ARK: Survival Evolved

ARK: Survival Evolved

4,122 ratings
Castles, Keeps, and Forts Medieval Architecture
Content Types: Structures
File Size
624.976 MB
Sep 16, 2016 @ 3:32pm
Aug 26, 2017 @ 12:48pm
36 Change Notes ( view )

Subscribe to download
Castles, Keeps, and Forts Medieval Architecture


Mod ID:
Publically Released:

Structure Memory Optimizations
This mod is fully compatible with -structurememopts

Over 200 versatile building parts
3 full structure tiers
-> Settler Tier = Wood equivalent
-> Villager Tier = Stone equivalent
-> Castle Tier = Metal equivalent
3 types of fully operational siege equipment
-> Mangonel
-> Trebuchet
-> Petard
3 Ranged weapons
-> Arbalest
-> Royal Arbalest
-> Longbow
Multiple arrow types and melee weapons.
Plus much more

True no collision on placement.
Adobe Cooling on all parts

Change the cosmetic appareance on all parts with the click of a button!
Currently included cosmetic options are:

Castle Tier
-> Greystone, Mossy, Sandstone, Obsidian, Hellfire, Red Granite, Dark Matter and Wood
Villager Tier
-> Herringbone Brick, Old Plaster, Cotswold Stone
Settler Tier
-> English Oak, Elm, Sweet Chestnut

-> Material Quick Change Tool to quickly change the look and style of your castle from a distance.
-> Foundations snap from ceilings for easy building on uneven terrain and bridging
-> Ceilings can become foundations via INI
-> Auto opening and closing doors
-> Foundation support radius increased from 2 to 3
-> Directional Glass Windows (one-way or two-way glass)
-> This mod is 100% stackable and does not require priority

INI settings for GameUserSettings.ini
*These are not required unless you wish to change them from the defaults listed below;


A more in-depth explanation of INI-settings and values can be found

Important Update

This mod will be left up unchanged after the release of CKFR, you could even run both versions if you wish, as both mods have a distinct individual look, although the remastered version does feature a legacy stone brick cosmetic option seen above. The remastered version features vanilla sized floors, stacking foundations, a greater amount of INI configuration control, an almost unthinkable number of cosmetic options and many new part types that focus on allowing users to truly personalise their builds.
If you want to test drive the upcoming ckfr than you can find the test build here
But keep in mind when using the test version, that this is an early work in progress build, errors are present and you may very well find some for that is the purpose of testing.

It has been great to be back modding after having difficulties keep me away, I truly look forward to releasing the new Remastered version and seeing what you guys will create. Thank you all so much for your ongoing support while I have had difficulties over the last year.

Mod Discord and Support
If you're having an issue you can't figure out or just wanna hang out and maybe get some sneak previews of things to come, join our discord by clicking the image below :-)

Search Meta Tags
Castle Fort Keep Building Construction NoClip No Clip No collision Pick up Pickup House Home Medieval Middle ages Dark Age Knight Custom Assets Gate Vertical Gate Portcullis Sliding Gate Sliding Door raising Gate Lowering Gate Advanced Architecture Mod Texture Material Change Swap Edit Foundation Foundations Stack Stackable compatible Gate Gates Walls Battle Battlements Crenel Crenels Merlin Merlins Defence 42 is the meaning of life the universe and everything Defensive Town village Structure Structures ancient historic history war warfare palace glass one way two-way switchable selectable prison jail cell dungeon bars barred

Popular Discussions View All (282)
13 hours ago
PINNED: Servers running this mod
eNc | Henrik
Jul 4 @ 9:31pm
PINNED: Suggestions Thread
Leutian Kane
Jul 14 @ 4:33pm
Drawbridge problem
< >
FoxHunter 13 hours ago 
Thanks. Looking forward to see the finished project. Any hints on your plans for the lower tiers? Mud and thatch maybe?
ExileAcid  [author] 13 hours ago 

CKFR will have fully stackable foundations that stack in the same way as S+ and the stackable foundations mod ones do. :)

Yes, the weapons will be released separately from the CKFR version.
As CKFR will initially only have the Castle tier in it for first first week or two, my focus after the release will be on fixing any issues that may pop up in the first week, and then adding the lower tiers / mills / forges etc for the first post release content update. After that, I will work on repackaging the weapons into a standalone mod and release the weapon mod.

FoxHunter 13 hours ago 
Not to be confused with that poor guy from Sweden, but will the CKFR stone foundations allow for muti-stacking like S+ stone foundations. As far as I can tell, the current CKF is limited to 3 depending on terrain or is there a workaround I am missing if I wanted to build, say a 15 stack high perimeter wall using foundation pieces? Also I noted that you plan on separating out the weapons into stand alone mod, will that be released about the same time as CKFR?
ExileAcid  [author] 13 hours ago 
In the words of Morgan Freeman in the Lego Movie. If you want to become a Master Builder then all you have to do is:
"Believe. I know that sounds like a cat poster, but it's true."
ExileAcid  [author] 13 hours ago 
Soon, Hoping to release the remastered version at some point within the nex░░░░░░░░░░░░░░

-Message Error-
-Could not decode message-
Goblin 16 hours ago 
it's so cool but unfortunately i'm very bad builder.
EvilMonk Jul 16 @ 11:18pm 
sweet that this mod gets a rework, any ideas what soon means? like a couple weeks or months? just asking becuase i made a new server and either will use the old or the new one.
Glitcher Penguin Jul 16 @ 6:56pm 
I am so glad that you are returning. I am looking into modding and you have been my inspiration as a goal to achieve. My style will be completely different from yours with pointing inspirations to what your mod has given us for design and creativity... thank you thank you.
ExileAcid  [author] Jul 16 @ 11:10am 
There is a guide called "Change Crafting Costs" pinned in the discussions page.
Kitchew Jul 16 @ 8:25am 
Is there a way to adjust the amount of resources it takes to make something? Like a setting somewhere?