ARK: Survival Evolved

ARK: Survival Evolved

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ArkFrame (Development)
File Size
200.745 MB
Aug 13, 2017 @ 7:44pm
Feb 21 @ 5:06pm
13 Change Notes ( view )

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ArkFrame (Development)

Welcome to the ArkFrame Development Branch.

Mod ID: 1110051106

Current Status:
Feature Development

ArkFrame Discord:


Scent Tracking:

ArkFrame is an extension to the functionality available to modders in the DevKit. Using a library like system where mod authors build against the source and users install the arkframe workshop item (Using it like a DLL) mod authors will be able to take advantage of a host of features as well as increased stackability between mods that otherwise would have been impossible before. Some of the features implemented can be seen below.

While this is not considered the final build and that this branch should be considered volatile (Things can get broken, use at your own risk), The source for arkframe is being made public now so that mod authors can start making mods with it and so that I can discover any issues that weren't discovered during parity testing while I continue to build out features.

User Guide:

ArkFrame must be first in mod load order.

Press F9 to manage mod configs, mod keybinds, keybind profiles, and everything else in the ArkFrame system.

Examples of what ArkFrame has to offer:

1) Debugging tools
You have pushed out a mod and a user finds an issue, they have a lot of other mods installed. Now they will be able to turn on event tracing and provide a running log of events that might give insight into any inter-mod issues, or just insight into if your own mod is doing something it shouldn't

2) User-remappable keybinds
You want to add a new keybind to your mod, but find out it's also a frequently used keybind. Worry not, they can be configured by the user now! Moreover they are stackable as they can be added without having to remapp ANY dinos or the player!

3) Logic-Expansions
On the subject of remapping, ArkFrame aims to remove that altogether. the logic expansion system lets mod developers add custom logic to existing classes giving us the ability to add unique functionality to the same dinos/players. Stackability and cross-functionality between mods increases!

4) Mod Config interface
Tired of dealing with the pesky INI? Yeah we are too. Now it's made even easier because every mod gets their own config file and has ease of implementation into the ArkFrame config menu (Seriously you basically fill out a little form with the displayable information and hook up a couple pins.... I made this ridiculously easy to do)

5) Inter-mod Interaction
Made a really cool function in your mod and want other mods to be able to call it? You're in luck! I really don't know what I can say about this. it's pretty easy, just a node or two in the graph and you're good to go.

6) Web Services and documentation!
The web services are still in progress but they will be found at
Here mod authors will be able to download the ArkFrame source, Search for strings, values, and data mappings that have been posted by other mod authors, and ultimately, take our mod game to the next level.
Popular Discussions View All (2)
Feb 15 @ 10:30am
Can't wear Tek Legging
< >
Zen Rowe  [author] 12 hours ago 
Arkframe has finally updated with the aberration assets. Sorry it took so long, there was a LOT to do to add those assets
Zen Rowe  [author] Feb 11 @ 2:12pm 
too much text for one posting so I am linking the twitter post that has screenshots of the changelog preview for the 0.4 update of ArkFrame. (This will update to have aberration assets) Testing on the update has started.
Zen Rowe  [author] Jan 13 @ 11:34pm 
@Kostriktor Yes I would be an active writer here :) I am the developer for ArkFrame. I'm sorry to say that I don't really take requests though, nor could I as ArkFrame is more than a full-time project on its own.
Kostriktor Jan 13 @ 4:54am 
Ah Mr. Rowe !
you look like an active writer here ! hope you could make a simple mod that increases projectile speed since those arrows can be outrun with a raptor hehe
If you're into something more difficult, a rebalance of all the weapon damage would be appreciated. It takes a small amount of common sense to realize that bullets would deal heavier damage, especially on crits...
TataKon Jan 11 @ 5:53am 
I hope this mod becomes a DLC someday, so people are not obliged to subscribe to this and make their mod load order longer. People stay away from mods that require a bunch of others.
Zen Rowe  [author] Jan 2 @ 5:44pm 
Potentially volatile changes were made in this update I just pushed. Mod authors were given time to prep updates with the source before I pushed so those ArkFrame mods should be good to go. I am on the lookout for an issue where keybind profiles do not correctly apply after logging into a server so if anybody sees that please pop over into discord and let me know so I can get some info from you about the issue :)
Minki San Nov 29, 2017 @ 12:48am 
Thank you, I will give it another go, Avast was blocking the download so I have whitelisted it, it is probably a false positive for some reason.
Zen Rowe  [author] Nov 28, 2017 @ 6:46pm 
So while I've done a lot of optimization. depending on the hardware your server is running on you might want to wait a few minutes after the log says "ArkFrame ready for requests" (need logging turned on to see that) before trying to join. You also will want to make sure you don't try to join the server until you client has finished actually installing arkframe which can take a little bit
Minki San Nov 28, 2017 @ 5:35pm 
@Zen Rowe, I am able to join discord tomorrow so will hop on and let you know. My server started fine with Ark Frame enabled but I could not log in so I have yet to use it or scent tracker.
Zen Rowe  [author] Nov 28, 2017 @ 4:53pm 
So I've scanned the source of the mod thoroughly and nothing I used reported any threats (Including avast). I have a feeling that Avast just threw a false positive against ark (Which I have had happen to me on several ocassions)