Cybers Structures Config Generator
Every documented setting for Cybers Structures QoL+ — the most-installed mod on ARK: Survival Ascended — as toggles and fields with plain-English explanations.
Resource pulling, wireless power and crafting ranges, engram overrides, placement rules: change what you care about, copy the output, paste it into the [CybersStructures] block of GameUserSettings.ini. Everything else keeps the mod's defaults.
Placement & Building Rules
Where things are allowed to go: floating ceilings, foundation-free placement, saddle bans, water intakes on dry land, and minimum spacing for shields and teleporters. This is where most servers start tweaking.
Makes ceilings behave like foundations, which means they're allowed to float. Default False, so vanilla structural logic stays in charge. Popular with creative builders; less popular with gravity.
Extra reach for ceilings beyond the default 3 foundations of support, measured in foundations. Default 0 (no bonus), range 0-15. A little buys you wide roofs; a lot makes foundations feel like a suggestion.
Lets some structures be placed without a foundation under them — the wiki's word is 'some,' and it doesn't name which, so expect coverage to be selective. Default False, floors still required.
Default False, so turrets can sit directly on the ground. Set True and ground placement stops being an option — every turret needs a foundation under it.
Lets Water Intakes be placed on dry land instead of demanding actual water. Default False, so intakes keep needing the real thing until you flip it. Useful when the base plan and the lake disagree.
Whether the Element Catalyzer can be placed outside the Element Rivers. Default False keeps it river-bound; True lets it go elsewhere. The wiki commits to nothing beyond placement, so don't expect notes on how it behaves once ashore.
The minimum gap between two CS Tek Shields, in foundations. Default 8, range 1-9999. Raise it to keep shields spread out across a base; lower it to let them cluster.
The minimum distance between two CS Teleporters, in foundations. Default 9, range 1-9999 — the top end is there if you want teleporters to be a genuinely rare sight.
The wiki lists this key with no description at all. Going by the name, True should block CS Tek Shield placement on rafts and saddles; default False leaves placement alone. Treat the details as unverified.
Another undescribed row in the wiki's config table. The name implies True stops the CS Tek Generator from being placed on saddles; default False (allowed). The wiki doesn't confirm anything beyond that.
Blank in the wiki, like its Tek Generator sibling. By name, True should prevent placing the CS Teleporter on saddles; default False (allowed). The documented Transmitter key works exactly this way, but this one is unconfirmed.
Prevents the CS Transmitter from being placed on saddles. Default False, so rolling transmitter platforms stay legal until you say otherwise.
Maximum crop plots a tribe can place. The accepted range is 1-9999999, yet the default ships as 0 — outside that range — and the wiki never says what 0 means, so we won't pretend it does. If you want a limit you can actually reason about, set an explicit number.
Resource Pulling & Item Transfer
The mod's signature trick: yanking resources out of nearby containers and dinos instead of walking. Set the pull range and cooldown, add unsupported items, blacklist what the Omni-Tool can move, and decide whether pin codes actually mean anything.
Kills the overlay that lets players pull resources from inventories — one of the mod's headline conveniences, gone with a single True. Default False, pulling enabled. Set it if you'd rather crafting still involved walking to storage.
How far the pull system reaches for resources, in foundations. Default 25, range 1-100. Widen it for sprawling bases; tighten it if proximity to your storage room should still mean something.
When True, resource transfers can move items in and out of pin-coded inventories as if the pin weren't there. Default False, meaning pin codes still gate the pull system. Decide how much you trust your server before flipping this.
A comma-separated list that adds unsupported resources to the pull system. Default is blank — no additions. The wiki says 'comma separated list' and stops there, so the exact format each entry should take is undocumented.
The delay before the Transfer Pull can be used again. Default 1, range 0.1–9999999, and the wiki never says what unit that is. Raise it to rein in pull spam, lower it if the wait annoys you.
Comma-separated list of items barred from moving through the CS Omni-Tool and similar transfers; each entry is the part between the single quotes in that item's spawn code. Blank by default, so nothing is blocked. Yes, 'Trasnfer' is the documented spelling of the key — copy it exactly as written, since INI keys have to match verbatim.
Wireless Power & Crafting Ranges
How far generators, wireless crafting, watering, and BTT libraries reach without a cable in sight. After changing these, affected structures may need a pickup-and-replace before the new range takes effect.
How far the Tek Generator reaches to power structures wirelessly. Default 34, range 1–100, and the wiki doesn't name the unit. If a change doesn't seem to take, the wiki's advice is to pick the structures up and place them again.
Sets how far the Power Generator's wireless power reaches — the key says Gas, the wiki's description says Power; the mismatch is the mod's, not ours. Default 10 on a 1–100 scale, unit unstated. Per the wiki, after changing generator ranges, structures may need to be picked up and placed back down before the new range takes.
The distance the Wireless System can reach to craft with. Default 10, range 1–100; no unit given in the docs. Same fine print as the generator ranges — after changing it, structures may need a pickup-and-replace.
Sets how far the crafting boost reaches. Default 17, range 1–100, unit unstated on the wiki. The wiki also warns that after changing wireless crafting ranges, structures may need to be picked up and placed back down before the new number takes hold.
How far the Wireless Watering Systems reach. Default 10, adjustable 1–100; the wiki doesn't say what unit that's measured in, so treat it as a relative dial rather than a tape measure.
The reach for connecting to the mod's BTT Libraries. Default 20, accepted 10-100 — note the floor is 10, so you can't dial it lower. Unlike the InFoundations keys, the wiki doesn't state a unit here, and we're not inventing one.
The maximum number of connections a CS Crafting Structure can hold. Default 5, capped at 10. Raise it if your crafting hall has outgrown its library card.
Lets the Power Generator run the Tek Trough. Default False — out of the box, the trough won't take power from it. Turn this on if running a whole Tek Generator just to keep dinos fed feels like overkill.
For structures that can show their range, this sets how long the display stays visible before it auto-hides. Default 60, range 1-9999999; the wiki doesn't state the unit, so neither will we.
Engrams & Recipes
Swap vanilla engrams for their CS counterparts so your list isn't full of duplicates, auto-learn on level-up, gate map-specific unlocks, and control what the Grinder is allowed to craft. The override handles other mods too.
Remaps all vanilla engrams to their CS counterparts, so you're not scrolling past duplicate engrams for every building piece — and it handles other mods' engrams too. Default False, which keeps the duplicates.
Replaces all vanilla Tek engrams with their CS versions; anything without a CS variant is still learned normally. Default False. If you flip it on, TekEngramOverrideLevel decides what level the replacements sit at, so set both together.
The level engrams get set to when OverrideTekEngrams is on. Default 100, accepts 0-999999. Does nothing on its own — this is strictly the dial for the other switch.
A comma-separated list of engrams that will be allowed to be used. Blank by default, meaning no whitelist. Note the double r in 'Engrram' — that's the mod's own spelling of the key, so keep the typo.
Set True to prevent map-specific engrams from being unlocked; the default False leaves them unlocking as usual. The wiki gives this exactly one line, so which engrams count as 'map specific' is not spelled out anywhere official.
Default false. When enabled, players learn engrams automatically as they level up — no menu trips, no forgetting the one unlock you actually came for.
A list of Grinder recipes to switch off; blank by default, so everything stays craftable. Per the wiki this blocks crafting rather than removing the recipe outright, and only the 26 tokens on the accepted list (PrimeMeat, Flint, ElementDust and the rest) are valid — copy from that list rather than freelancing your own names.
Default False keeps mission rewards un-grindable. Set True to let players feed reward loot into the Grinder — that's the entire setting, one gate and no fine print.
Dino Scanner & QoL
What the Dino Scanner is allowed to tell you, plus the small conveniences that quietly define a server: quick-climb ladders, an oversized death cache, gear handed back on respawn, and whether stored items keep their durability.
Default False, so the Dino Scanner shows where wild dinos are. Flip to True to strip location data from scan results — players get the what without the where.
Controls whether the Dino Scanner shows its map view. Default False keeps the map visible; True hides it.
Default False: the Dino Scanner shows wild dino stats. Set True to hide them — useful if you'd rather players commit to a tame before learning whether it rolled garbage.
Default False. Enable it and CS Ladders gain an option to auto-climb straight to the top — for players who accept ladders as a concept but not as an activity.
Swaps the default death bag for one that supports more than 600 slots. Default False, and the wiki warns it may interfere with Death Recovery mods. The key really is spelled 'Estended' — the typo is the mod's, write it that way.
Off (false) by default. Turn it on and players get their gear handed back the moment they respawn — no corpse run required. Decide up front whether you want death on your server to cost anything beyond the walk.
By default (False) the Vivarium, Propagator and Tek Fridge stop items inside from losing durability. Set True and stored gear wears down normally again — with the wiki's explicit warning that pods will lose charge too. Preservation or purity; pick one.
Sounds, Weather & Boss Timers
Whether structures make noise again, how Scorched Earth weather treats your base and electronics, and how long the wait is between boss summons and raid attempts.
The mod ships its noisy structures silenced; setting this True makes them noisy again. Default False, so the quiet holds until you say otherwise. Turn it on only if you genuinely missed the racket.
Another key the wiki lists with a blank description. The name reads as 'silence the door sounds'; default False, so presumably doors stay audible. Unverified — test before promising anyone peace and quiet.
The wiki lists this key and then declines to describe it. Going by the name, True should shut electronics down during storms; default False leaves things as they are. Verify on your own server before you depend on it.
Removes the Scorched Earth insulation penalty from all structures on the map. Default False, so the penalty stays. Flip it if you'd rather the desert not argue with your base design.
Multiplier on the time limit for defeating raid bosses. Default 1, range 0.1–100; the wiki's lone example says a value of 2 allows 30 minutes. Raise it for tribes whose boss fights run long, lower it if you like deadlines with teeth.
How long before players can summon the boss again. Default 600, accepted range 60-6000 — the wiki never names the unit, so we're not going to guess it into print. Raise it if back-to-back boss calls are wearing out their welcome.
Admin & Logging
Structure logs for chasing down misbehaving stations, a Discord webhook to ship them off-server, and the single-player in-game settings toggle. Realistically, server-owner territory.
Debugging tap: turns on logs for specific mod structures to help track down issues with them. Blank by default (no logs). The wiki's accepted values: BlueprintMaker, Propagator, Gravestone, TekCloningTerminal, HealingStation, DedicatedStorage, CloningChamber.
Blank by default, meaning no Discord logging. Point it at a webhook for a channel on your Discord server and the mod's in-game logs get piped there — the wiki pitches it as a way to track anything that isn't working. You need the receiving channel set up on your end first.
Lets single-player worlds use the mod's in-game settings menu instead of INI surgery; it explicitly will not work on servers. Default False. The wiki says it auto-works on consoles, while PC single player is 'use at your own risk' — the feature isn't fully implemented yet.
Advanced / Raw Config Overrides
An escape hatch for any [CybersStructures] line this form doesn't have a field for yet. One Key=Value per line, appended verbatim. Pasted lines are not read back into the form on import.
About the Cybers Structures config generator
Cybers Structures QoL+ is the biggest mod on ARK: Survival Ascended, full stop — the spiritual successor to Structures Plus (S+), covering building QoL, resource pulling from nearby inventories, wireless power and crafting ranges, and engram management. Its config lives in one [CybersStructures] INI block, and this page generates it.
The settings above come from the community-maintained config table on ark.wiki.gg — the mod's official support channel is its Discord, so the wiki table is the best public documentation that exists. Keys the table leaves blank carry a ⚠ verify badge, and a few keys ship with unusual spellings (CSEngrramWhitelist, EnableEstendedDeathCache) — those are the documented spellings, not our typos, and INI keys have to match exactly.
Where do these settings go?
The wiki's own instruction: "Place these INI options at the bottom of your gameusersettings.ini (For servers, it has to be on the server). You must include the [CybersStructures] header. You only need to include entries that are different." Which is exactly what this generator outputs — the header plus only what you changed.
\ShooterGame\Saved\Config\WindowsServer\GameUserSettings.ini(Windows servers)/ShooterGame/Saved/Config/LinuxServer/GameUserSettings.ini(Linux servers)- Nitrado, GPortal, and most managed hosts: control panel → "Configuration Files" or "Expert Settings"
Do I have to configure anything?
No — the mod runs fine untouched. The config exists for servers that want the QoL dialed their way: longer pull ranges, freeform placement, engram overrides so you don't scroll past duplicate building pieces, or all of it switched off. Single-player note straight from the wiki: UseInGameSettings gives solo players an in-game settings UI, but it does not work on servers.
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