ARK Game.ini Generator

Build a clean Game.ini for your ARK: Survival Ascended server in minutes. Tune breeding speed, imprint windows, XP rates, per-level stats, structure decay, loot quality, and PvP raid timers — copy the output, paste it in. No half-broken templates from 2017, no missing settings, no guessing which line index means what.

Breeding & Imprinting

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The most-tweaked section on every breeding-friendly server. Baby mature speed, egg hatch rates, imprint windows, mating cooldowns — this is the bundle of settings that decides whether breeding feels like a passion project or a 14-hour second job.

1.0×

How fast babies grow into adults. 10× means a Rex matures in roughly half a day instead of three. The single most-changed breeding setting on the planet — almost nobody runs official rates because nobody has 80 hours to babysit a Giga. Pair with low Cuddle Interval and high Imprint Amount so you can actually hit 100% imprint before maturation finishes.

1.0×

How fast fertilized eggs incubate. Usually set to match BabyMatureSpeedMultiplier — pairing them makes the breeding flow feel cohesive. Crank this up and the egg phase stops being the bottleneck.

1.0×

Cooldown between dino matings. Lower = shorter cooldown. 0.1 means dinos can mate again 10× sooner. Almost every boosted server drops this — nobody enjoys waiting hours just to start the next breed.

1.0×

How fast the mating bar fills during the act itself. Mostly cosmetic — usually left alone. The Mating Interval setting matters way more for actual breeding throughput.

1.0×

Time between eggs from passive egg producers (Dodo, Oviraptor, etc). Lower = eggs laid more often. Important if you breed for kibble — running a chicken farm for prime egg supply needs a low value here.

1.0×

Time between imprint cuddle requests. Lower = more frequent cuddles. Drop this hard whenever you raise BabyMatureSpeedMultiplier — otherwise babies mature before you get enough cuddles in to hit 100% imprint, which feels terrible.

1.0×

How long an imprint window stays open after the request appears. Higher = more time to actually respond. Generous on this means missing one cuddle isn't a disaster — kind to working adults who can't camp the baby for 4 hours straight.

1.0×

How fast imprint quality degrades when you miss a cuddle window. Lower means missing one cuddle barely hurts. Set this to 0.01 if you want imprinting to be effectively forgiving.

1.0×

How much imprint % you get from each successful cuddle. Higher = fewer cuddles needed for 100%. Critical when paired with fast maturation — if babies grow up in 4 hours but each cuddle only gives 10%, you'll never hit max imprint without this cranked.

1.0×

How much stat bonus a 100% imprint actually grants. 2.0 = double the imprint benefit. Makes fully-imprinted dinos genuinely powerful on boss runs — without bumping this, the imprint reward is honestly underwhelming.

1.0×

How fast babies burn through food from their inventory. Lower means babies need fewer feedings — essential on fast-maturation servers, otherwise babies starve between check-ins. Drop this to 0.5× whenever BabyMatureSpeedMultiplier is above 10×.

1.0×

Time between dino droppings. Higher = poops more often; 0 disables pooping entirely. Mainly matters if you farm dung beetles or want cleaner bases.

1.0×

Time between feeds when passive-taming (Ichthyornis, Achatina, Mesopithecus, etc). Lower = can feed more often = faster passive taming. Genuinely useful tweak nobody talks about.

Lets players unclaim tamed dinos so others can pick them up. Useful for trading, gifting starter dinos to new players, or rage-quitting elegantly. Most PvE servers leave this on.

Blocks wireless crafting from Tek Dedicated Storage specifically when crafting in a creature's inventory. Off by default — use it to close just the dino-inventory route while leaving wireless crafting alive everywhere else.

Adds specific creatures to a map's spawn areas — each entry names a spawn container class, the creature classes to inject, and their spawn weights. The syntax is a deeply nested struct, so most admins build it in a spawn editor like Beacon and paste the finished value here. One container per line; leave blank to keep stock spawns.

⚠ verify

Replaces the entire spawn list of a specific spawn container — which creatures spawn there, at what weights and levels. Anything you don't list stops spawning in that container, making this the blunt instrument next to Add Creature Spawns. Build it in a spawn editor like Beacon and test before going live.

⚠ verify

Removes specific creatures from a spawn container without touching the rest — the surgical option when you want one species gone from an area. Each entry names the container class and the creature classes to subtract, one container per line.

Overrides how much damage wild creatures of one class deal — e.g. (ClassName="Rex_Character_BP_C",Multiplier=0.5) for half-strength wild Rexes. Higher = harder hits; each class may appear only once, and tames use TamedDinoClassDamageMultipliers instead. This field writes one line — stack extra classes in the raw-overrides box below.

⚠ verify

Per-class damage resistance for wild creatures — higher values mean that class takes less damage, which is the opposite of the global resistance multipliers (those are inverted). Same (ClassName="Rex_Character_BP_C",Multiplier=0.5) format as the damage version, one class per line. This field writes one line; add more in the raw-overrides box below.

⚠ verify

Shifts how often a creature is picked at spawn points — keyed by Name Tag (e.g. Bronto), not blueprint class, and a weight of 0 is ignored rather than removing spawns. Run cheat DestroyWildDinos after changing so the map repopulates with the new weights. One creature per line, no spaces; this field writes one line, the raw-overrides box takes the rest.

⚠ verify

Swaps every wild spawn of one creature for another by class name — an empty ToClassName removes that creature from the wild entirely. In ASA every replacement must share this ONE line, e.g. ((FromClassName="Dodo_Character_BP_C",ToClassName=""),(...)) — separate NPCReplacements lines only apply the first. Run cheat DestroyWildDinos afterwards or the old spawns hang around.

Blocks breeding for a specific creature by its blueprint class name — include the quotes, e.g. "Argent_Character_BP_C". Leave blank to let everything breed. Blocking several creatures takes one PreventBreedingForClassNames line each; put the extra lines in the Raw Config Overrides box at the bottom.

XP Multipliers

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Game.ini's per-activity XP rates. These work alongside GameUserSettings.ini's master XPMultiplier — they stack multiplicatively, so a 2× base XP and a 2× harvest XP gives you 4× XP while harvesting. Used to fine-tune which activities feel rewarding.

1.0×

Extra XP from killing creatures, stacked on top of the base XP rate. Bump this on PvP and combat-focused servers where you want fighting to actually feel like the main progression path.

1.0×

Extra XP from harvesting resources — wood, stone, berries, fiber, all that. Bump this for builder-focused communities so the gather grind also feeds your level.

1.0×

Extra XP from crafting. Lets players passively level by leaving narcotics or spark powder in a mortar overnight. Crafting-economy servers crank this up.

1.0×

Passive "just being alive and doing things" XP. Usually left at 1× — bumping it makes the game level you for breathing, which is weird unless you specifically want chill idle progression.

1.0×

XP from special events — boss fights, explorer notes, Genesis missions. Bump this if you want bossing and exploration to feel genuinely rewarding instead of just for engrams.

Player & Dino Stats

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Level caps, max difficulty, and the all-important flyer speed toggles. The MaxDifficulty toggle is the one most admins miss — without it, your wild dino levels cap weird. Speed leveling is where the actual ASA difference shows up: by default you can't level Speed on tamed dinos, period.

Lets you put points into Speed on flying tames — Argentavis, Pteranodon, Quetzal, Wyverns. Off by default in ASA because Wildcard nerfed flyer mobility back in ASE and never undid it. Almost every unofficial server turns this on because turtle-paced Argys are miserable.

Lets you put level-up points into Movement Speed for players and non-flyer tames (off by default in ASA). Flyers are separate — they need the Flyer Speed Leveling toggle.

A Game.ini shortcut that hard-locks difficulty to the official maximum and ignores your Difficulty Offset and Override Official Difficulty. For the normal "max level 150" setup — Override Official Difficulty 5.0 + Difficulty Offset 1.0, already prefilled in the GameUserSettings generator — leave this OFF. Only flip it on if you want to force official max and disregard the custom values.

0

Override the player level XP cap. 0 means "use ARK's default cap" (level 105 plus boss/note levels). Set this above 0 to extend the player level ceiling — popular on long-running PvE servers where players hit max and lose interest. Number is total XP, not levels.

0

Override the dino level XP cap. 0 = ARK default. Raise this if you want post-tame leveling beyond the standard ceiling — useful for PvE players who actually max out their breeding lines and want more.

1.0×

Game.ini’s tamed-dino food drain rate. Lower = tamed dinos eat less often. (A similar drain multiplier also exists in GameUserSettings.ini — set it in one place to avoid confusion.)

0

Auto-deletes any tame above this level (0 = off). A blunt anti-cheat tool — set it to your legitimate level ceiling to wipe impossibly over-leveled dinos that slipped in via duping or bad transfers.

1.0×

Scales how far/fast you can fall before fall damage kicks in. Higher = survive bigger drops (≈100 effectively turns off fall damage); lower = damage starts sooner. It does not change actual gravity.

⚠ verify1.0×

How fast knocked-out tamed dinos lose torpor. Niche — relevant mainly for re-taming or torpor-based mechanics on tames.

Plays the level-up animation when a tamed dino gains a level. On by default. Purely cosmetic — turn it off if the animations get distracting on a fast-leveling server.

⚠ verify

Disables riding all tamed dinos server-wide. Off by default. A hardcore or RP rule — turns ARK into a walking-only survival experience.

⚠ verify

Disables taming entirely server-wide. Off by default. Used on ultra-hardcore "no tames" challenge servers.

1.0×

How fast a knocked-out wild creature burns the food you feed it while taming. This is the passive-feeding pace, NOT the taming timer (that’s Taming Speed). Leave near 1× unless you specifically want it.

1.0×

How fast knocked-out wild dinos lose torpor (and risk waking up). Lower = stays unconscious longer. Crank this down on boosted servers so your Rex doesn't wake up halfway through a 20× tame and eat you.

Turns off wireless crafting from Tek Dedicated Storage entirely — no inventory pulls materials from storage remotely. Off by default, so wireless crafting works out of the box. The three settings below let you disable it per inventory type instead of all at once.

Blocks wireless crafting from Tek Dedicated Storage when crafting in the player inventory. Off by default — the surgical alternative to switching wireless crafting off outright.

⚠ verify

Overrides the resource cost to craft a specific item — each entry names the item class and its new BaseCraftingResourceRequirements list, one item per line. Heads-up: some ASA admins report it only works with the trailing _C dropped from the item class string, so test one item before writing out a full list.

Overrides the stack size of a specific item, one item per line. Note the nested struct: (ItemClassString="...",Quantity=(MaxItemQuantity=200,bIgnoreMultiplier=True)) — setting bIgnoreMultiplier=True makes your number absolute instead of getting scaled by Item Stack Size Multiplier.

⚠ verify

Removes an item from supply-crate loot by its legacy numeric Item ID — plain numbers, not blueprint paths, one ID per line. Flagged because we haven't re-confirmed the old numeric IDs still resolve in ASA's drops. This field writes one line; extra IDs go in the raw-overrides box below.

Scales harvest yields for one specific resource instead of everything — (ClassName="PrimalItemResource_Thatch_C",Multiplier=2.0) doubles thatch and touches nothing else. Uses the resource's PrimalItemResource_* class name, one resource per line. This field writes one line; extras go in the raw-overrides box below.

0/12

Multiplies the stats a survivor spawns with — the starting values on a freshly made character, not the gains per level (that's the Per-Level Stats sections). Applies to newly created survivors only; existing characters keep what they have. Default 1.0 across the board.

Health
Stamina
Torpidity
Oxygen
Food
Water
Temperature
Weight
Melee Damage
Speed
Fortitude
Crafting

Blocks taming of a specific creature by its blueprint class name — include the quotes, e.g. "Pegomastax_Character_BP_C". Leave blank to allow every tame. Blocking several creatures takes one PreventDinoTameClassNames line each; put the extra lines in the Raw Config Overrides box at the bottom.

3000

How far Tek Dedicated Storage feeds crafting stations wirelessly, in Unreal Units — default 3000, roughly 30 meters. Raise it to let one well-placed storage room supply the whole base.

Structure & Resource

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How structures and resources behave at the deeper Game.ini level — turret damage scaling, structure prevention radius, the saddle mounted-weapon rules. The big GameUserSettings.ini structure settings handle the easy stuff; this section is where you fine-tune the rarer edge cases.

1.0×

How large a no-respawn bubble structures create around themselves for resources. Lower = resources regrow closer to your base. Drop it to 0.5 or lower so you're not living in a stripped dead zone around everything you build — one of the most-appreciated QoL tweaks on base-heavy servers.

1.0×

Same idea, but the no-respawn bubble follows players instead of structures. Lower = nodes regrow closer to where people stand. Pair it with the structures radius above to keep a well-trafficked map from going barren around spawn and base hubs.

Lets structures clip into terrain and each other instead of being blocked by "can't place there." Off by default. The single biggest building-QoL toggle — build servers turn it on so foundations snap into hillsides cleanly. Mildly exploitable on PvP (burying loot in rock), so weigh it there.

Allows building inside the invisible no-build zones around artifacts, obelisks, and certain points of interest. Off by default. Turn it on for total build freedom; leave it off to keep boss arenas and cave entrances un-walled.

⚠ verify3.2×

How hard tamed dinos hit resource nodes when harvesting — separate from combat damage. Default 3.2, so a tame already out-harvests a player by default. Raise it for faster gathering runs.

⚠ verify1.0×

How hard players on foot hit resource nodes when harvesting. Higher = more per swing by hand. Useful on servers that want hand-harvesting to stay viable next to dino gathering.

1.0×

Multiplies turret damage specifically against dinos. Used to make turrets viable against riding-dino raid pushes without making them oneshot players. PvP servers often run 2× to 3× here.

Lets players use ranged weapons while mounted on dinos during PvP — bow from a Rex, rifle from an Argy, that kind of thing. Off by official PvP. Turn it on for old-school ARK PvP feel where mounted shotguns ruled the world.

6.0×

Multiplier on damage structures take when built in or near caves (default 6.0 — caves are meant to be risky to base in). Lower it to make cave bases viable; raise it to push players out of caves.

180

How long a damaged structure must wait before it can be repaired again. Default 180 (3 min). Set to 0 for instant repair — convenient on PvE, exploit-prone on PvP. Stops "infinite-repair tank" cheese during raids.

On by default — repeat deaths in PvP stack a growing respawn delay (anti-zerg). Turn this OFF to disable the escalating respawn penalty.

300

Time window during which repeat deaths to the same player count toward the respawn penalty. Default 300s.

2.0×

How much the respawn delay multiplies on each repeated death. 2× doubles the delay each time. Stops streamers from suiciding endlessly to scout a base.

60

Base respawn delay in seconds that the PvP repeat-death penalty starts from. Default 60. Only matters with the repeat-death penalty enabled.

Blocks wireless crafting from Tek Dedicated Storage when crafting in structure inventories (crafting stations and the like). Off by default — pair with the player and dino variants to shape exactly where remote materials are allowed.

Decay & Lifespan

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How fast items spoil, how long structures last, how quickly corpses decompose. The forgotten section that drastically affects how a server feels over weeks. Lower spoil times mean players spend more time cooking; higher decay timers mean abandoned bases linger.

1.0×

How fast meat, berries, and other food spoils in inventories. Higher = food lasts longer. Raise this to 2× on casual servers so players aren't constantly making jerky just to keep up.

1.0×

How long dropped items remain on the ground before disappearing. Lower means cleaner maps; higher means you have actual time to come back for that bag you dropped. PvE servers often raise this.

1.0×

How long dead creature bodies stick around. Higher = more time to harvest the meat off your kills. Server-cleanup-focused admins lower this; PvE servers raise it for slower harvesting trips.

1.0×

How fast generators, refining forges, and torches burn through fuel. Higher = fuel lasts longer. Raise this to make late-game base power costs less of a chore.

1.0×

How fast player hair and beards grow back after being cut. Higher = faster regrowth between haircuts. Niche QoL setting that RP servers actually care about.

1.0×

How fast crops in planters wither without water or fertilizer. Lower = crops survive longer between checks. Drop this if you want farming to feel less like a constant babysitting job.

1.0×

How fast crops grow from seed to harvest. Higher = faster cycle. Most boosted servers run 3× to 5× here so farming is a real path, not a multi-day commitment.

Shoots a beam of light above your dead body so you can find it. Essential quality-of-life on PvE — finding a corpse in a dark cave or jungle without this is a special kind of misery. Off on hardcore PvP where losing your loot should hurt.

Loot & Crafting

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Loot drop quality, recipe outputs, fishing rewards, crafting bonuses. The settings that decide whether your end-game gear feels earned or showered down. Pair the fishing quality with crafting bonus and you can dramatically tune the gear curve without touching damage multipliers.

1.0×

Quality multiplier for items pulled from fishing. Higher = better gear from the same fish weight — the fastest way to seed your server with blueprints without grinding caves. Caps at 5: Wildcard set 5 as the ceiling, and values above it don't improve loot (they can even roll worse), which is why the slider stops at 5.

1.0×

How much extra item quality your Crafting Skill stat adds to crafted gear. Higher = crafting-focused builds matter more. This is the one to tweak if you want masterwork crafted gear to outpace cave-loot drops.

1.0×

How long a player's death-bag corpse stays in the world. Higher = more time to recover your stuff before despawn. Mandatory tweak for cave-running PvE — losing your inventory because you couldn't get back in 5 minutes is brutal.

1.0×

How effective Custom Recipes (cooked from cooking pots) are at restoring stats. Higher = better food/medical brews. RP servers love bumping this so home-cooked meals beat generic kibble.

1.0×

How much your Crafting Skill amplifies Custom Recipes when you craft them. Higher = high-Crafting-Skill players make dramatically better consumables.

1.0×

Quality of items from beacon drops (the colored beams of light). 1.5× to 2× is a common bump for PvE servers wanting decent saddle blueprints without cave-diving. Practical ceiling is around 5 — past that, quality stops climbing.

Automatically grants every engram as players level up, removing the engram point system. Casual-friendly — players don't need to plan their builds. Hardcore-unfriendly because engram-point planning is a real progression layer.

Removes the once-per-24-hours limit on Mindwipe Tonic. Free experimentation with stat builds. Casual-friendly, exploit-prone on PvP (Mindwipe → buff stats → boss fight → mindwipe back).

⚠ verify

Hides every engram except ones explicitly whitelisted (via the OverrideNamedEngramEntries raw-config entries). Off by default. The foundation of custom-progression and primitive servers.

⚠ verify

Allows player-authored Custom Recipes (cooking-pot notes) to function. On by default. Turn it off to disable the custom-cooking system entirely.

PvP Timers & War

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Tribe war declaration cooldowns, PvE-to-PvP zone timers, and the relevant pieces of the offline-raid system that live in Game.ini. Most of the offline-raid behavior is in GameUserSettings.ini — these are the deeper timers people forget exist.

Lets PvE tribes opt into a temporary mutual war for organized fights. Adds optional PvP flavor to a PvE server without going full PvP.

Lets PvE tribes cancel an agreed-on war before it actually starts. Off by default — once both sides agree, the war is locked in.

0

Cap on how many people can be in one tribe. 0 = unlimited. Small-tribes servers run 4–6, mega-tribe servers run unlimited. Capping it limits how many people can coordinate against a single tribe — competitive PvP servers always cap this.

0

How many alliances a single tribe can be part of. 0 = unlimited. Restricting this prevents "everyone's allied with everyone" stalemates on PvP servers.

0

Maximum tribes in a single alliance. 0 = unlimited. Same principle — prevent server-wide alliance blobs.

100

How many entries the tribe log retains. Default 100. Raise this on PvP servers where the tribe log is forensic evidence after a raid — 100 lines disappears in minutes during real combat.

Allows admins to grant Creative Mode to players (infinite resources, fly, godmode). Useful on build servers and event servers. Massive footgun on regular PvP — don't enable unless you really mean it.

Turns off all beacon and supply crate drops. Used on highly modded servers where vanilla beacons would clash with the mod's loot economy.

⚠ verify

Enables a scheduled PvE window on a PvP server — PvP is disabled between the start and stop times below. The backbone of "PvE by day, PvP by night" servers. Off by default.

⚠ verify

Makes the auto-PvE timer use the real-world server clock instead of in-game time. Off by default. Turn it on if you want the PvP window to track actual hours, not the day/night cycle.

⚠ verify0

When the daily PvE window starts, in seconds past midnight (0–86400). Only used when the scheduled PvE window is on.

⚠ verify0

When the daily PvE window ends, in seconds past midnight. Pair it with the start time to carve out your PvP hours.

⚠ verify

Lets spike walls and other passive defenses damage wild and riderless creatures, not just players. Off by default. Turn it on to stop players soaking turrets behind a wall of unmanned dinos.

Stops tribemates from damaging each other. Prevents trolling and accidents during raid prep. Most PvP servers turn this on — there's no good reason for your own tribe to be able to kill you.

Prevents accidental damage between PvE tribemates. Most PvE servers leave this on because nobody enjoys explaining why they shot their own Rex.

Hexagon & Missions

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The hexagon currency and mission-reward economy. Mostly relevant on maps with the mission system (Genesis, and the hex store generally) — tune reward income against store cost to set how generous it feels.

0.1

Multiplies the hexagon currency earned from completing missions. Higher = faster hexagon income for the in-game store. Bump it on servers that lean into the mission economy.

1.0×

Multiplies the hexagon price of everything in the store. Lower = cheaper store. Tune it with the reward multiplier to set how generous your hex economy feels.

⚠ verify

Disables the hexagon store entirely. Off by default. Turn it on for servers that want mission rewards without the store economy.

⚠ verify

Restricts the hexagon store to engram unlocks only — no item or skin purchases. Off by default. A niche economy control.

Structure Limits & Performance

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The anti-stacking caps — turrets, generators, dropped items — plus a couple of decay/durability knobs. These exist mostly to keep big PvP bases from tanking server performance, and most carried over from ASE without re-confirmation, so they're flagged.

⚠ verify

Master toggle for the per-area turret cap (the anti-turret-wall system). On by default — the count and radius below only matter while this is on.

⚠ verify100

Max turrets allowed within the limit radius. Default 100. Lower it to cap turret walls on PvP — tower-defense crowds hate it, raiders love it.

⚠ verify10000

The radius (in units) the turret cap applies over. Default 10000. Larger = the cap covers a wider area around each cluster.

⚠ verify

Makes the turret limit retroactive — excess turrets stop functioning immediately rather than just blocking new placements. Off by default.

⚠ verify3

Max electrical/Tek generators within the limit radius — ASA's anti-generator-stacking rule. Default 3. Raise it for big industrial bases.

⚠ verify15000

Radius the generator cap applies over. Default 15000.

⚠ verify0

Caps how many non-player dropped items (loot bags, harvested drops) can exist within the range below. 0 = no limit. Set it to curb item-clutter lag on busy maps.

⚠ verify0

The radius the dropped-item cap applies over. 0 = no limit. Pairs with the count above.

⚠ verify43200

Decay time (seconds) for structures flagged as fast-decay — typically unsnapped or temporary pieces. Default 43200 (12 hours).

⚠ verify3.0×

How fast a charged Tek battery loses durability per second while powering things. Default 3. Lower = batteries last longer.

⚠ verify0

Cooldown (seconds) before a freed-up tribe member slot can be refilled. Default 0 (instant). Raise it to curb rapid tribe-hopping on PvP.

Defines a named warp point for the admin cheat TP <name> console command, using Unreal-unit coordinates — not GPS. Example: (TeleportName="Hightower",TeleportLocation=(X=467967.0,Y=-359082.0,Z=6879.0)) lets an admin type cheat TP Hightower. One location per line — duplicate the line by hand in the output for more warps, or leave blank if you don't use admin warps.

Replaces the contents of a specific supply crate or loot drop — item sets, weights, quantity and quality ranges — one crate type per line. The syntax runs deep, so most admins build it in a loot editor like Beacon and paste the finished value here. Leave blank for stock loot tables.

Photo Mode

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Controls for the in-game Photo Mode camera. (Wireless crafting — pulling from nearby storage — is a real feature, but it's an in-game toggle with no server-side setting, so there's nothing to configure for it here.)

Automatically grants an engram at a set level, no points spent — e.g. (EngramClassName="EngramEntry_TekBinoculars_C",LevelToAutoUnlock=20). Popular for freeing Tek engrams from boss-gating on casual servers. One engram per line; this field writes one, the raw-overrides box takes the rest.

Replaces the whole level ramp with your own — one long (ExperiencePointsForLevel[0]=…,ExperiencePointsForLevel[1]=…) tuple defining every level and its XP cost; this is how you raise the level cap. The first occurrence overrides players, a second line overrides tames. This field holds the player line — put the tame line in the raw-overrides box below.

⚠ verify1.0×

Scales the tribe-wide buffs from the Tribe Tower (Bob's Tall Tales: Wasteland War structure). Patch 68.5 doubled the buffs on official PvP via TribeTowerBonusMultiplier=2.0; Wildcard never documented the unset baseline, so this generator treats 1.0 as neutral. Set 2.0 to mirror PvP officials, higher if you want the tower worth fighting over.

Valguero only: puts player names on the map's interactable Memorial. Semicolon-separated with no spaces — Name1;Name2;Name3; — per the 73.12 patch notes. Leave blank and nothing changes.

Per-Level Stats · Players

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How much each stat point grants when a player levels up. Default 1.0× means the standard base gain (Health +10 per point, Stamina +10, Weight +10, etc). 2.0 doubles all gains. This is the array most casual servers boost so leveling actually feels meaningful instead of trickle-fed.

⚠ Community-reported quirk: Several admins report that PerLevelStatsMultiplier_Player[11] (Crafting Speed) only takes effect when placed on the third line of your Game.ini — immediately after the [/script/shootergame.shootergamemode] header. If you set a value here and it's not working in-game, that's likely why. This generator automatically emits the line in that position when you change Crafting Speed.

0/12
Health
Stamina
Torpidity
Oxygen
Food
Water
Temperature
Weight
Melee Damage
Speed
Fortitude
Crafting ⚠

Per-Level Stats · Tamed Dinos

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How much each stat point grants when a tamed dino levels up post-tame. The most-tweaked dino array — bump Health and Melee Damage on PvE for tankier breeding lines, bump Weight on hauler tames so Argys and Ankylos actually carry useful loads instead of fainting under 200 stone.

⚠ Heads up: Speed won't level on flyers (Argy, Quetz, Wyverns) unless you also enable bAllowFlyerSpeedLeveling=True in the "Player & Dino Stats" section above. Water and Crafting Speed have no effect on any dino — they don't drink and they don't craft.

0/12
Health
Stamina
Torpidity
Oxygen
Food
Water
Temperature
Weight
Melee Damage
Speed ⚠
Fortitude
Crafting

Per-Level Stats · Wild Dinos

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How much each stat point grants when a wild dino spawns at a given level. Affects the pre-tame stat distribution before you knock anything out. Bumping Health and Melee Damage here makes wild encounters genuinely dangerous; raising Weight gives you wild taming targets that start carrying more.

⚠ Broken slots: Wild dinos cannot level Speed at all — that slot has no effect. Water and Crafting Speed are universal dino non-starters (no drinking, no crafting). Setting these values is harmless but will do nothing in-game.

0/12
Health
Stamina
Torpidity
Oxygen
Food
Water
Temperature
Weight
Melee Damage
Speed
Fortitude
Crafting

Per-Level Stats · Post-Tame Bonus (Add)

0 / 0 changed

The post-tame "add" bonus applied to a dino's stats the moment it's tamed — a one-shot bonus based on the dino's pre-tame level. Default 1.0× means standard post-tame stat gain. Bump this on PvE servers where you want freshly-tamed dinos to feel powerful without grinding levels post-tame. Stacks with the regular per-level multiplier.

Same dino-universal limits as the other dino arrays: Water and Crafting Speed do nothing here either.

0/12
Health
Stamina
Torpidity
Oxygen
Food
Water
Temperature
Weight
Melee Damage
Speed
Fortitude
Crafting

Per-Level Stats · Taming Effectiveness Bonus (Affinity)

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The Taming Effectiveness bonus applied to a dino's stats based on how perfectly it was tamed. Higher Taming Effectiveness % = better post-tame stats; this multiplier amplifies that effect. Tune this if you want the perfect-tame bonus to feel genuinely meaningful (the difference between a 99% tame and a 76% tame should be tangible, not theoretical).

Same dino-universal limits: Water and Crafting Speed have no effect.

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Crafting

Advanced / Raw Config Overrides

For the struct- and array-style settings that don't fit a simple field — per-class damage/resistance multipliers, engram overrides, spawn-weight tables, supply-crate loot, level/XP ramps, NPC replacements, and the like. Paste those lines here exactly as they appear in your config and they're appended verbatim under [/script/shootergame.shootergamemode]. One directive per line. Heads-up: pasted lines are emitted verbatim — they are not read back into the form when you import a config later.

About the ARK Game.ini Generator

The Game.ini file is the deeper of ARK: Survival Ascended's two main config files. While GameUserSettings.ini handles server identity and the obvious multipliers (taming, harvest, XP), Game.ini is where the more subtle stuff lives: breeding multipliers, imprint cuddle intervals, structure decay periods, per-level stat scaling, fishing loot quality, custom recipe effectiveness, and the per-activity XP rates.

Most casual server admins never touch Game.ini. Most serious admins live in it. This generator covers every setting that matters, with plain-English explanations, working defaults, and flags on the settings that don't actually do what the docs claim they do. Every key here is checked against the ARK server configuration reference and updated when Wildcard patches the game — we just explain it better than the raw docs do.

Where does Game.ini live on the server?

Same locations as GameUserSettings.ini, just a different filename:

The file may not exist when you first install the server — create it manually with the section header on the first line:

[/script/shootergame.shootergamemode]

What's the most-changed Game.ini setting?

Easily BabyMatureSpeedMultiplier, paired with BabyCuddleIntervalMultiplier. Every breeding-friendly server tweaks both. Right behind those: BabyImprintAmountMultiplier (so you can actually hit 100% imprint on fast-grown babies), MatingIntervalMultiplier (so you're not waiting hours between breeds), and the PerLevelStatsMultiplier arrays (so leveling actually feels meaningful).

What's broken or not-quite-working in Game.ini?

A few honest gotchas worth knowing:

Common ARK Game.ini examples

Does this work for ARK: Survival Evolved (ASE) too?

Mostly. The vast majority of Game.ini settings work identically in ASA and ASE — breeding, imprint, XP rates, per-level stats, decay, loot. A handful of ASA-only settings (cryopod-related, some structure flags) won't apply to ASE but will be ignored gracefully.

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