Clusters
Clusters let characters / items transfer between maps that share the same cluster identity.
Minimum requirements
Section titled “Minimum requirements”| Requirement | Why |
|---|---|
| Same Cluster ID on every member | ASA cluster identity |
| Shared cluster directory all members can read/write | Transfer payload location |
| Unique ports per member | Each map is still its own dedicated process |
| Compatible mods | Transfers fail or corrupt when mods diverge badly |
In YARK, setting clusterId requires clusterDir on that profile.
When both are set, launch adds:
-clusterid=… -ClusterDirOverride=… -NoTransferFromFilteringClusters workspace
Section titled “Clusters workspace”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 — 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.
Operator tips
Section titled “Operator tips”- 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)