mark.svg bAllowFlyerSpeedLeveling Default value: False
Value type: boolean
Specifies whether flyer creatures can have their Movement Speed levelled up.
Missing.png Check mark.svg bAllowPlatformSaddleMultiFloors Default value: False
Value type: boolean
If True, allows multiple platform floors.
Check mark.svg Check mark.svg bAllowUnlimitedRespecs Default value: False
Value type: boolean
If True, allows more than one usage of Mindwipe Tonic without 24 hours cooldown.
Missing.png Check mark.svg BaseTemperatureMultiplier Default value: 1.0
Value type: float
Specifies the map base temperature scaling factor: lower value makes the environment colder, higher value makes the environment hotter.
Missing.png Check mark.svg bAutoPvETimer Default value: False
Value type: boolean
If True, enabled PvE mode in a PvPvE server at pre-specified times. The option bAutoPvEUseSystemTime determinates what kind of time to use, while AutoPvEStartTimeSeconds and AutoPvEStopTimeSeconds set the begin and end time of PvE mode.
Missing.png Check mark.svg bAutoPvEUseSystemTime Default value: False
Value type: boolean
If True, PvE mode begin and end times in a PvPvE server will refer to the server system time instead of in-game world time. Options bAutoPvETimer, AutoPvEStartTimeSeconds and AutoPvEStopTimeSeconds must also be set.
Missing.png Check mark.svg bAutoUnlockAllEngrams Default value: False
Value type: boolean
If True, unlocks all Engrams available. Ignores OverrideEngramEntries and OverrideNamedEngramEntries entries.
Missing.png Check mark.svg bDisableDinoBreeding Default value: False
Value type: boolean
If True, prevents tames to be bred.
Missing.png Check mark.svg bDisableDinoRiding Default value: False
Value type: boolean
If True, prevents players to ride tames.
Missing.png Check mark.svg bDisableDinoTaming Default value: False
Value type: boolean
If True, prevents players to tame wild creatures.
Check mark.svg Check mark.svg bDisableFriendlyFire Default value: False
Value type: boolean
If True, prevents Friendly-Fire (among tribe mates/tames/structures).
Missing.png Check mark.svg bDisableLootCrates Default value: False
Value type: boolean
If True, prevents spawning of Loot crates (artifact creates will still spawn).
Check mark.svg Check mark.svg bDisableStructurePlacementCollision Default value: False
Value type: boolean
If True, allows for structures to clip into the terrain.
Missing.png Check mark.svg bFlyerPlatformAllowUnalignedDinoBasing Default value: False
Value type: boolean
If True, Quetz platforms will allow any non-allied tame to base on them when they are flying.
Missing.png Check mark.svg bIgnoreStructuresPreventionVolumes Default value: False
Value type: boolean
If True, enables building areas where normally it's not allowed, such around some maps' Obelisks, in the Aberration Portal and in Mission Volumes areas on Genesis: Part 1. Note: in Genesis: Part 1 this settings is enabled by default and there is an ad hoc settings called bGenesisUseStructuresPreventionVolumes to disable it.
Missing.png Check mark.svg bIncreasePvPRespawnInterval Default value: True
Value type: boolean
If False, disables PvP additional re-spawn time (IncreasePvPRespawnIntervalBaseAmount) that scales (IncreasePvPRespawnIntervalMultiplier) when a player is killed by a team within a certain amount of time (IncreasePvPRespawnIntervalCheckPeriod).
Missing.png Check mark.svg bOnlyAllowSpecifiedEngrams Default value: False
Value type: boolean
If True, any Engram not explicitly specified by OverrideEngramEntries or OverrideNamedEngramEntries list will be hidden. All Items and Blueprints based on hidden Engrams will be removed.
Missing.png Check mark.svg bPassiveDefensesDamageRiderlessDinos Default value: False
Value type: boolean
If True, allows spike walls to damage wild/riderless creatures.
Missing.png Check mark.svg bPvEAllowTribeWar Default value: True
Value type: boolean
If False, disables capability for Tribes to officially declare war on each other for mutually-agreed-upon period of time.
Missing.png Check mark.svg bPvEAllowTribeWarCancel Default value: False
Value type: boolean
If True, allows cancellation of an agreed-upon war before it has actually started.
Check mark.svg Check mark.svg bPvEDisableFriendlyFire Default value: False
Value type: boolean
If True, disabled Friendly-Fire (among tribe mates/tames/structures) in PvE servers.
Missing.png Check mark.svg bShowCreativeMode Default value: False
Value type: boolean
If True, enables creative mode.
Missing.png Check mark.svg bUseCorpseLocator Default value: True
Value type: boolean
If False, prevents survivors to see a green light beam at the location of their dead body.
Check mark.svg Check mark.svg bUseDinoLevelUpAnimations Default value: True
Value type: boolean
If False, tame creatures on level-up will not perform the related animation.
Check mark.svg Check mark.svg bUseSingleplayerSettings Default value: False
Value type: boolean
If True, all game settings will be more balanced for an individual player experience. Useful for dedicated server with a very small amount of players. See Single Player Settings section for more details.
Missing.png Check mark.svg bUseTameLimitForStructuresOnly Default value: False
Value type: boolean
If True will make Tame Units only be applied and used for Platforms with Structures and Rafts effectively disabling Tame Units for tames without Platform Structures.
Missing.png Check mark.svg ConfigAddNPCSpawnEntriesContainer Default value: N/A
Value type: (...)
Adds specific creatures in spawn areas. See Creature Spawn related section for more detail.
Missing.png Check mark.svg ConfigOverrideItemCraftingCosts Default value: N/A
Value type: (...)
Overrides items crafting resource requirements. See Item related section for more details.
Missing.png Check mark.svg ConfigOverrideItemMaxQuantity Default value: N/A
Value type: (...)
Overrides items stack size on a per-item basis. See Item related section for more details.
Missing.png Check mark.svg ConfigOverrideNPCSpawnEntriesContainer Default value: N/A
Value type: (...)
Overrides specific creatures in spawn areas. See Creature Spawn related section for more details.
Missing.png Check mark.svg ConfigOverrideSupplyCrateItems Default value: N/A
Value type: (...)
Overrides items contained in loot crates. See Items related section for more details.
Missing.png Check mark.svg ConfigSubtractNPCSpawnEntriesContainer Default value: N/A
Value type: (...)
Removes specific creatures in spawn areas. See Creature Spawn related section for more detail.
Check mark.svg Check mark.svg CraftingSkillBonusMultiplier Default value: 1.0
Value type: float
Scales the bonus received from upgrading the Crafting Skill.
Check mark.svg Check mark.svg CraftXPMultiplier Default value: 1.0
Value type: float
Scales the amount of XP earned for crafting.
Check mark.svg Check mark.svg CropDecaySpeedMultiplier Default value: 1.0
Value type: float
Scales the speed of crop decay in plots. A higher value decrease (by percentage) speed of crop decay in plots.
Check mark.svg Check mark.svg CropGrowthSpeedMultiplier Default value: 1.0
Value type: float
Scales the speed of crop growth in plots. A higher value increases (by percentage) speed of crop growth.
Check mark.svg Check mark.svg CustomRecipeEffectivenessMultiplier Default value: 1.0
Value type: float
Scales the effectiveness of custom recipes. A higher value increases (by percentage) their effectiveness.
Check mark.svg Check mark.svg CustomRecipeSkillMultiplier Default value: 1.0
Value type: float
Scales the effect of the players crafting speed level that is used as a base for the formula in creating a custom recipe. A higher number increases (by percentage) the effect.
Check mark.svg Check mark.svg DestroyTamesOverLevelClamp Default value: 0
Value type: integer
Tames that exceed that level will be deleted on server start. Official servers have it set to 450.
Missing.png Check mark.svg DinoClassDamageMultipliers Default value: N/A
Value type: (...)
Globally overrides wild creatures damages. See Creature Stats related section for more detail.
Missing.png Check mark.svg DinoClassResistanceMultipliers Default value: N/A
Value type: (...)
Globally overrides wild creatures resistance. See Creature Stats related section for more detail.
Missing.png Check mark.svg DinoHarvestingDamageMultiplier Default value: 3.2
Value type: float
Scales the damage done to a harvestable item/entity by a tame. A higher number increases (by percentage) the speed of harvesting.
Missing.png Check mark.svg DinoSpawnWeightMultipliers Default value: N/A
Value type: (...)
Globally overrides creatures spawns likelihood. See Creature Spawn related section for more detail.
Missing.png Check mark.svg DinoTurretDamageMultiplier Default value: 1.0
Value type: float
Scales the damage done by Turrets towards a creature. A higher values increases it (by percentage).
Check mark.svg Check mark.svg EggHatchSpeedMultiplier Default value: 1.0
Value type: float
Scales the time needed for a fertilised egg to hatch. A higher value decreases (by percentage) that time.
Missing.png Check mark.svg EngramEntryAutoUnlocks Default value: N/A
Value type: (...)
Automatically unlocks the specified Engram when reaching the level specified. See Engram Entries related section for more detail.
Missing.png Check mark.svg ExcludeItemIndices Default value: N/A
Value type: integer
Excludes an item from supply crates specifying its Item ID. You can have multiple lines of this option.
Missing.png Check mark.svg FastDecayInterval Default value: 43200
Value type: integer
Specifies the decay period for "Fast Decay" structures (such as pillars or lone foundations). Value is in seconds. FastDecayUnsnappedCoreStructures in GameUserSettings.ini must be set to True as well to take any effect.
Missing.png Check mark.svg FishingLootQualityMultiplier Default value: 1.0
Value type: float
Sets the quality of items that have a quality when fishing. Valid values are from 1.0 to 5.0.
Missing.png Check mark.svg FuelConsumptionIntervalMultiplier Default value: 1.0
Value type: float
Defines the interval of fuel consumption.
Check mark.svg Check mark.svg GenericXPMultiplier Default value: 1.0
Value type: float
Scales the amount of XP earned for generic XP (automatic over time).
Missing.png Check mark.svg GlobalCorpseDecompositionTimeMultiplier Default value: 1.0
Value type: float
Scales the decomposition time of corpses, (player and creature), globally. Higher values prolong the time.
Check mark.svg Check mark.svg GlobalItemDecompositionTimeMultiplier Default value: 1.0
Value type: float
Scales the decomposition time of dropped items, loot bags etc. globally. Higher values prolong the time.
Missing.png Check mark.svg GlobalPoweredBatteryDurabilityDecreasePerSecond Default value: 3.0
Value type: float
Specifies the rate at which charge batteries are used in electrical objects.
Check mark.svg Check mark.svg GlobalSpoilingTimeMultiplier Default value: 1.0
Value type: float
Scales the spoiling time of perishables globally. Higher values prolong the time.
Missing.png Check mark.svg HairGrowthSpeedMultiplier Default value: 1.0
Value type: float
Scales the hair growth. Higher values increase speed of growth.
Check mark.svg Check mark.svg HarvestResourceItemAmountClassMultipliers Default value: N/A
Value type: (...)
Scales on a per-resource type basis, the amount of resources harvested. See Items related section for more details.
Check mark.svg Check mark.svg HarvestXPMultiplier Default value: 1.0
Value type: float
Scales the amount of XP earned for harvesting.
Missing.png Check mark.svg IncreasePvPRespawnIntervalBaseAmount Default value: 60.0
Value type: float
If bIncreasePvPRespawnInterval is True, sets the additional PvP re-spawn time in seconds that scales (IncreasePvPRespawnIntervalMultiplier) when a player is killed by a team within a certain amount of time (IncreasePvPRespawnIntervalCheckPeriod).
Missing.png Check mark.svg IncreasePvPRespawnIntervalCheckPeriod Default value: 300.0
Value type: float
If bIncreasePvPRespawnInterval is True, sets the amount of time in seconds within a player re-spawn time increases (IncreasePvPRespawnIntervalBaseAmount) and scales (IncreasePvPRespawnIntervalMultiplier) when it is killed by a team in PvP.
Missing.png Check mark.svg IncreasePvPRespawnIntervalMultiplier Default value: 2.0
Value type: float
If bIncreasePvPRespawnInterval is True, scales the PvP additional re-spawn time (IncreasePvPRespawnIntervalBaseAmount) when a player is killed by a team within a certain amount of time (IncreasePvPRespawnIntervalCheckPeriod).
Missing.png Check mark.svg ItemStatClamps[<attribute>] Default value: N/A
Value type: value
Globally clamps item stats. See Items related section for more details. Requires ?ClampItemStats=true option in the command line.
Check mark.svg Check mark.svg KillXPMultiplier Default value: 1.0
Value type: float
Scale the amount of XP earned for a kill.
Check mark.svg Check mark.svg LayEggIntervalMultiplier Default value: 1.0
Value type: float
Scales the time between eggs are spawning / being laid. Higher number increases it (by percentage).
Missing.png Check mark.svg LevelExperienceRampOverrides Default value: N/A
Value type: (...)
Configures the total number of levels available to players and tame creatures and the experience points required to reach each level. See Players and tames levels override related section for more details.
Missing.png Check mark.svg LimitNonPlayerDroppedItemsCount Default value: 0
Value type: integer
Limits the number of dropped items in the area defined by LimitNonPlayerDroppedItemsRange. Official servers have it set to 600.
Missing.png Check mark.svg LimitNonPlayerDroppedItemsRange Default value: 0
Value type: integer
Sets the area range (in Unreal Units) in which the option LimitNonPlayerDroppedItemsCount applies. Official servers have it set to 1600.
Missing.png Check mark.svg MatingIntervalMultiplier Default value: 1.0
Value type: float
Scales the interval between tames can mate. A lower value decreases it (on a percentage scale). Example: a value of 0.5 would allow tames to mate 50% sooner.
Missing.png Check mark.svg MatingSpeedMultiplier Default value: 1.0
Value type: float
Scales the speed at which tames mate with each other. A higher value increases it (by percentage). Example: MatingSpeedMultiplier=2.0 would cause tames to complete mating in half the normal time.
Missing.png Check mark.svg MaxAlliancesPerTribe Default value: N/A
Value type: integer
If set, defines the maximum alliances a tribe can form or be part of.
Missing.png Check mark.svg MaxFallSpeedMultiplier Default value: 1.0
Value type: float
Defines the falling speed multiplier at which players starts taking fall damage. The falling speed is based on the time players spent in the air while having a negated Z axis velocity meaning that the higher this setting is, the longer players can fall without taking fall damage. For example, having it set to 0.1 means players will no longer survive a regular jump while having it set very high such as to 100.0 means players will survive a fall from the sky limit, etc. This setting doesn't affect the gravity scale of the players so there won't be any physics difference to the character movements.
Missing.png Check mark.svg MaxNumberOfPlayersInTribe Default value: 0
Value type: integer
Sets the maximum survivors allowed in a tribe. A value of 1 effectively disables tribes. The default value of 0 means there is no limit about how many survivors can be in a tribe.
Missing.png Check mark.svg MaxTribeLogs Default value: 400
Value type: integer
Sets how many Tribe log entries are displayed for each tribe.
Missing.png Check mark.svg MaxTribesPerAlliance Default value: N/A
Value type: integer
If set, defines the maximum of tribes in an alliance.
Missing.png Check mark.svg NPCReplacements Default value: N/A
Value type: (...)
Globally replaces specific creatures with another using class names. See Creature Spawn related section for more detail.
Missing.png Check mark.svg OverrideMaxExperiencePointsDino Default value: N/A
Value type: integer
Overrides the max XP cap of tame characters by exact specified amount.
Missing.png Check mark.svg OverrideMaxExperiencePointsPlayer Default value: N/A
Value type: integer
Overrides the max XP cap of players characters by exact specified amount.
Missing.png Check mark.svg OverrideEngramEntries Default value: N/A
Value type: (...)
Configures the status and requirements for learning an engram, specified by its index. See Engram Entries related section for more detail.
Check mark.svg Check mark.svg OverrideNamedEngramEntries Default value: N/A
Value type: (...)
Configures the status and requirements for learning an engram, specified by its name. See Engram Entries related section for more detail.
Missing.png Check mark.svg OverridePlayerLevelEngramPoints Default value: N/A
Value type: integer
Configures the number of engram points granted to players for each level gained. This option must be repeated for each player level set on the server, e.g.: if there are 65 player levels available this option should appear 65 times, with the first setting the engram points for reaching level 1, the next one setting engram points for level 2 and so on, all the way to the 65th which configures engram points for level 65.
OverridePlayerLevelEngramPoints=5
OverridePlayerLevelEngramPoints=20
...
OverridePlayerLevelEngramPoints=300
Missing.png Check mark.svg PassiveTameIntervalMultiplier Default value: 1.0
Value type: float
Scales how often a survivor get tame requests for passive tame creatures.
Check mark.svg Check mark.svg PerLevelStatsMultiplier_Player[<integer>] Default value: N/A
Value type: float
Scales Player stats. See Level stats related section for more detail.
Missing.png Check mark.svg PerLevelStatsMultiplier_DinoTamed<_type>[<integer>] Default value: N/A
Value type: float
Scales tamed creature stats. See Level stats related section for more detail.
Missing.png Check mark.svg PerLevelStatsMultiplier_DinoWild[<integer>] Default value: N/A
Value type: float
Scales wild creatures stats. See Level stats related section for more detail.
Missing.png Check mark.svg PlayerBaseStatMultipliers[<attribute>] Default value: N/A
Value type: multiplier
Changes the base stats of a player by multiplying with the default value. Meaning the start stats of a new spawned character. See Stats related section for more detail.
Missing.png Check mark.svg PlayerHarvestingDamageMultiplier Default value: 1.0
Value type: float
Scales the damage done to a harvestable item/entity by a Player. A higher value increases it (by percentage): the higher number, the faster the survivors collects.
Check mark.svg Check mark.svg PoopIntervalMultiplier Default value: 1.0
Value type: float
Scales how frequently survivors can poop. Higher value decreases it (by percentage)
Missing.png Check mark.svg PreventBreedingForClassNames Default value: N/A
Value type: "<string>"
Prevents breeding of specific creatures via classname. E.g. PreventBreedingForClassNames="Argent_Character_BP_C". Creature classnames can be found on the Creature IDs page.
Missing.png Check mark.svg PreventDinoTameClassNames Default value: N/A
Value type: "<string>"
Prevents taming of specific dinosaurs via classname. E.g. PreventDinoTameClassNames="Argent_Character_BP_C". Dino classnames can be found on the Creature IDs page.
Missing.png Check mark.svg PreventOfflinePvPConnectionInvincibleInterval Default value: 5.0
Value type: float
Specifies the time in seconds a player cannot take damages after logged-in.
Missing.png Check mark.svg PreventTransferForClassNames Default value: N/A
Value type: "<string>"
Prevents transfer of specific creatures via classname. E.g. PreventTransferForClassNames="Argent_Character_BP_C"Creature classnames can be found on the Creature IDs page.
Missing.png Check mark.svg PvPZoneStructureDamageMultiplier Default value: 6.0
Value type: float
Specifies the scaling factor for damage structures take within caves. The lower the value, the less damage the structure takes (i.e. setting to 1.0 will make structure built in or near a cave receive the same amount of damage as those built on the surface).
Check mark.svg Check mark.svg ResourceNoReplenishRadiusPlayers Default value: 1.0
Value type: float
Controls how resources regrow closer or farther away from players. Values higher than 1.0 increase the distance around players where resources are not allowed to grow back. Values between 0 and 1.0 will reduce it.
Check mark.svg Check mark.svg ResourceNoReplenishRadiusStructures Default value: 1.0
Value type: float
Controls how resources regrow closer or farther away from structures Values higher than 1.0 increase the distance around structures where resources are not allowed to grow back. Values between 0 and 1.0 will reduce it.
Check mark.svg Check mark.svg SpecialXPMultiplier Default value: 1.0
Value type: float
Scale the amount of XP earned for SpecialEvent.
Missing.png Check mark.svg StructureDamageRepairCooldown Default value: 180
Value type: integer
Option for cooldown period on structure repair from the last time damaged. Set to 180 seconds by default, 0 to disable it.
Missing.png Check mark.svg SupplyCrateLootQualityMultiplier Default value: 1.0
Value type: float
Increases the quality of items that have a quality in the supply crates. Valid values are from 1.0 to 5.0. The quality also depends on the Difficulty Offset.
Missing.png Check mark.svg TamedDinoCharacterFoodDrainMultiplier Default value: 1.0
Value type: float
Scales how fast tame creatures consume food.
Missing.png Check mark.svg TamedDinoClassDamageMultipliers Default value: N/A
Value type: (...)
Globally overrides tamed creatures damages. See Creature Stats related section for more details.
Missing.png Check mark.svg TamedDinoClassResistanceMultipliers Default value: N/A
Value type: (...)
Globally overrides tamed creatures resistance. See Creature Stats related section for more details.
Missing.png Check mark.svg TamedDinoTorporDrainMultiplier Default value: 1.0
Value type: float
Scales how fast tamed creatures lose torpor.
Missing.png Check mark.svg TribeSlotReuseCooldown Default value: 0.0
Value type: float
Locks a tribe slot for the value in seconds, e.g.: a value of 3600 would mean that if a survivor leaves the tribe, their place cannot be taken by another survivor (or re-join) for 1 hour. Used on Official Small Tribes Servers.
Missing.png Check mark.svg UseCorpseLifeSpanMultiplier Default value: 1.0
Value type: float
Modifies corpse and dropped box lifespan.
Missing.png Check mark.svg WildDinoCharacterFoodDrainMultiplier Default value: 1.0
Value type: float
Scales how fast wild creatures consume food.
Missing.png Check mark.svg WildDinoTorporDrainMultiplier Default value: 1.0
Value type: float
Scales how fast wild creatures lose torpor.
Turrets limit
Missing.png Check mark.svg bHardLimitTurretsInRange Default value: False
Value type: boolean
If True, enables the retroactive turret hard limit (100 turrets within a 10k unit radius).
Missing.png Check mark.svg bLimitTurretsInRange Default value: True
Value type: boolean
If False, doesn't limit the maximum allowed automated turrets (including Plant Species X) in a certain range.
Missing.png Check mark.svg LimitTurretsNum Default value: 100
Value type: integer
Determines the maximum number of turrets that are allowed in the area.
Missing.png Check mark.svg LimitTurretsRange Default value: 10000.0
Value type: float
Determines the area in Unreal Unit in which turrets are added towards the limit.
Genesis
Missing.png Check mark.svg AdjustableMutagenSpawnDelayMultiplier Default value: 1.0
Value type: float
Scales the Mutagen spawn rates. By default, The game attempts to spawn them every 8 hours on dedicated servers, and every hour on non-dedicated servers and single-player. Rising this value will rise the re-spawn interval, lowering will make it shorter.
Missing.png Check mark.svg BaseHexagonRewardMultiplier Default value: 1.0
Value type: float
Scales the missions score hexagon rewards.
Missing.png Check mark.svg bDisableHexagonStore Default value: False
Value type: boolean
If True, disables the Hexagon store
Missing.png Check mark.svg bDisableDefaultMapItemSets Default value: False
Value type: boolean
If True, disables Genesis 2 Tek Suit on Spawn.
Missing.png Check mark.svg bDisableGenesisMissions Default value: False
Value type: boolean
If True, disables missions on Genesis.
Missing.png Check mark.svg bDisableWorldBuffs Default value: False
Value type: boolean
If True, disables world effects from Missions (Genesis: Part 2) altogether. To disable specific world buffs, see DisableWorldBuffs of #DynamicConfig.
Missing.png Check mark.svg bEnableWorldBuffScaling Default value: False
Value type: boolean
If True, makes world effects from Missions (Genesis: Part 2) scale from server settings, rather than add/subtract a flat amount to the value at runtime.
Missing.png Check mark.svg bGenesisUseStructuresPreventionVolumes Default value: False
Value type: boolean
If True, disables building in mission areas on Genesis: Part 1.
Missing.png Check mark.svg bHexStoreAllowOnlyEngramTradeOption Default value: False
Value type: boolean
If True, allows only Engrams to be sold on the Hex Store, disables everything else.
Missing.png Check mark.svg HexagonCostMultiplier Default value: 1.0
Value type: float
Scales the hexagon cost of items in the Hexagon store.
Missing.png Check mark.svg MutagenLevelBoost[<Stat_ID>] Default value: N/A
Value type: integer
States the number of levels  Mutagen adds to tames with wild ancestry. See Stats related section for more details.
Missing.png Check mark.svg MutagenLevelBoost_Bred[<Stat_ID>] Default value: N/A
Value type: integer
Alike as MutagenLevelBoost, but for bred tames. See Stats related section for more details.
Missing.png Check mark.svg WorldBuffScalingEfficacy Default value: 1.0
Value type: float
Makes world effects from Missions (Genesis: Part 2) scaling more or less effective when setting bEnableWorldBuffScaling=True. 1 would be default, 0.5 would be 50% less effective, 100 would be 100x more effective.

[ModInstaller]

The section [ModInstaller] handles each extra Steam Workshop Mods/Maps/TC IDs in the Game.ini.

 ASA  ASE Variable Description
X mark.svg Check mark.svg ModIDS Value type: ModID
Specifies a single Steam Workshop Mods/Maps/TC ID to download/install/update on the server. To handle multiple IDs, multiple lines must be added with the same syntax, each one with the specific workshop ID. Requires -automanagedmods in the command line. Example:
[ModInstaller]
ModIDS=123456789
ModIDS=987654321
ModIDS=147852369

Note: to active mods it's required to use the ActiveMods options in [ServerSettings] section of GameUserSettings.ini or in the command line.

Creature Spawn related

ConfigAddNPCSpawnEntriesContainer
ConfigAddNPCSpawnEntriesContainer=(
[NPCSpawnEntriesContainerClassString="<spawn_class>"],
[NPCSpawnEntries=(([AnEntryName="<spawn_name>"],
[EntryWeight=<factor>],
[NPCsToSpawnStrings=("<entity_id>")]))],
[NPCSpawnLimits=(([NPCClassString="<entity_id>"],
[MaxPercentageOfDesiredNumToAllow=<percentage>]))])

Arguments:

spawn_class string Spawn Group Container Class Name, see Spawn entries
spawn_name string Spawn Name
factor float Weight Factor for this spawn
entity_id string Entity ID of the creature to be added, see Creature IDs
percentage float Sets the maximum allowed creatures for this instance

Allows specified creatures to spawn in specified locations directly through the spawners limited to what is specified.

Examples:

Adding Giganotosaurus to the beach spawn area:

ConfigAddNPCSpawnEntriesContainer=(
  NPCSpawnEntriesContainerClassString="DinoSpawnEntriesBeach_C",
  NPCSpawnEntries=((AnEntryName="GigaSpawner", EntryWeight=1.0, NPCsToSpawnStrings=("Gigant_Character_BP_C"))),
  NPCSpawnLimits=((NPCClassString="Gigant_Character_BP_C", MaxPercentageOfDesiredNumToAllow=0.01))
)

Adding a pack of two Dodos and a Rex to the Herbivore Island:

ConfigAddNPCSpawnEntriesContainer=(
  NPCSpawnEntriesContainerClassString="DinoSpawnEntriesDamiensAtoll_C",
  NPCSpawnEntries=(
    (AnEntryName="Dodos (2)", EntryWeight=1.0, NPCsToSpawnStrings=("Dodo_Character_BP_C","Dodo_Character_BP_C")),
    (AnEntryName="Rex (1)", EntryWeight=0.5, NPCsToSpawnStrings=("Rex_Character_BP_C"))
  ),
  NPCSpawnLimits=(
    (NPCClassString="Dodo_Character_BP_C", MaxPercentageOfDesiredNumToAllow=0.5),
    (NPCClassString="Rex_Character_BP_C", MaxPercentageOfDesiredNumToAllow=0.01)
  )
)

The examples provided here are split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

More advanced arguments are treated in Advanced *NPCSpawnEntriesContainer usage.

ConfigSubtractNPCSpawnEntriesContainer
ConfigSubtractNPCSpawnEntriesContainer=(
[NPCSpawnEntriesContainerClassString="<spawn_class>"],
[NPCSpawnEntries=((NPCsToSpawnStrings=("<entity_id>")))],
[NPCSpawnLimits=((NPCClassString="<entity_id>"))])

Arguments:

spawn_class string Spawn Class String, see Spawn entries
entity_id string Entity ID of the creature to be removed, see Creature IDs

Completely removes specified creatures from specified locations. More than one creature can be specified.

You cannot reference the same Spawn Entry in multiple lines and have them all take effect, even if the Entity ID or Spawn Class referenced is different between each line. If removing multiple creatures from the same Spawn Entry, use one line to do so.

Example: removing Trike and Ptera from the Beach.

ConfigSubtractNPCSpawnEntriesContainer=(
  NPCSpawnEntriesContainerClassString="DinoSpawnEntriesBeach_C",
  NPCSpawnEntries=(
    (NPCsToSpawnStrings=("Trike_Character_BP_C")),
    (NPCsToSpawnStrings=("Ptero_Character_BP_C"))
 ),
 NPCSpawnLimits=(
    (NPCClassString="Trike_Character_BP_C"),
    (NPCClassString="Ptero_Character_BP_C")
  )
)

The example provided is are split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

More advanced arguments are treated in Advanced *NPCSpawnEntriesContainer usage.

ConfigOverrideNPCSpawnEntriesContainer
ConfigOverrideNPCSpawnEntriesContainer=(
[NPCSpawnEntriesContainerClassString="<spawn_class>"],
[NPCSpawnEntries=(([AnEntryName="<spawn_name>"],
[EntryWeight=<factor>],
[NPCsToSpawnStrings=("<entity_id>")]))],
[NPCSpawnLimits=(([NPCClassString="<entity_id>"],
[MaxPercentageOfDesiredNumToAllow=<percentage>]))])

Arguments:

spawn_class string Spawn Class String, see Spawn entries
spawn_name string Spawn Name
factor float Weight Factor for this spawn
entity_id string Entity ID of the creature to override other spawns, see Creature IDs
percentage float Sets the maximum allowed creatures for this instance

Overrides all creatures within a specified area with specified creatures, allowing areas to be dedicated for the spawning of specific creatures. Does not prevent wanderers from entering said location.

Example: only Rex and Carno spawns in the Mountain Region

ConfigOverrideNPCSpawnEntriesContainer=(
  NPCSpawnEntriesContainerClassString="DinoSpawnEntriesMountain_C",
  NPCSpawnEntries=(
    (AnEntryName="CarnoSpawner", EntryWeight=1.0, NPCsToSpawnStrings=("Carno_Character_BP_C")),
    (AnEntryName="RexSpawner", EntryWeight=1.0, NPCsToSpawnStrings=("Rex_Character_BP_C"))
  ),
  NPCSpawnLimits=(
    (NPCClassString="Carno_Character_BP_C", MaxPercentageOfDesiredNumToAllow=0.5),
    (NPCClassString="Rex_Character_BP_C", MaxPercentageOfDesiredNumToAllow=0.5)
  )
)

The example provided here is split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

More advanced arguments are treated in Advanced *NPCSpawnEntriesContainer usage.

Advanced *NPCSpawnEntriesContainer usage

The following arguments can be used to the *NPCSpawnEntriesContainer options:

  • To set the distance for each spawn entry:
[NPCsSpawnOffsets=((X=<float>,Y=<float>,Z=<float>),...,(X=<float>,Y=<float>,Z=<float>))]
where each X,Y,Z sets the distance in unreal units from the spawn point for each entry.
  • To set the spawn percentage change for each spawn entry:
[NPCsToSpawnPercentageChance=(<float>,...,<float>)]
where each value sets chance from 0 to 1.0 (100%) for an entry to be in that spawn.
  • To set a spread radius from the spawn point:
[ManualSpawnPointSpreadRadius=<float>]
where the values sets the distance in unreal unit from the from the spawn point.
  • To set specific difficulty level ranges for each spawn entry:
[NPCDifficultyLevelRanges=(
([EnemyLevelsMin=(<float>,...,<float>)],
[EnemyLevelsMax=(<float>,...,<float>)],
[GameDifficulties=(<float>,...,<float>)]),
...
([EnemyLevelsMin=(<float>,...,<float>)],
[EnemyLevelsMax=(<float>,...,<float>)],
[GameDifficulties=(<float>,...,<float>)]))]
where for each spawn entry there is a group of EnemyLevelsMin, EnemyLevelsMax and GameDifficulties. Each of those settings define respectively base levels, the max levels and the difficult offsets on which wild creatures scale. See Difficulty Level for more details.
  • To set the minimum and maximum spawn offsets in height, useful for flyers and water creatures:
[RandGroupSpawnOffsetZMin=<float>],
[RandGroupSpawnOffsetZMax=<float>]
where they sets respectively the minimum and maximum offsets in unreal unit.

Example: add small groups (from 1 to 2 samples) of Anglerfish in the DinoSpawnEntries_Ocean_C spawn container, with a linear level distribution up to DifficultyOffset=5.0

ConfigAddNPCSpawnEntriesContainer=(
  NPCSpawnEntriesContainerClassString="DinoSpawnEntries_DarkWaterAngler_C",
  NPCSpawnEntries=(
    (AnEntryName="Anglers(1-2)",
     EntryWeight=0.9,
     NPCsToSpawnStrings=("Angler_Character_BP_C","Angler_Character_BP_C"),
     NPCsSpawnOffsets=(
       (X=0.0,Y=0.0,Z=0.0),
       (X=0.0,Y=250.0,Z=0.0)
     ),
     NPCsToSpawnPercentageChance=(1.0,0.5),
     ManualSpawnPointSpreadRadius=650.0,
     NPCDifficultyLevelRanges=(
       (EnemyLevelsMin=(1.0,1.0,1.0,1.0,1.0,1.0),
        EnemyLevelsMax=(30.0,30.0,30.0,30.0,30.0,30.0),
        GameDifficulties=(0.0,1.0,2.0,3.0,4.0,5.0)),
       (EnemyLevelsMin=(1.0,1.0,1.0,1.0,1.0,1.0),
        EnemyLevelsMax=(30.0,30.0,30.0,30.0,30.0,30.0),
        GameDifficulties=(0.0,1.0,2.0,3.0,4.0,5.0))
     )
     RandGroupSpawnOffsetZMin=1200.0,
     RandGroupSpawnOffsetZMax=5000.0)),
  NPCSpawnLimits=(
    (NPCClassString="Angler_Character_BP_C",
     MaxPercentageOfDesiredNumToAllow=0.35)
  )
)

The example provided here is split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

  • More arguments about levels:
[NPCOverrideLevel=<integer>]
[NPCMaxLevelOffset=<float>]
[NPCMaxLevelOffset=<float>] 
[NPCMinLevelMultiplier=<float>]
[NPCMaxLevelMultiplier=<float>]
[bAddLevelOffsetBeforeMultiplier=<1>]
it is possible to combine such arguments in a similar way to NPCDifficultyLevelRanges to override base levels of creatures, their minimum and max levels as well their relative multiplier.
In a game where DifficultyOffset=5.0, to set only Parasaur at level 1 to spawn in The Dead Island:
ConfigOverrideNPCSpawnEntriesContainer=(
  NPCSpawnEntriesContainerClassString="DinoSpawnEntriesMonsterIsland_C",
  NPCSpawnEntries=(
    (AnEntryName="Parasaur lvl 1",
     NPCsToSpawnStrings=("Para_Character_BP_C"),
     NPCOverrideLevel=(1))
  )
)
To set them all spawn at max level add:
     NPCOverrideLevel=(1),
     NPCMinLevelOffset=(30.0),
     NPCMaxLevelOffset=(30.0))))
To double their max level change in:
    (AnEntryName="Parasaur lvl 1",
     NPCMinLevelMultiplier=(1.0),
     NPCMaxLevelMultiplier=(2.0))))
To increase their level by 150 change in:
     NPCsToSpawnStrings=("Para_Character_BP_C"),
     NPCMinLevelOffset=(30.0),
     NPCMaxLevelOffset=(30.0))))
To double their max level and set a minimum level of 150 change in:
     NPCsToSpawnStrings=("Para_Character_BP_C"),
     NPCMinLevelOffset=(30.0),
     NPCMaxLevelOffset=(30.0),
     NPCMinLevelMultiplier=(1.0),
     NPCMaxLevelMultiplier=(2.0))))
To increase their minimum level by 150 and then double them change in:
     NPCsToSpawnStrings=("Para_Character_BP_C"),
     bAddLevelOffsetBeforeMultiplier=1,
     NPCMinLevelOffset=(30.0),
     NPCMaxLevelOffset=(30.0),
     NPCMinLevelMultiplier=(1.0),
     NPCMaxLevelMultiplier=(2.0))))

The examples provided here are split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

DinoSpawnWeightMultipliers
DinoSpawnWeightMultipliers=(
DinoNameTag=<tag>
[,SpawnWeightMultiplier=<factor>]
[,OverrideSpawnLimitPercentage=<override>]
[,SpawnLimitPercentage=<limit>])

Arguments:

tag string Creature type to adjust, see Creature IDs (column Name Tags)
factor float Weight factor for this type
override booleaon If True, use the specified SpawnLimitPercentage
limit float Maximum percentage (among all spawns) for this type

Customizes the spawning rate for a given creature type (at all creature spawn points). Types with a larger SpawnWeightMultiplier are selected more often when spawning new creatures than types with lower multipliers. When OverrideSpawnLimitPercentage is specified (and True), the type will never be spawned more than SpawnLimitPercentage * 100 percent of the time, regardless of multiplier. For example, a SpawnLimitPercentage of 0.25 specifies that the type will be selected for spawning no more than 25% of the time. Note that the SpawnLimitPercentage is calculated per spawn region (aka 'Spawn Entry Container') and not against the global spawn population. A limit of 0.1 means 10% of the creatures in any given region and *NOT* 10% of the map-size population.

Multiple DinoSpawnWeightMultipliers entries can be specified in the file, but DinoNameTag values should not be repeated across multiple entries.

DinoSpawnWeightMultipliers=(
  DinoNameTag=Bronto,
  SpawnWeightMultiplier=10.0,
  OverrideSpawnLimitPercentage=True,
  SpawnLimitPercentage=0.5
)

The example provided here is split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

NPCReplacements
NPCReplacements=(FromClassName="<classname>", ToClassName="<classname>")

Arguments:

classname string Spawn Class String, see Creature IDs (column Entity ID)

This can be used to disable specific Alpha Creatures, replace the spawns of a particular NPC (NPC=Non-player character, i.e., a creature) with that of a different NPC, or completely disable any specific NPC spawn.

NPCReplacements=(FromClassName="MegaRaptor_Character_BP_C", ToClassName="Dodo_Character_BP_C")

Dynamic Config:

As of 319.14, NPC replacements can be defined through the dynamic config. However, the syntax is slightly different. Rather than having multiple entries each defining a single replacement, it must be a single-entry mapping all of them. For example (note the extra brackets):

NPCReplacements=((FromClassName="MegaRaptor_Character_BP_C", ToClassName="Dodo_Character_BP_C"))

Any additional replacements must be mapped inside that set separated by a comma like so:

NPCReplacements=((FromClassName="MegaRaptor_Character_BP_C", ToClassName="Dodo_Character_BP_C"), (FromClassName="Coel_Character_BP_C", ToClassName="Piranha_Character_BP_C"))

Creature stats related

DinoClassDamageMultipliers
DinoClassDamageMultipliers=(ClassName="<string>",Multiplier=<float>)
TamedDinoClassDamageMultipliers=(ClassName="<string>",Multiplier=<float>)

Arguments:

string = creature classname
float = multiplier, default: 1.0

Multiplies damage dealt of specific creatures via classname. Higher values increase the damage dealt.

Creature classnames can be found on the Creature IDs page. Multiple DinoClassDamageMultipliers and TamedDinoClassDamageMultipliers entries can be specified in the file, but classname values should not be repeated across multiple entries.

Examples:

DinoClassDamageMultipliers=(
  ClassName="MegaRex_Character_BP_C",
  Multiplier=0.1
)
TamedDinoClassDamageMultipliers=(
  ClassName="Rex_Character_BP_C",
  Multiplier=10.0
)

The examples provided here are split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

DinoClassResistanceMultipliers
DinoClassResistanceMultipliers=(ClassName="<string>",Multiplier=<float>)
TamedDinoClassResistanceMultipliers=(ClassName="<string>",Multiplier=<float>)

Arguments:

string = creature classname
float = multiplier, default = 1.0

Multiplies resistance of specific creatures via classname. Higher values decrease the damage received.

Creature classnames can be found on the Creature IDs page.

The examples provided here are split into multiple lines for space considerations. In the configuration file, an entry must be placed on a single line. Multiple DinoClassResistanceMultipliers and TamedDinoClassResistanceMultipliers entries can be specified in the file, but classname values should not be repeated across multiple entries.

Examples:

DinoClassResistanceMultipliers=(
  ClassName="MegaRex_Character_BP_C",
  Multiplier=0.1
)
TamedDinoClassResistanceMultipliers=(
  ClassName="Rex_Character_BP_C",
  Multiplier=10.0
)

The examples provided here are split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

Engram Entries related

OverrideEngramEntries and OverrideNamedEngramEntries
OverrideEngramEntries=(EngramIndex=<index>
[,EngramHidden=<hidden>]
[,EngramPointsCost=<cost>]
[,EngramLevelRequirement=<level>]
[,RemoveEngramPreReq=<remove_prereq>])
OverrideNamedEngramEntries=(EngramClassName="<class_name>"
[,EngramHidden=<hidden>]
[,EngramPointsCost=<cost>]
[,EngramLevelRequirement=<level>]
[,RemoveEngramPreReq=<remove_prereq>])

Arguments:

index integer Index of the engram
class_name integer Class name of the engram
hidden boolean If True, hides the engram in the players' Engrams panel
cost integer Engram points needed to learn engram
level integer Minimum level needed to learn engram
remove_prereq boolean If True, removes the need of prerequisite engrams to learn this engram.

Configures the status and requirements for learning an engram. For OverrideEngramEntries the EngramIndex argument is always required, for OverrideNamedEngramEntries the EngramClassName argument is always required; the rest are optional, but at least one must be provided in order for the option to have any effect. The option may be repeated in Game.ini once for each engram to be configured.

For the Engram Index and Engram Class Name see Engram classnames.

The examples provided here are split into multiple lines for space considerations. In the configuration file, an entry must be placed entirely on a single line and without spaces. Multiple OverrideEngramEntries and OverrideNamedEngramEntries entries can be specified in the file, but EngramIndex and EngramClassName values should not be repeated across multiple entries.

Examples:

OverrideEngramEntries=(EngramIndex=0,EngramHidden=False)
OverrideEngramEntries=(EngramIndex=1,EngramHidden=False,EngramPointsCost=3,EngramLevelRequirement=3,RemoveEngramPreReq=True)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Campfire_C",EngramHidden=False)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_StoneHatchet_C",EngramHidden=False,EngramPointsCost=3,EngramLevelRequirement=3, RemoveEngramPreReq=True)
EngramEntryAutoUnlocks

EngramEntryAutoUnlocks=(EngramClassName="<string>",LevelToAutoUnlock=<integer>)

string Engram Classname
integer Level you need to gain to unlock the Engram automatically

Automatically unlocks the specified Engram when reaching the level specified.

This example unlocks the Tek Teleporter with level 0:

EngramEntryAutoUnlocks=(
  EngramClassName="EngramEntry_TekTeleporter_C",
  LevelToAutoUnlock=0
)

The example provided here is split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

Items related

Every Item Class String can be found in the Dev Kit. Currently doesn't change the repair cost and demolish refund of edited structures. This can result in potential exploit for lowered crafting costs and may make structures unrepairable.

Note: if using stack mods, refer to the mod new resources instead of vanilla ones (i.e.: PrimalItemResource_Electronics_Child_C instead of PrimalItemResource_Electronics_C).

ConfigOverrideItemCraftingCosts

This is an example of how to make the Hatchet require 1 thatch and 2 stone arrows to craft.

ConfigOverrideItemCraftingCosts=(
  ItemClassString="PrimalItem_WeaponStoneHatchet_C",
  BaseCraftingResourceRequirements=(
    (ResourceItemTypeString="PrimalItemResource_Thatch_C",
     BaseResourceRequirement=1.0,
     bCraftingRequireExactResourceType=False),
    (ResourceItemTypeString="PrimalItemAmmo_ArrowStone_C",
     BaseResourceRequirement=2.0,
     bCraftingRequireExactResourceType=False)
  )
)

Here is an example to make the torch requiring 3 raw meat and 2 cooked meat to craft (because ya know, Meat Torches are the best torches!)

ConfigOverrideItemCraftingCosts=(
  ItemClassString="PrimalItem_WeaponTorch_C",
  BaseCraftingResourceRequirements=(
    (ResourceItemTypeString="PrimalItemConsumable_RawMeat_C",
     BaseResourceRequirement=3.0,
     bCraftingRequireExactResourceType=False),
    (ResourceItemTypeString="PrimalItemConsumable_CookedMeat_C",
     BaseResourceRequirement=2.0,
     bCraftingRequireExactResourceType=False)
  )
)

The examples provided here are split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

ConfigOverrideItemMaxQuantity
ConfigOverrideItemMaxQuantity=(ItemClassString="<string>",Quantity=(MaxItemQuantity=<integer>, bIgnoreMultiplier=<boolean>))

Arguments:

string Class Name of the item that will be overridden to new stack size
integer New stack size of the specified item
boolean If False, that means that the real stack size is ItemStackSizeMultiplier * MaxItemQuantity for that item

if True, it uses MaxItemQuantity directly and ignores the multiplier

Allows manually overriding item stack size on a per-item basis.

Example to make the Tranq Arrows stack to 543 items per stack.

ConfigOverrideItemMaxQuantity=(
  ItemClassString="PrimalItemAmmo_ArrowTranq_C",
  Quantity=(MaxItemQuantity=543,bIgnoreMultiplier=True)
)

The example provided here is split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

ConfigOverrideSupplyCrateItems

Allows manually overriding items contained in loot crates. Each loot crate can have one or multiple item sets. Each set can have one or multiple items grouped in one or multiple entries.

ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="<string>",MinItemSets=<integer>,MaxItemSets=<integer>,NumItemSetsPower=<float>,bSetsRandomWithoutReplacement=<boolean>[,bAppendItemSets=<boolean>][,bAppendPreventIncreasingMinMaxItemSets=<boolean>],ItemSets=([SetName="<string>",]MinNumItems=<integer>,MaxNumItems=<integer>,NumItemsPower=<float>,SetWeight=<float>,bItemsRandomWithoutReplacement=<boolean>,ItemEntries=([ItemEntryName="<string>",]EntryWeight=<float>,ItemClassStrings=("<string>"[,...n]),ItemsWeights=(<float>[,...n]),MinQuantity=<float>,MaxQuantity=<float>,MinQuality=<float>,MaxQuality=<float>,bForceBlueprint=<boolean>,ChanceToBeBlueprintOverride=<float>))[,...m])

Arguments:

Crate options
SupplyCrateClassString string Quoted Class Name of the loot crate that will be overridden.
MinItemSets integer The minimum number of item sets that will be in the loot crate.
MaxItemSets integer The maximum number of item sets that will be in the loot crate.
NumItemSetsPower float Item quality for all sets in the loot crate. Default: 1.0.
bSetsRandomWithoutReplacement boolean If True, ensures any item of any sets will never be added multiple times to the same loot crate.
bAppendItemSets boolean Optional, if True, the item sets will be added to the loot crate instead of totally replace its content. Default: False
bAppendPreventIncreasingMinMaxItemSets boolean Optional, if True, dynamically increases the amount of items dropped by however many additional item-sets added. If False, the MinItemSets and MaxItemSets original crate values will be increased by the provided values. Requires bAppendItemSets=True. Default: False
ItemSets string Defines one or multiple item sets.
Sets options
SetName string Optional, quoted name of the set.
MinNumItems integer The minimum number of items in this set that can be in the loot crate.
MaxNumItems integer The maximum number of items in this set that can be in the loot crate.
NumItemsPower float Item quality multiplier for this set.
SetWeight float Weight factor for this set to be in the crate. Higher the weight higher the chance. Default: 1.0.
bItemsRandomWithoutReplacement boolean If True, ensures each item of this set will never be added twice to the same loot crate.
ItemEntries string Defines one or multiple item entries in this set.
Entries options
ItemEntryName string Optional, quoted name of the item entry.
EntryWeight float Weight factor for this entry to be in its set. Higher the weight higher the chance. Default: 1.0.
ItemClassStrings string Comma separated Class Names list of items added in this entry. Each class name must be between quotes. Its elements number must match the ItemsWeights list. Despite its length, the list must be between parenthesis.
ItemsWeights float Comma separated weight factors list of items in this entry. Its elements number must match the ItemClassStrings list. Despite its length, the list must be between parenthesis.
MinQuantity float The minimum number of items if this entry that can be in the loot crate. Note: this value is still limited by its set MinNumItems and MaxNumItems values.
MaxQuantity float The maximum number of items if this entry that can be in the loot crate. Note: this value is still limited by its set MinNumItems and MaxNumItems values.
MinQuality float Items minimum quality in this entry. Default: 1.0.
MaxQuality float Items maximum quality in this entry. Default: 1.0.
bForceBlueprint boolean If True, the items of this entry will be always a blueprint. Default: false.
ChanceToBeBlueprintOverride float Normalized probability of items of this entry to be a blueprint. Note: 1.0 means 100%. Default: 0.0.

Since patch 273.7 SupplyCrateClassString also takes a part of the class name[3]. E.g.: "SupplyCrate" will override all supply crates.

All of the Item class strings and Supply Crate names can be found in the ARK Dev Kit and on page Beacon IDs.

This example completely overrides the items contained in the regular Level 3 supply crate, to contain just some stone and thatch:

ConfigOverrideSupplyCrateItems=(
  SupplyCrateClassString="SupplyCrate_Level03_C",
  MinItemSets=1,
  MaxItemSets=1,
  NumItemSetsPower=1.0,
  bSetsRandomWithoutReplacement=True,
  ItemSets=(
    (MinNumItems=2,
     MaxNumItems=2,
     NumItemsPower=1.0,
     SetWeight=1.0,
     bItemsRandomWithoutReplacement=True,
     ItemEntries=(
      (EntryWeight=1.0,
       ItemClassStrings=("PrimalItemResource_Stone_C"),
       ItemsWeights=(1.0),
       MinQuantity=10.0,
       MaxQuantity=10.0,
       MinQuality=1.0,
       MaxQuality=1.0,
       bForceBlueprint=False,
       ChanceToBeBlueprintOverride=0.0),
      (EntryWeight=1.0,
       ItemClassStrings=("PrimalItemResource_Thatch_C"),
       ItemsWeights=(1.0),
       MinQuantity=10.0,
       MaxQuantity=10.0,
       MinQuality=1.0,
       MaxQuality=1.0,
       bForceBlueprint=False,
       ChanceToBeBlueprintOverride=0.0)
      )
    )
  )
)

The example provided here is split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

HarvestResourceItemAmountClassMultipliers

HarvestResourceItemAmountClassMultipliers=(ClassName="<string>",Multiplier=<float>)

string Class Name of resource,
see Item IDs
float Default: 1.0

Scales on a per-resource type basis, the amount of resources harvested. Higher values increase the amount per swing/attack. Resource classnames can be found at Item IDs. It works in the same way as the global setting HarvestAmountMultiplier but for only the type of resource named on this line. Additional lines can be added with other resource types, such as Wood, Stone etc.

Example that provides twice the amount harvested when harvesting thatch from a tree:

HarvestResourceItemAmountClassMultipliers=(
  ClassName="PrimalItemResource_Thatch_C",
  Multiplier=2.0
)

The example provided here is split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

ItemStatClamps

NOTE: The command line argument ClampItemStats need to be set to True for the clamping to be enabled on your server. See Command Line Syntax.

ItemStatClamps[<attribute>]=<value>

Arguments:

attribute integer

0: Generic Quality
1: Armor
2: Max Durability
3: Weapon Damage Percent
4: Weapon Clip Ammo
5: Hypothermal Insulation
6: Weight
7: Hyperthermal Insulation

value integer The algorithm used appears to be the following:

<Initial Value Constant> + ((<ItemStatClamps[<attribute>]> * <State Modifier Scale>) * (<Randomizer Range Multiplier> * <Initial Value Constant>))

Each items have their own specific data which can be found in the Dev Kit.

For example, here are the values needed to have the same clamping as official servers for Armor and Weapon Damage Percent:

ItemStatClamps[1]=19800
ItemStatClamps[3]=19800

This would clamp Saddles to 124.0 armour (74.5 for the 'tank' creatures such as Doedicurus, Rock Elemental, etc.), Flak Armor pieces to 496.0 armour, Longneck Rifle to 298.0% damage, etc.

WARNING: This will permanently change the stats of any existing items so make sure to backup your current save before modifying and playing with the clamping values.

Players and tames levels override related

LevelExperienceRampOverrides=(ExperiencePointsForLevel[<n>]=<points>,[ExperiencePointsForLevel[<n>]=<points>],...,[ExperiencePointsForLevel[<n>]=<points>])

Arguments:

n integer Level to configure
points integer Points needed to reach level

Configures the total number of levels available to players and creatures and the experience points required to reach each level.

This directive can be specified twice in the configuration file. The first time it appears, the values provided will configure player levels. The second time it appears, the values provided will configure tame creature levels.

Because of this, each time the directive is used, it must list all the levels players/tames can reach on the server. One ExperiencePointsForLevel argument must appear for each desired level. Values for <n> must be sequential, starting from zero. Keep in mind that the last 100 levels are used for ascension, chibi experience, explorer notes and rune rewards, meaning that you have to put 100 extra levels in your configuration file.

This first example specifies 50 player levels and 15 ascension levels.

LevelExperienceRampOverrides=(
ExperiencePointsForLevel[0]=1,
ExperiencePointsForLevel[1]=5,
...
ExperiencePointsForLevel[64]=1000)

The second example (when placed in the configuration file after the first) specifies 35 tame creature levels.

LevelExperienceRampOverrides=(
ExperiencePointsForLevel[0]=1,
ExperiencePointsForLevel[1]=5,
...
ExperiencePointsForLevel[34]=1000)

The examples provided here are split into multiple lines for space considerations. In the configuration file, each entry must be placed entirely on a single line and without spaces.

Stats related

Attribute index table

This table shows relationships between each stats attribute and its coded index

Index Stats
0  Health
1  Stamina /  Charge Capacity
2  Torpidity
3  Oxygen /  Charge Regeneration
4  Food
5  Water
6 Temperature
7  Weight
8  Melee Damage /  Charge Emission Range
9  Movement Speed /  Maewing's Nursing effectiveness
10  Fortitude
11  Crafting Speed
MutagenLevelBoost

MutagenLevelBoost[<Stat_ID>]=<integer>

Stat_ID Index of the attribute to override. See the Attribute index table.
integer Level points. Default values: 5, 5, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0

Number of levels  Mutagen adds to tames with wild ancestry.

The example provided doubles the amounts of level points a mutagen adds on Health and Damage stats but removes the extra level gains into Stamina and Weight:

MutagenLevelBoost[0]=10 
MutagenLevelBoost[1]=0
MutagenLevelBoost[7]=0
MutagenLevelBoost[8]=10
MutagenLevelBoost_Bred

MutagenLevelBoost_Bred[<Stat_ID>]=<integer>

Stat_ID Index of the attribute to override. See the Attribute index table.
integer Level points. Default values: 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0

Like MutagenLevelBoost, but for bred tame creatures.

The example provided doubles the amounts of level points a mutagen adds on Health and Damage stats but removes the extra level gains into Stamina and Weight:

MutagenLevelBoost_Bred[0]=2 
MutagenLevelBoost_Bred[1]=0
MutagenLevelBoost_Bred[7]=0
MutagenLevelBoost_Bred[8]=2
PlayerBaseStatMultipliers
PlayerBaseStatMultipliers[<attribute>]=<multiplier>

Arguments:

attribute integer See the Attribute index table.
multiplier float Default: 1.0, see table below for the default value

Changes the base stats of a player by multiplying with the default value. Meaning the start stats of a new spawned character.

Default values:

Attribute default output
0 Health 1.0 100.0
1 Stamina 1.0 100.0
2 Torpidity 1.0 200.0 (you still become unconscious at 50 regardless of total amount)
3 Oxygen 1.0 100.0
4 Food 1.0 100.0
5 Water 1.0 100.0
6 Temperature 0.0 0.0 (Unused stat)
7 Weight 1.0 100.0
8 MeleeDamageMultiplier 0.0 100% (Base cannot be increased)
9 SpeedMultiplier 0.0 100% (Base cannot be increased)
10 TemperatureFortitude 0.0 0 (Base cannot be increased)
11 CraftingSpeedMultiplier 0.0 100% (Base cannot be increased)
PerLevelStatsMultiplier
PerLevelStatsMultiplier_DinoTamed<type>[<attribute>]=<multiplier>
PerLevelStatsMultiplier_DinoWild[<attribute>]=<multiplier>
PerLevelStatsMultiplier_Player[<attribute>]=<multiplier>

Arguments:

type text

no type given: Multiplier applied for each tamed level-up point.
_Add: Multiplier immediately added for tamed creature.
_Affinity: Multiplier applied dependant on affinity.

attribute integer See the Attribute index table.
multiplier float Default: 1.0 or see table below

Allows changing the amount of stats gained for each level:

PerLevelStatsMultiplier_Player changes the amount for players.

PerLevelStatsMultiplier_DinoTamed changes the amount for tamed creatures.

PerLevelStatsMultiplier_DinoWild changes the amount for wild creatures.

To nearly disable gaining stats use 0.01 because setting the value to 0 makes it default to 1.0.

Default Values:

Attribute Wild Tamed Tamed_Add Tamed_Affinity
0 Health 1 0.2 0.14 0.44
1 Stamina 1 1 1 1
2 Torpidity 1 1 1 1
3 Oxygen 1 1 1 1
4 Food 1 1 1 1
7 Weight 1 1 1 1
8 Damage 1 0.17 0.14 0.44
9 Speed 1 1 1 1

Example how to double the weight-increase per level for players:

PerLevelStatsMultiplier_Player[7]=2.0

Example for different types effecting Health of a tamed creatures:

PerLevelStatsMultiplier_DinoTamed[0]=1.0
PerLevelStatsMultiplier_DinoTamed_Add[0]=1.0
PerLevelStatsMultiplier_DinoTamed_Affinity[0]=1.0

Single Player Settings

If bUseSingleplayerSettings=True than the following options are applied additionally to the configured (or default) values:

Option Base value Additional multiplier
BabyCuddleIntervalMultiplier ini x 0.17
BabyMatureSpeedMultiplier ini x 35.0
AllowRaidDinoFeeding True N/A
bAllowUnlimitedRespecs True N/A
CropGrowthSpeedMultiplier ini x 4.0
EggHatchSpeedMultiplier ini x 9.0
HairGrowthSpeedMultiplier ini x 0.69999999
MatingIntervalMultiplier ini x 0.15000001
PerLevelStatsMultiplier_DinoTamed_Add[0] ini x 3.5714285
PerLevelStatsMultiplier_DinoTamed_Add[8] ini x 3.5714285
PerLevelStatsMultiplier_DinoTamed_Affinity[0] ini x 2.2727273
PerLevelStatsMultiplier_DinoTamed_Affinity[8] ini x 2.2727273
PerLevelStatsMultiplier_DinoTamed[0] ini x 2.125
PerLevelStatsMultiplier_DinoTamed[8] ini x 2.3529413
RaidDinoCharacterFoodDrainMultiplier ini x 0.40000001
TamingSpeedMultiplier ini x 2.5
UseCorpseLifeSpanMultiplier 6.0 N/A

Where ini means the default or already set option is scaled by the value in the Additional multiplier column, e.g.:

If BabyMatureSpeedMultiplier has not been set or left at default value of 1.0, with single player settings the final value would be 35.0.
If BabyMatureSpeedMultiplier has been set at 2.0 instead, with single player settings the final value would be 70.0.

Finally, the Tek ATV engram will be available.

Administrator Whitelisting

Players can be whitelisted as administrators on the server via their SteamID. These players can use cheat commands on the server automatically, as if they had authenticated themselves via the enablecheats command (described below).

To whitelist administrators, create the file ShooterGame/Saved/AllowedCheaterSteamIDs.txt. In the file, list each player's SteamID, one per line.

SteamIDs for all connected players can be listed in-game via the cheat ListPlayers command. Players can be kicked from the server (using their SteamIDs) via the cheat KickPlayer command. Refer to the following section for details.

Note: When this method is used, it is not necessary to specify a server administrator password. A password can still be specified, and can be used by players not on the whitelist to gain administrator privileges, but the server will function without it and will still automatically grant privileges to whitelisted administrators.

Epic/EGS players whitelisting

Epic/EGS players have a different ID system that needs to be converted by ARK. The simplest way to get it is starting a single player map and creating a survivor, opening the console with TAB key, expand it again with TAB key and give the cheat listplayers command. A more complex alternative can be to start a dedicated server without whitelisting and take note of the player ID joining con the server output console.

Cross-ARK Data Transfer

In Officials, survivors can 'upload' or 'transfer' from any server at any Supply Crate, Terminal, Obelisk and  Tek Transmitter. Survivors can then be 'downloaded' onto any Official Server of that same game mode.

For Unofficial Servers, to allow dynamic Cross-ARK Travel it is needed to run at least two Servers having the same cluster ID and cluster directory, launched with similar command lines:

ShooterGameServer TheIsland?SessionName=MySession1 -clusterid=<CLUSTER_NAME> -ClusterDirOverride="<PATH>"

ShooterGameServer ScorchedEarth_P?SessionName=MySession2 -clusterid=<CLUSTER_NAME> -ClusterDirOverride="<PATH>"

Terminals will than list all the servers with the same clusterid. The Survivor will then be automatically transferred onto the server selected.

The clusterid must be the same between the servers, otherwise they would not be allowed to see each other.

It is also needed to specify the cross-server storage location with the -ClusterDirOverride=<PATH> command line option, e.g.:

On Linux: -ClusterDirOverride="/MyARKClusterStorage"
On Windows: -ClusterDirOverride="C:\MyARKClusterStorage"

Otherwise, the server would default to ShooterGame\Saved\clusters preventing each server running at the same time and from different path to see each other.[4]

ARK data settings

It is possible to control what uploads/downloads are allowed in tributes with the following options (command line or GameUserSettnigs.ini):

noTributeDownloads=<boolean>
PreventDownloadSurvivors=<boolean>
PreventDownloadItems=<boolean>
PreventDownloadDinos=<boolean>
PreventUploadSurvivors=<boolean>
PreventUploadItems=<boolean>
PreventUploadDinos=<boolean>

Tames re-upload timer can be controlled with the following option:

MinimumDinoReuploadInterval=<float>

It is also possible to change the expiration timer for uploaded tames, items (cryopod included) and survivors.

TributeCharacterExpirationSeconds=<integer>
TributeDinoExpirationSeconds=<integer>
TributeItemExpirationSeconds=<integer>

Every access to ARK Data will take in account each server settings, and will eventually delete the data if this has expired according to the server settings the data is accessed from. Therefore, it is suggested to keep the same expiration times on every server of the cluster.

Another care to take in consideration is to not use extremely high values for such settings, since these are summed to upload time in Unix Epoch time format and may results in an overflow.

Finally, if TributeCharacterExpirationSeconds is not set, uploaded survivors will have no expiration timer (the same result is achieved using a value equal or less than 0). This is not true for items and creature expiration settings.

More About Cluster Files and Running Multiple Servers

The cluster files will always be saved under the <ClusterDirOverride>/<clusterid> directory. This implies a few things:

  • For a specific player, downloading (thus, also, transferring) a Survivor onto a server always overwrites whatever Survivor data was previously there. Inversely, there can only one Survivor 'Uploaded'.
  • If two servers share the same clusterid but they do not share the same cluster directory (different <ClusterDirOverride>), players will still see on transfer list such servers but they will not be able to download (and thus also transfer) anything uploaded from a server to another.
  • If you select a clusterid that is common, there is a high chance that your server list eventually becomes "polluted" by other servers that are configured to use the same clusterid which can confuse players since the data is not shared with those other servers. Given this issue, it's suggested to not use a common clusterid name as other unconnected servers could be listed while the players are using the transfers.

Advanced cluster managements clarifications

The following considerations are left for experts administrators only and require proper testing before put such setups in production:

  • It is possible to set a shared location between different physical or virtual machines to use a common clusterid. If over a netwoek, it might slightly increase the chance of failing transfers given network issues, which typically ends with the player losing the entire data. For such more advanced setup, it would strongly suggested to use a third-party applications to dynamically handle cluster and player data backups.
  • To spare some drive space and installation/update time, it is possible to use the same installation to run multiple servers. This can also be combined with ?AltSaveDirectoryName.
    • Note in this way they will also share the same INI settings because they load the same files unless using complicated file linking tricks. To still have them differ it is possible to set most of GameUserSettings.ini options in the command line using the ? syntax. You could also use a dynamically generated INI file to change some of the Game.ini settings. Manual editing of INI files is usually not recommended. The server no longer loads any INI data once the PID of the process is displayed in the output console. It is thus needed to be careful to load the server with proper intervals as not to use the wrong INI options from a previous server launch. Also, it must be remembered that, when quitting the server normally, the process overwrites some content of the INI files with its current settings.
    • The server deletes old savegame files using the age of the file as long as they are named .ark. This means that regardless of the map you are using, the savegame files will eventually get deleted from the directory. If you stop a map, no more autosaves will be made so leaving any .ark files there will get them eventually deleted. Note that if this happens, you can at least still use your .bak backup files when the server was last started, which do not get deleted, given you don't have another backup solution running on the server.
  • If clusterid is not set and if -NoTransferFromFiltering is not set: it is still possible for players to use the 'download'/'upload' buttons on terminals. Tribute data would then be stored in players' own machines, the same way as their single player data. This would also allow them to download it into another server with such setup.
  • If clusterid is not set and if -NoTransferFromFiltering is also set: player transfers from single player is disabled. Given the Tribute Data is saved in the SavedArks directory, it is still possible to create a "fake cluster" by sharing the SavedArks directory between servers, allowing players to use the 'download'/'upload' buttons on terminals. Finally, it's required by players to known what servers are linked.
  • It is not possible to mix and match these types of servers between one another, as the Tribute Data format will not be the same: with the clusterid, the Tribute Data is saved in clusterid directory and if -NoTransferFromFiltering is not set, it will save on the players' own machines.

DynamicConfig

The DynamicConfig allows to change some server settings without the need of restarting the server. The file must be hosted on a web server (e.g.: IIS on Windows, Apache etc...) using the HTTP protocol (HTTPS is not supported) and the .ini file extension must be exposed as mime type as text/plain. It cannot be directly linked using a system path.

Once -UseDynamicConfig and CustomDynamicConfigUrl options are set, the following settings are available to dynamically configure:

 ASA  ASE Variable Description
X mark.svg Check mark.svg ActiveEventColors Default value: N/A
Value type: string
This will activate the associated colours of an event:
eventnameDescription
easterARK: Eggcellent Adventure 7
FearEvolvedARK: Fear Evolved 6
PAXARK: PAX Party, Re-added in 357.12
SummerARK: Summer EVO
TurkeyTrialARK: Turkey Trial 6
vdayValentine's EVO Event
WinterWonderlandARK: Winter Wonderland 7
customIf specified, you have to provide the colours in DynamicColorset.
Check mark.svg Check mark.svg BabyCuddleIntervalMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg BabyFoodConsumptionSpeedMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Check mark.svg Check mark.svg BabyImprintAmountMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Check mark.svg Check mark.svg BabyMatureSpeedMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg bDisableDinoDecayPvE Default value: False
Value type: boolean
Same as DisableDinoDecayPvE in GameUserSettings.ini.
Missing.png Check mark.svg bDisableStructureDecayPvE Default value: False
Value type: boolean
Same as DisableStructureDecayPvE in GameUserSettings.ini.
Missing.png Check mark.svg bPvPDinoDecay Default value: False
Value type: boolean
Same as PvPDinoDecay in GameUserSettings.ini.
Missing.png Check mark.svg bPvPStructureDecay Default value: False
Value type: boolean
Same as PvPStructureDecayas in GameUserSettings.ini.
Missing.png Check mark.svg bUseAlarmNotifications Default value: N/A
Value type: boolean
Toggles web alarm notifications. See Web Notifications for more details. Undocumented by Wildcard.
Missing.png Check mark.svg CropGrowthSpeedMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg CustomRecipeEffectivenessMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg DinoCharacterFoodDrainMultiplier Default value: 1.0
Value type: float
See same option in GameUserSettings.ini.
Missing.png Check mark.svg DisableTimestampVerification Default value: False
Value type: boolean
Undocumented.
Missing.png Check mark.svg DisableWorldBuffs Default value: N/A
Value type: string
Disabling specific world buffs on Genesis: Part 2 that would be increased beyond normal values on those Arks with other multiplier changes.
Note: buffs must be specified in a single row comma separated list without spaces.
Known buff identifiers: MATINGINTERVAL_DOWN_HARD, MATINGINTERVAL_DOWN_MEDIUM, MATINGINTERVAL_DOWN_EASY, BABYMATURE_BOON_EASY, BABYMATURE_BOON_MEDIUM, BABYMATURE_BOON_HARD.
Missing.png Check mark.svg DynamicUndermeshRegions Default value: 1.0
Value type: string
Forces dynamic undermesh volume update. Undocumented.
Check mark.svg Check mark.svg DynamicColorset Default value: N/A
Value type: string
Comma-separated list of colour names, names must be **exact**, accounting for special characters and spaces. DynamicColorset will only be used if using ActiveEventColors=custom.
Check mark.svg Check mark.svg EggHatchSpeedMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg EnableFullDump Default value: False
Value type: boolean
Forces full server memory dump on server crash. Undocumented by Wildcard.
Missing.png Check mark.svg EnableWorldBuffScaling Default value: False
Value type: boolean
Same as bEnableWorldBuffScaling in Game.ini.
Missing.png Check mark.svg GMaxFlameThrowerServerTicksPerFrame Default value: 5
Value type: integer
Controls the tick rate of Flamethrower per server tick, i.e.: the shooting speed of Flamethrower per server tick instead of per fixed time. Higher values will make the Flamethrower using more ammos per server tick. Using too high values may result in server performance issues. Undocumented by Wildcard.
Missing.png Check mark.svg GlobalSpoilingTimeMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg GUseServerNetSpeedCheck Default value: False
Value type: boolean
It should avoid players to accumulate too much movements data per server tick, discarding the last if those are too many. Can be turned on also with -UseServerNetSpeedCheck command line option. Enabled on official clusters. May be useful for servers having too many players and stressed on CPU side. Undocumented by Wildcard.
Missing.png Check mark.svg HarvestAmountMultiplier Default value: 1.0
Value type: float
See same option in GameUserSettings.ini.
Missing.png Check mark.svg HexagonRewardMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Check mark.svg Check mark.svg MatingIntervalMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg MatingSpeedMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg NPCReplacements Default value: N/A
Value type: string
Globally replaces specific creatures with another using class names. See Creature Spawn related section.
Missing.png Check mark.svg PvEDinoDecayPeriodMultiplier Default value: 1.0
Value type: float
See same option in GameUserSettings.ini.
Missing.png Check mark.svg PvEStructureDecayPeriodMultiplier Default value: 1.0
Value type: float
See same option in GameUserSettings.ini.
Missing.png Check mark.svg StructureDamageMultiplier Default value: 1.0
Value type: float
See same option in GameUserSettings.ini.
Missing.png Check mark.svg TamingSpeedMultiplier Default value: 1.0
Value type: float
See same option in GameUserSettings.ini.
Missing.png Check mark.svg TributeDinoExpirationSeconds Default value: 86400
Value type: integer
See same option in GameUserSettings.ini.
Missing.png Check mark.svg TributeItemExpirationSeconds Default value: 86400
Value type: integer
See same option in GameUserSettings.ini.
Check mark.svg Check mark.svg XPMultiplier Default value: 1.0
Value type: float
See same option in Game.ini.
Missing.png Check mark.svg WorldBuffScalingEfficacy Default value: 1.0
Value type: float
See same option in Game.ini.

The configuration is checked every time the world is (auto)saved (verified in Windows, Linux behaviour might be different), unless an admin force an immediate update using the ForceUpdateDynamicConfig command.

The Survival of the Fittest

The Survival of the Fittest currently supports the below server options officially, aside from those settings and options from above should work if applicable to the game mode.

Command line

Option Effect Since Patch
-gameplaylogging Survival of the Fittest only servers can launch with this option to output a dated log file to \Saved folder, which will contain a timestamped kill & winners log listing steam id, steam name, character name, etc. Handy for automatic tournament records. 205.0

GameUserSettings.ini

put the following Settings below the [TSOTF] tag or add the tag if not present in the file

Option Value Effect
EnableDeathTeamSpectator=<boolean> false If True, enables player spectator mode after team death. Can be set in command line to with the ? syntax.
MaxPlayersPerTribe=<integer> 4 Sets the maximum players allowed per tribe.
MinPlayersToQuickStartMatch=<integer> 32 Controls how many players you need to start the quick timer.
MinTribesToStartMatch=<integer> 5 Controls how many tribes you need to start the normal timer.
PreventBosses=<boolean> 0 Set to 1 to disable bosses .
PreventDinoSupplyCrates=<boolean> 0 Set to 1 to disable the Dino Crate POI system.
PreventRetameBoss=<boolean> 1 Set to 0 to enable the retaming of Bosses.
PreventSpectator=<boolean> 0 set to 1 disables spectator as an eliminated player.
PreventTribes=<boolean> 0 Set to 1 disables tribes.
TimeToQuickStartMatch=<integer> 120 Quick timer to auto start the match in seconds.
TimeToStartMatch=<integer> 600 Normal timer to auto start the match in seconds.

put the following Settings below the [ServerSettings] tag or add the tag if not present in the file

Option Value Effect
AutoCreateTribes=<boolean> true Forces players into a tribe automatically (good for prevent tribe servers (1 player)).
BadWordListURL=<string> N/A Adds the url to hosting your own bad words list .
BadWordWhiteListURL=<string> N/A Adds the url to hosting your own good words list.
bEnablePlayerMoveThroughAlly=<boolean> false If set to true allows players to walk through ally dinos.
bEnablePlayerMoveThroughSleeping=<boolean> false If set to true allows players to walk through unconscious dinos.
bFilterCharacterNames=<boolean> true Filters out character names based on the bad words/good words list.
bFilterChat=<boolean> true Filters out character names based on the bad word/good words list .
bFilterTribeNames=<boolean> true Filters out tribe names based on the badwords/goodwords list.
RiderDinoCollision=<boolean> false This is a new config that has been added to the game mode to minimize some pain of creatures stacking together when having follow armies, therefore making them easier to kill -- however this also means that they won't follow as easily due to having collision with their allies -- hence why we're tinkering to find the best/optimal way. For now we are not planning on enabling this on our official servers. If enabled the following occurs:
  • Ridden and Possessed creatures can go through corpses, unconscious creatures, and ally tames
  • AI driven creatures (so commander mode, unridden, and unpossessed) cannot go through ally tames
  • AI driven creatures (so commander mode, unridden, and unpossessed) can go through sleeping creatures and corpses.

Game.ini

put the following Settings below the [/script/shootergame.shootergamemode] tag or add the tag if not present in the file

Option Arguments Effects
DinoClassDamageMultipliers=(
ClassName="<classname>",
Multiplier=<multiplier>
)

TamedDinoClassDamageMultipliers=(
ClassName="<classname>",
Multiplier=<multiplier>
)

classname = string

multiplier = float Default 1.0

Multiplies damage dealt of specific dinosaurs via classname. Higher values increase the damage dealt.

Dino classnames can be found on the Creature IDs page. The examples provided here are split into multiple lines for space considerations. In the configuration file, an entry must be placed on a single line. Multiple DinoClassDamageMultipliers and TamedDinoClassDamageMultipliers entries can be specified in the file, but ClassName values should not be repeated across multiple entries.

Examples:

DinoClassDamageMultipliers=(
  ClassName="MegaRex_Character_BP_C",
  Multiplier=0.1
)
TamedDinoClassDamageMultipliers=(
  ClassName="Rex_Character_BP_C",
  Multiplier=10.0
)

Line breaks and spaces are here for better readability of the example. Keep it as one line in your configuration file.

DinoClassSpeedMultipliers=(ClassName="<classname>",Multiplier=<value>) classname = string

multiplier = float Default 1.0

allows overriding a wild dino's speed.

Dino classnames can be found on the Creature IDs page.

PreventDinoTameClassNames=<classname> classname = string prevent dinos from being spawned E.g PreventDinoTameClassNames=Yutyrannus_Character_BP_TSOTF_C

Dino classnames can be found on the Creature IDs page.

TamedDinoClassSpeedMultipliers=(ClassName="<classname>",Multiplier=<value>) classname = string

multiplier = float Default 1.0

allows overriding a tamed dino's speed

Dino classnames can be found on the Creature IDs page.

TamedDinoClassStaminaMultipliers=(ClassName="<classname>",Multiplier=<value>) classname = string

multiplier = float Default 1.0

allows overriding a tamed dino's stamina

Dino classnames can be found on the Creature IDs page.

References

  1. StudioWildcard (October 9, 2020) "Live Tuning System". Community Crunch 241: Fear Evolved 4, Live Tuning System, Network Improvements, and More!
  2. Drake (23 June 2015). "Extended Game Options: How to Configure your Custom ARK server". Server Hosting & Advertisement. Steam Community :: ARK: Survival Evolved. Retrieved 19 July 2015.
  3. Tom (June 4, 2016). "Modify loot crate contents". [+TUTORIAL+] Modify loot crate contents [v242]
  4. Jeremy Stieglitz (September 2, 2016) "How Cross-ARK Data Transfer works". Scorched Earth Technical/Detail FAQ! (Ongoing)

External links

New Server Commands/Options for version 242.0: [2]
Notes between 1.556 and 171.1: [3]
Notes between 171.1 and 171.3: [4]
Notes between 171.31 and 171.8: [5]
Notes between 172.3 and 172.5: [6]
Notes between 173.0 and 287.103: [7]
Notes since 285.104: [8]