Copying a friend's server loadout? Migrating from another manager? The Mod ID Dialog in AASM accepts a comma-separated list of CurseForge mod IDs and adds them all in one operation, with a selector for whether they land as Active, Passive, or Disabled.
The Add As selector has been available since v0.8.2.
Prerequisites:
- A server already added to AASM.
- A comma-separated list of CurseForge mod IDs (numeric, e.g.
928102, 893735, 924933).
Step 1 - Open Mod Manager and click Add Mod ID
Server tab → Mod Manager sub-tab. Click the Add Mod ID button. The Mod ID Dialog opens.
Step 2 - Paste your comma-separated list
Paste the IDs into the input. Format examples that all work:
928102, 893735, 924933928102,893735,924933(no spaces)- One ID at a time also works - the dialog accepts a single ID.
v0.8.3 fix: right-click → Paste now works in this field (and every editable input in AASM). Earlier builds had no default Electron context menu - keyboard Ctrl+V always worked but right-click was a no-op.
Step 3 - Choose how the new mods land: Active / Passive / Disabled
The Add As selector picks the destination list for every ID in this paste:
- Active - immediately enters the
ActiveMods=line + load order. Pick this when you want the mods to load on next server start. - Passive - installed (.pak fetched) but NOT in ActiveMods. Pick this when you want to stage mods for a future event without changing the current loadout.
- Disabled - tracked but excluded entirely. Pick this when you're bulk-importing someone else's list and want to vet each mod before enabling.
Step 4 - Add Mods
Click Add Mods. AASM processes each ID:
- Validates it's a positive integer.
- Calls
addModId()→setModStatus()internally. - If any individual ID fails its status assignment, AASM keeps it as Disabled and surfaces the failure in a small banner with the specific IDs - no silent partial failures.
Restart the server (or wait for the next scheduled restart) for ARK to actually download any new .pak files.
Bulk-Importing Mod IDs - done
You can clone someone else's mod loadout in seconds. Sanity-check the mods land in the right list (Active vs Passive vs Disabled) on the Mod Manager view before restarting.