Commands

2,423 on public

2,423 commands

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.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 New
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
decay.bracket_2_costfraction
Blocks in the 3rd upkeep bracket will cost this value per day to maintain
decay.bracket_2_doorcount
The number of doors in the 3rd upkeep bracket
decay.bracket_2_doorfraction
Doors in the 3rd upkeep bracket will cost this value per day to maintain
decay.bracket_3_costfraction
Blocks in the 4th upkeep bracket will cost this value per day to maintain
decay.bracket_3_doorfraction
Doors in the 4th upkeep bracket will cost this value per day to maintain
decay.build_twig_cost_multiplier
Can players upgrade building blocks to wood
decay.clearauthhistory New
Clears the deauthed player history on the tool cupboard you are standing in, dropping its group upkeep back to the number of authed players
Action
decay.debug
(Generated) When enabled, logs decay tick details to the console including which entities took damage and how much
decay.delay_metal
How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_override
When set to a value above 0 everything will decay with this delay
decay.delay_stone
How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier
How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig
How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood
How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.drawnearbybuildings
drawnearbybuildings <duration> <radius>, shows building ID of entities
Action
decay.duration_metal
How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_override
When set to a value above 0 everything will decay with this duration
decay.duration_stone
How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier
How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig
How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood
How long should this building grade take to decay when not protected by upkeep, in hours