Commands
2,423 on public2,423 commands
Command
Default Value
debug.puzzleresettimemultiplier
(Generated) Multiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slowerdebug.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 spamdebug.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 bracketdecay.bracket_0_costfraction
Blocks in the 1st upkeep bracket will cost this value per day to maintaindecay.bracket_0_doorcount
Number of doors in the 1st upkeep bracketdecay.bracket_0_doorfraction
Doors in the 1st upkeep bracket will cost this value per day to maintaindecay.bracket_1_blockcount
Number of blocks in the 2nd upkeep bracketdecay.bracket_1_costfraction
Blocks in the 2nd upkeep bracket will cost this value per day to maintaindecay.bracket_1_doorcount
Number of doors in the 2nd upkeep bracketdecay.bracket_1_doorfraction
Doors in the 2nd upkeep bracket will cost this value per day to maintaindecay.bracket_2_blockcount
The number of blocks in the 3rd upkeep bracketdecay.bracket_2_costfraction
Blocks in the 3rd upkeep bracket will cost this value per day to maintaindecay.bracket_2_doorcount
The number of doors in the 3rd upkeep bracketdecay.bracket_2_doorfraction
Doors in the 3rd upkeep bracket will cost this value per day to maintaindecay.bracket_3_costfraction
Blocks in the 4th upkeep bracket will cost this value per day to maintaindecay.bracket_3_doorfraction
Doors in the 4th upkeep bracket will cost this value per day to maintaindecay.build_twig_cost_multiplier
Can players upgrade building blocks to wooddecay.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 muchdecay.delay_metal
How long should this building grade decay be delayed when not protected by upkeep, in hoursdecay.delay_override
When set to a value above 0 everything will decay with this delaydecay.delay_stone
How long should this building grade decay be delayed when not protected by upkeep, in hoursdecay.delay_toptier
How long should this building grade decay be delayed when not protected by upkeep, in hoursdecay.delay_twig
How long should this building grade decay be delayed when not protected by upkeep, in hoursdecay.delay_wood
How long should this building grade decay be delayed when not protected by upkeep, in hoursdecay.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 hoursdecay.duration_override
When set to a value above 0 everything will decay with this durationdecay.duration_stone
How long should this building grade take to decay when not protected by upkeep, in hoursdecay.duration_toptier
How long should this building grade take to decay when not protected by upkeep, in hoursdecay.duration_twig
How long should this building grade take to decay when not protected by upkeep, in hoursdecay.duration_wood
How long should this building grade take to decay when not protected by upkeep, in hours