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Start, stop, restart

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
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 -ServerPlatform=ALL -mods=123,456
"Svartalfheim_WP"?SessionName="MyMap" -port=7777 -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 does not write ASE ActiveMapMod or obsolete -MapModID=. 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 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)YARK captures process output and tails ShooterGame/Saved/Logs/ShooterGame.log into Runtime
Native console onSeparate console window; Runtime is mostly system messages

Piped mode also appends -log when missing so Unreal is more likely to write disk logs.

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.

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. The install path is read-only in normal server editing — use Move instead of typing a new path.

  1. Treating “process started” as ready — wait for RCON
  2. Port clash with another profile
  3. Expecting rich Runtime logs with native console enabled
  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.