Home/ Guides/ Cybers Structures/ Server Settings Explained
🏗️ ARK Mod · Cybers Structures QoL+

Cybers Structures Server Settings Explained

Cybers Structures QoL+ is the biggest mod on ARK: Survival Ascended — the S+ successor — and its 52 documented settings live in one [CybersStructures] block. Here’s each one in plain English with its default: placement and building rules, resource pulling, wireless power and crafting ranges, engram overrides, the dino scanner, and the admin knobs.

Keys & defaults checked against the current GamesOMG generator · last verified June 2026
Jump to a section
⚙️
Don't want to hand-edit config files?
This page explains what each setting does. To build the block itself, the Cybers Structures config generator turns all 52 settings into toggles and fields and outputs only what you changed, header included. Heads-up shared by both pages: the mod’s official support is Discord-only, so the community wiki table these settings come from is the best public documentation that exists.
🏗️

Placement & Building Rules

These keys govern what can be built where — ceilings that hold themselves up, structures that skip the foundation check, saddle restrictions, dry-land water intakes, and enforced gaps between shields and teleporters. Typically the first section an admin touches.

SettingWhat it doesDefaultRecommended
NoFoundationsRequiredGives ceilings foundation-grade structural status, so they can float with nothing underneath. The audience is builders who want free-form architecture without the usual pillar forest; everyone else can leave physics in charge.False
AdditionalSupportDistanceInFoundationsHow much farther ceilings can stretch past the stock three-foundation support limit — the value is added on top, so 0 leaves the vanilla rule untouched. A few points buys wider roofs; at the top of the range, structural support becomes largely theoretical.0
RemoveFloorRequirementFromStructurePlacementWaives the foundation requirement for certain structures. Which structures qualify is left vague — the official description commits only to 'some' — so test the pieces you care about rather than assuming the whole catalog is covered.False
TurretPlacementRequiresFoundationWithdraws bare ground from the list of legal turret positions: with this enabled, a turret only goes up if a foundation sits beneath it. Disabled, dirt-planted turrets are entirely permitted.False
AllowIntakeToPlaceWithoutWaterDrops the rule that Water Intakes must sit in actual water — enabled, they can be planted on dry land. Worth flipping when the ideal base location and the nearest water source refuse to cooperate.False
AllowCatalyzerOutOfElementDetermines whether the Element Catalyzer must sit within the Element Rivers or can be built anywhere on the map. The documentation addresses placement and nothing else — how the machine performs once it leaves the riverbank is territory the wiki declines to chart.False
MinShieldPlacementDistanceInFoundationsEnforces spacing between CS Tek Shields, measured in foundations — no two can be built closer than this. Servers that dislike shield-stacked megabases push the number up; if overlapping bubbles are part of your meta, bring it down.8
MinTeleporterPlacementDistanceInFoundationsSets the closest two CS Teleporters can be built to one another, counted in foundations. Nudging it up thins out teleporter clutter; a huge value turns every pad into a regional landmark.9
DisableShieldPlacementOnRaftsAndSaddlesOne of the config table's undocumented entries — the wiki gives it a name and nothing else. Read literally, enabling it would stop CS Tek Shields from going on rafts and saddles, but that reading rests entirely on the key name, so verify it on your own server before relying on it. ⚠ under-documented — verify on your own server.False
DisableAbilityToPlaceTekGeneratorOnSaddlesShips without any wiki documentation, so everything here is name-based inference: switched on, it should bar the CS Tek Generator from saddle platforms. Until the behavior is confirmed in-game, treat it as a best guess rather than a spec. ⚠ under-documented — verify on your own server.False
DisableAbilityToPlaceTeleporterOnSaddlesUndocumented on the wiki, though its name maps onto a known pattern: DisableTransmitterPlacementOnSaddles is confirmed to block saddle placement, and this key presumably does the same for the CS Teleporter. Presumably is the operative word — the wiki never backs it up. ⚠ under-documented — verify on your own server.False
DisableTransmitterPlacementOnSaddlesStrikes saddle platforms from the CS Transmitter's list of valid mounting spots. Leave it off and mobile transmitter rigs remain perfectly legal; turn it on when you'd prefer that hardware stay bolted to a stationary base.False
TribeCropPlotLimitA per-tribe ceiling on placed crop plots. The wrinkle: the value it ships with (0) sits outside the documented 1-9999999 range, and the official docs never define its behavior — so if predictable farming caps matter on your server, replace it with an explicit number rather than trusting the undefined zero. ⚠ under-documented — verify on your own server.0
📦

Resource Pulling & Item Transfer

Covers the pull system, the mod's headline feature: it grabs materials from storage and dinos within range so nobody fetches them on foot. You get the reach and cooldown dials here, plus list keys for extra pullable items, Omni-Tool transfer bans, and pin-code enforcement.

SettingWhat it doesDefaultRecommended
DisableResourcePullingRemoves the resource-pulling overlay entirely, which shuts off inventory pulling — arguably the feature people install this mod for. Owners flip it when they want the building and utility content without the logistics shortcut.False
ResourcePullRangeInFoundationsThe working radius of the pull system, in foundations — inventories holding resources inside this distance are fair game. Sprawling compounds benefit from extra reach; keep it modest if you want storage placement to still matter.25
PullingIgnoresPinCodesGoverns whether the pull system respects pin locks: when enabled, transfers move through pin-coded containers in both directions as though no code were set. Harmless on a trusted PvE server; a genuine security decision anywhere else.False
PullResourceAdditionsExtends pulling to resources the mod doesn't support natively, supplied as a single comma-separated string; an empty value means nothing extra gets pulled. What each entry should actually look like is a detail the wiki never gets around to, so budget for some trial and error. ⚠ under-documented — verify on your own server.(empty)
ResourceTransferCooldownThe enforced gap between one Transfer Pull use and the next, expressed in a unit the wiki never identifies. Stretch it to slow down players who lean on the pull constantly; shrink it if the pause feels like bureaucracy. Accepts 0.1 through 9999999.1
AdvTrasnferItemBlacklistLocks specific items out of CS Omni-Tool transfers and their equivalents. Entries go in as a comma-separated list, each one taken from the text between the single quotes of the item's spawn code; an empty field blocks nothing. And that key name isn't our typo — 'Trasnfer' is the documented spelling, and INI keys only work when matched verbatim.(empty)
📡

Wireless Power & Crafting Ranges

Range dials for everything that works cordlessly: generator power, wireless crafting, watering systems, and BTT library connections. Note that edits here often don't register until you pick the affected structure up and set it down again.

SettingWhat it doesDefaultRecommended
WirelessTekGeneratorRangeSets the radius within which the Tek Generator can wirelessly power structures, on a 1–100 scale with no unit the wiki cares to define. Should an adjustment appear to do nothing, the documented remedy is picking the affected structures up and placing them again.34
WirelessGasGeneratorRangeControls the reach of the Power Generator's wireless power — and yes, the key is named Gas while the wiki describes the Power Generator; that naming mismatch belongs to the mod. Values run 1–100 in an unspecified unit, and the wiki notes that already-placed structures may not honor a new range until picked up and set back down.10
WirelessCraftingRangeGoverns how far out the Wireless System can reach for crafting purposes, on the same undocumented-unit 1–100 scale as the generator ranges. If a new value doesn't register, the same fix applies here too: pick the structures up and put them back.10
WirelessCraftingBoostRangeSets the radius within which the wireless crafting boost applies, on a 1-100 scale with no unit documented. One practical wiki note: changes to the wireless crafting ranges may not register on existing structures until those structures are picked up and placed again.17
WirelessWaterSupplyRangeDefines the coverage area of the Wireless Watering Systems, tunable between 1 and 100. The documentation attaches no unit to the number, so it's best understood as bigger-versus-smaller rather than a distance you could pace out.10
WirelessLibraryRangeControls the working distance for reaching BTT Libraries. Two quirks worth knowing: the floor is 10 rather than 1, so the leash can only get so short, and — in contrast to the mod's InFoundations range settings — no unit is documented, leaving the number best read comparatively.20
WirelessLibraryMaxConnectionsCaps how many simultaneous connections a single CS Crafting Structure can maintain, with a hard ceiling of 10. Worth raising when one workshop needs to pull from more libraries than the stock allowance permits.5
AllowPowerGeneratorToPowerTekTroughAdds the Tek Trough to the list of things the Power Generator can supply; normally the trough refuses its output and demands a full Tek Generator instead. A sensible enable for servers that treat the Power Generator as the standard utility backbone.False
HideRangeAfterGoverns the lifespan of the range display on structures that can show one — once this timer runs out, the visualization switches itself off. Accepted values run 1-9999999 with no documented unit, so finding a comfortable duration is a matter of trial rather than math.60
📜

Engrams & Recipes

Engram housekeeping: replace the vanilla entries with CS versions to cut duplicate clutter (other mods' engrams included), grant unlocks automatically as players level, block map-specific learning, and restrict the Grinder's craft list.

SettingWhat it doesDefaultRecommended
EnableEngramOverrideConsolidates the engram list by swapping every vanilla engram for its CS equivalent — other mods' engrams get the same treatment — so you're no longer scrolling past two of every building piece. Leave it off and the duplicates stay put.False
OverrideTekEngramsSwaps every vanilla Tek engram for the CS version where one exists; Tek items with no CS counterpart keep their normal learning path. TekEngramOverrideLevel governs which level the CS replacements unlock at, so treat the two as one configuration.False
TekEngramOverrideLevelSpecifies the level assigned to Tek engrams when OverrideTekEngrams is active; on its own it changes nothing, since it exists purely to serve that toggle. Valid input runs 0 to 999999.100
CSEngrramWhitelistA comma-separated whitelist: only the engrams named here remain usable. The key's double-r 'Engrram' is the mod's own spelling and must be copied exactly. Left blank, no whitelist is enforced and nothing gets restricted.(empty)
DisableUnlockingMapSpecificEngramsWhen switched on, engrams tied to specific maps can no longer be unlocked. The wiki's coverage is a single sentence, and it never defines which engrams qualify as map-specific — that scope remains officially undocumented.False
CSEnableAutoEngramGrants engram unlocks on their own the moment a player gains a level, sparing everyone the post-level menu ritual and the unlock they meant to grab but didn't. Worth a look on servers that treat the engram screen as bookkeeping rather than gameplay.false
RemoveGrinderEngramsNames the Grinder recipes you want disabled; per the wiki the effect is a crafting lockout, not the removal of the recipe itself. Valid entries are limited to the 26 documented tokens (Flint, PrimeMeat, ElementDust, among others), so pull names straight from that list — leaving the value empty keeps every recipe available.(empty)
AllowGrindingMissionRewardsGoverns whether the Grinder will accept mission reward items at all. Turn it on and reward loot can be broken down like anything else; there are no partial modes or hidden conditions underneath — one switch, one behavior.False
🔍

Dino Scanner & QoL

Controls how much information the Dino Scanner reveals, alongside a handful of minor comforts with outsized impact — auto-climbing ladders, a death bag with far more slots, automatic gear return after death, and durability behavior for stored items.

SettingWhat it doesDefaultRecommended
DisableDinoScanLocationGoverns whether scan results include the actual position of whatever wild dino the Dino Scanner picks up. Switched to True, the scanner still confirms what's out there but keeps quiet about where — tracking the thing down stays the player's job.False
DisableDinoScanMapDecides whether the Dino Scanner presents its map view at all; True pulls the map from the readout entirely. Pairs naturally with the location and stats toggles when you want scans stripped down to the bare essentials.False
DisableDinoScanStatsDetermines whether a wild creature's stats appear in the Dino Scanner's results. Hide them with True and nobody finds out whether a dino rolled well until the taming work is already done — stat-blind hunting, for servers that enjoy a little suspense.False
EnableQuickClimbAdds an auto-climb option to CS Ladders that carries the player right to the top of the run in one go. A small mercy on tall builds; leave it off if you consider the manual ascent part of the experience.False
EnableEstendedDeathCacheReplaces the standard death bag with a variant that can hold over 600 slots, for players whose corpses double as warehouses. It carries two footnotes: the wiki flags possible conflicts with Death Recovery mods, and the key's 'Estended' misspelling is intentional on the mod's side — enter it verbatim.False
AllowCorpseRecoveryWhenRespawnWhen active, a player's gear comes back with them at respawn rather than waiting on a body somewhere out in the world. This one toggle largely settles whether death on your server is a genuine setback or a brief change of scenery.false
EnableUpdateDurabilityRemoves the durability freeze that the Vivarium, Propagator and Tek Fridge apply to their contents, so stored gear degrades like it would anywhere else. The wiki pairs that with a direct warning: Pods will lose Charge as a consequence.False
🌩️

Sounds, Weather & Boss Timers

Three loosely related dials: restoring sound to the mod's silenced structures, deciding what Scorched Earth weather and insulation penalties do to your build, and setting the cooldowns that pace boss summons and raid attempts.

SettingWhat it doesDefaultRecommended
EnableStructureSoundStructure audio is muted by the mod out of the box; this toggle brings the sound back for anything that's normally loud. Enable it if the silence bothers you — leave it off and the base stays library-quiet.False
DisableDoorSoundGoing by the name alone, this should silence door sounds — but the wiki lists the key with a blank description, so nothing official confirms that reading. Confirm the behavior in-game before anyone's sleep schedule depends on it. ⚠ under-documented — verify on your own server.False
DisableElectronicsDuringStormOne of the wiki's undocumented entries — the description field is empty, so the expectation that electronics shut off during storms comes purely from the key name. Treat the behavior as unconfirmed until you've watched a storm roll through your own server. ⚠ under-documented — verify on your own server.False
RemoveScorchedEarthInsulationPenaltyWipes the Scorched Earth insulation penalty from every structure on the map when active. Turn to it when you'd rather buildings insulate the way they do everywhere else instead of eating a map-wide debuff.False
RaidTimerLimitMultiplierScales the countdown for defeating raid bosses; the wiki's sole worked example is that a value of 2 grants a 30-minute window. Extend it when boss attempts on your server routinely outrun the clock, tighten it if deadlines are the point. Valid range is 0.1–100.1
BossSummonCooldownThe enforced wait between boss summons — once a boss has been called, this value decides when the next attempt becomes available. The documentation never specifies the unit, so treat the number as relative; stretch it when boss fights start arriving on a conveyor belt.600
🛠️

Admin & Logging

Diagnostic territory: per-structure logging for troubleshooting broken stations, a webhook that forwards those logs to a Discord channel of your choosing, and the toggle that enables in-game settings on single-player worlds. Regular players can skip this one.

SettingWhat it doesDefaultRecommended
EnableLogsA troubleshooting hook: name a structure here and the mod starts writing logs for it, giving you something concrete to read when that structure misbehaves. The wiki's list of recognized names covers BlueprintMaker, Propagator, Gravestone, TekCloningTerminal, HealingStation, DedicatedStorage, and CloningChamber — and leaving the value empty means nothing gets logged.(empty)
DiscordWebHookPipes the mod's in-game logs to a Discord channel of your choosing — supply a webhook URL and the feed starts flowing, which the wiki suggests using as a diagnostic trail for anything that misbehaves. An empty field means no Discord logging, and the receiving channel plus its webhook have to exist on Discord's side before this key can deliver anything.(empty)
UseInGameSettingsUnlocks the mod's in-game configuration menu for single-player worlds; dedicated servers are explicitly excluded, so on a server this key does nothing. Per the wiki the feature works automatically on consoles, while PC single player carries a use-at-your-own-risk warning because it isn't fully implemented yet.False

Cybers Structures Server Settings FAQ

Where do these settings go?
At the end of your server's GameUserSettings.ini — and here's the part that trips people up: there is no [CybersStructures] section in the file until you add one. Mod sections never ship in the stock file, so don't scroll around looking for it. Add the [CybersStructures] header line, put your changed settings under it, save, restart. Settings you don't include keep the mod's defaults.
I changed a wireless range and nothing happened — why?
The wiki’s own note: after changing wireless range settings, affected structures may need to be picked up and placed back down before the new range applies.
Can I just use the in-game settings menu instead?
Only in single player — UseInGameSettings enables an in-game settings UI for solo play, but the wiki is explicit that it does not work on servers. Dedicated servers configure through the INI block.
Are keys like CSEngrramWhitelist really spelled that way?
Yes — CSEngrramWhitelist, EnableEstendedDeathCache, and AdvTrasnferItemBlacklist are the documented spellings, not our typos. INI keys have to match exactly, so copy them as-is.