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Start and stop an ARK Ascended dedicated server on Windows

YARK starts {installDir}/ShooterGame/Binaries/Win64/ArkAscendedServer.exe directly (no .cmd / cmd /c wrapper).

ConcernWhere it lives
Map + session nameCLI map URL (token?SessionName=…)
Game portCLI -port= and INI SessionSettings.Port
Max playersCLI -WinLiveMaxPlayers= (ASA ignores INI MaxPlayers; omit and ASA defaults to 70)
PlatformCLI -ServerPlatform=ALL (unless you set it in extra args)
Enabled modsCLI -mods=id1,id2,… (includes CurseForge map packs)
Cluster trioCLI when both cluster ID and directory are set
RCON enable/portINI only
Admin / server passwordINI only
Query portINI only

Example logical command lines:

"TheIsland_WP"?SessionName="MyServer" -port=7777 -WinLiveMaxPlayers=70 -ServerPlatform=ALL -mods=123,456
"Svartalfheim_WP"?SessionName="MyMap" -port=7777 -WinLiveMaxPlayers=70 -ServerPlatform=ALL -mods=962796

Custom / modded maps use the same shape: author launch token in the map URL, and the map pack Project ID on -mods=. YARK strips ASE ActiveMapMod. -MapModID= is added only for official-token remasters (launch token is a known official map and a linked mapModId is enabled) — otherwise token + -mods= only. See Mods → Maps / custom worlds.

The workspace Launch tab is where you edit curated ASA command-line options, Extra arguments, and preview the full command line before Start. Prefer structured toggles for common flags; keep one-off tokens in Extra arguments. A search field filters flags by token, description, or group while keeping Extra arguments and the command preview visible. A browseable catalog (wiki-sourced metadata) is available from that tab when you need examples.

Before Start, YARK blocks when a custom map’s linked map mod is missing from the mods list, disabled, or unset. The Launch tab shows a yellow alert for the same cases so you can fix Map / Mods before attempting a boot. Official maps do not use that link.

After spawn, status stays starting until RCON ListPlayers succeeds on 127.0.0.1 (poll ~3s, timeout up to 10 minutes). Timeout → error and the process is terminated.

  1. Check ports against other active servers
  2. Sync profile networking/passwords into INI
  3. Spawn the dedicated exe
  4. Wait for RCON readiness → running
ModeWhat you get
Piped (default)Hidden process; Runtime tails ShooterGame.log plus any stdout/stderr
Native console onSeparate ASA console window and the same ShooterGame.log tail in Runtime

Both modes append -log so Unreal writes the disk log. Runtime is cleared on the next Start, not when the process crashes.

On each server’s Server tab (Startup), you can opt in to Auto-start with YARK (default off). After leave-running reattach finishes, eligible stopped servers start one after another through the normal start path. Inactive profiles, servers already running, and uncertain reattach cases are skipped (with audit events). Settings shows a summary of opted-in profiles. This is separate from Start with Windows.

The workspace Maintenance tab can schedule a graceful restart (with player chat warnings and backup), an optional wild dino wipe after that restart, and opt-in auto-update when Steam reports a newer dedicated build. Jobs only run while YARK is open. See Maintenance.

When a server is stopped and idle, Move installation relocates the install folder: same-drive rename in place, or cross-drive copy with live progress, then verifies, updates the profile path, and removes the previous folder. If a same-drive rename is cancelled or commit fails, YARK renames the folder back so the profile is not left pointing at an empty source. The install path is read-only in normal server editing — use Move instead of typing a new path.

Overview card kebab / context menu → Delete server:

ModeResult
Remove from YARK only (default when a choice is shown)Profile gone; ASA folder kept for manual launch or later Import
Delete everythingProfile + recursive wipe of the install folder

Empty never-installed folders skip the choice and always wipe (with a live emptiness recheck). Disable is separate — the profile stays in YARK but cannot start.

Close window to tray (default on) hides YARK when you close the window — servers and scheduled jobs keep running. To exit for real, use the tray Quit YARK menu or the sidebar footer Quit YARK control (confirm first). If servers are still running, YARK asks you to Stop them safely before exit.

  1. Treating “process started” as ready — wait for RCON
  2. Port clash with another profile
  3. Ignoring Runtime after a crash — ShooterGame.log stays there until the next Start
  4. Assuming restart skips backups — it takes a fail-hard pre_restart snapshot
  5. Expecting Auto-start to run while the profile is Inactive or still reattaching
  6. Custom map token without the map pack enabled on Mods (or Map still on an official world)

See also Mods, Backups, Logs, and Settings.