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Clusters

Clusters let characters / items transfer between maps that share the same cluster identity.

RequirementWhy
Same Cluster ID on every memberASA cluster identity
Shared cluster directory all members can read/writeTransfer payload location
Unique ports per memberEach map is still its own dedicated process
Compatible modsTransfers fail or corrupt when mods diverge badly

In YARK, setting clusterId requires clusterDir on that profile.

When both are set, launch adds:

-clusterid=… -ClusterDirOverride=… -NoTransferFromFiltering

The Clusters page shows compliance for Cluster ID / shared directory, and supports:

  • Create cluster — assign a Cluster ID and shared folder to one or more stopped servers
  • Add / remove membership on an existing cluster (stopped servers only; transfer files are not deleted)
  • INI templates — edit Game.ini / GameUserSettings.ini for the cluster, then Promote, Restore, or Seed onto members (ports, passwords, and session stay profile-owned)

You can also join an existing fleet cluster when creating a server profile.

Clusters page with create/membership actions, INI templates, and compliance for Cluster ID and shared directory

Clusters — create/membership, INI templates, and compliance for Cluster ID and shared directory.

Compliance is static profile math (IDs, directories, ports, mods) — it does not probe live transfers in-game.

  • Keep Cluster ID and directory aligned across members intentionally
  • Prefer backups before wide INI or mod changes on a live cluster
  • Document your shared directory path somewhere durable (disk letter changes break transfers)