Commands

2,637 on public

2,637 commands

debug.findgap
Find how large of a gap there is. <maxDistance> <stepsize> <maxSize> <layer>
Action
debug.flushgroup
Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
Action
debug.foodspoilingdeducttimehours
Deducts the given number of hours from all spoilable food on the server
Action
debug.foodspoilinginventoryhours
Applies the given number of hours to all food in the players inventory
Action
debug.foodspoilingspoilall
Spoils all food on the server
Action
debug.forcechickensspawnegg
(Generated) Forces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic
Action
debug.forcecrash
Intentionally crash the process to verify the native crash handler. Optional category: accessviolation (default), fatalerror, abort, purevirtual, monoabort
Action
debug.heal
To disable revival if player is downed, pass in --no-recover as the first argument.
Action
debug.hurt
(Generated) Deals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactions
Action
debug.invis
Make admin invisible
Action
debug.log
(Generated) When enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output
debug.printgrouplayer
(Generated) Prints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment
Action
debug.printgroups
(Generated) Logs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment
Action
debug.printmissionspeakinfo
(Generated) When enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire
debug.printmonumentblocker
Prints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100)
Action
debug.printqueues
(Generated) Prints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time
Action
debug.print_topologies
Prints out the topologies at your position
Action
debug.puzzleprefabrespawn
respawn all puzzles from their prefabs
Action
debug.puzzlereset
Reset all puzzles. Optionally provide a number to only reset puzzles within a radius.
Action
debug.puzzleresetinfo
(Generated) Prints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status
Action
debug.puzzleresettimemultiplier
(Generated) Multiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower
debug.quittutorial
Action
debug.refillvitals
Refills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.
Action
debug.refillvitalsall
Refills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.
Action
debug.refrigeratedinventoryhours
Adds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waiting
Action
debug.removeoverlappingstaticspawnpoints
(Generated) Scans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points
Action
debug.renderinfo
(Generated) Generates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame
Action
debug.repair_inventory
Repair all items in inventory
Action
debug.resetsleepingbagtimers
(Generated) Resets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags
Action
debug.respawnvinetreesinradius
(Generated) Respawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players
Action
debug.setdamage
(Generated) Deals enough bullet damage to bring the calling player or a named target to the specified health value
Action
debug.setfood
(Generated) Sets the calling player or a named target player calorie level to the specified value directly
Action
debug.sethealth
(Generated) Sets the calling player or a named target player health to the specified value; useful for testing low-health or death scenarios
Action
debug.setmaxhealth
(Generated) Overrides the maximum health of the calling player or a named target; pass 0 to reset to the default value
Action
debug.setradiation
(Generated) Sets the calling player or a named target player radiation level to the specified value directly
Action
debug.setthrowable
0 = can't throw, 1 = can throw & melee, 2 = only throwable
Action
debug.setunloadablecarfillpercent
(Generated) Sets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore level
Action
debug.setwater
(Generated) Sets the calling player or a named target player hydration level to the specified value directly
Action
debug.spawn_all_deployables
Spawns one of every deployable in a grid
Action
debug.spawnovenstresstest
(Generated) Spawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system
Action
debug.spawnparachutetester
(Generated) Spawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied
Action
debug.stall
(Generated) Stalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems
Action
debug.starttutorial
Action
debug.test_custom_vitals
(Generated) Sends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering
Action
debug.testerror
Logs a test error and exception for testing error display.
Action
debug.testtutorialcinematic
(Generated) Triggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it
Action
debug.tutorial_start_cooldown
(Generated) Minimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam
debug.tutorialstatus
(Generated) Prints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state
Action
debug.vineswinginghighlight
(Generated) Sends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement
Action
debug.vineswingingreport
(Generated) Prints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable
Action
decay.addfakeauthhistory
addfakeauthhistory <count>, adds fake deauthed players to the auth history of the tool cupboard you are standing in, for testing group upkeep tiers
Action
decay.bracket_0_blockcount
Number of blocks in the 1st upkeep bracket
decay.bracket_0_costfraction
Blocks in the 1st upkeep bracket will cost this value per day to maintain
decay.bracket_0_doorcount
Number of doors in the 1st upkeep bracket
decay.bracket_0_doorfraction
Doors in the 1st upkeep bracket will cost this value per day to maintain
decay.bracket_1_blockcount
Number of blocks in the 2nd upkeep bracket
decay.bracket_1_costfraction
Blocks in the 2nd upkeep bracket will cost this value per day to maintain
decay.bracket_1_doorcount
Number of doors in the 2nd upkeep bracket
decay.bracket_1_doorfraction
Doors in the 2nd upkeep bracket will cost this value per day to maintain
decay.bracket_2_blockcount
The number of blocks in the 3rd upkeep bracket