Commands
2,423 on public2,423 commands
Command
Default Value
decayentity.debuggetprivilege
(Generated) When enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculationsdecayentity.demolish_seconds
(Generated) Time window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes)decay.forcedecaytick
Call the decay tick on every single entity on the server (for testing decay works) Action
decay.high_wall_upkeep
Upkeep scale for external walls and gatesdecay.outside_test_range
Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildingsdecay.scale
(Generated) Multiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decaydecay.tick
(Generated) Interval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequentlydecay.upgrade_hqm_cost_multiplier
Can players upgrade building blocks to hqmdecay.upgrade_hqm_enabled
Can players upgrade building blocks to hqmdecay.upgrade_metal_cost_multiplier
Can players upgrade building blocks to metaldecay.upgrade_metal_enabled
Can players upgrade building blocks to metaldecay.upgrade_stone_cost_multiplier
Can players upgrade building blocks to stonedecay.upgrade_stone_enabled
Can players upgrade building blocks to stonedecay.upgrade_wood_cost_multiplier
Can players upgrade building blocks to wooddecay.upgrade_wood_enabled
Can players upgrade building blocks to wooddecay.upkeep
Is upkeep enableddecay.upkeep_grief_protection
How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)decay.upkeep_group_count_locks New
Should players holding a code on one of the building's doors count towards the group size, whether it is the master code or the guest codedecay.upkeep_group_history_max New
Maximum number of players a tool cupboard remembers in the group window, oldest are dropped firstdecay.upkeep_group_max_multiplier New
Upper limit on the group size upkeep multiplierdecay.upkeep_group_scaling New
Should upkeep cost scale with the number of players authed on the tool cupboarddecay.upkeep_group_tier_0_increase New
Each player in the 1st upkeep group tier increases upkeep cost by this fractiondecay.upkeep_group_tier_0_playercount New
Number of players in the 1st (free) upkeep group tierdecay.upkeep_group_tier_1_increase New
Each player in the 2nd upkeep group tier increases upkeep cost by this fractiondecay.upkeep_group_tier_1_playercount New
Number of players in the 2nd (small group) upkeep group tierdecay.upkeep_group_tier_2_increase New
Each player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimiteddecay.upkeep_group_window_hours New
Players who authed within this many hours still count towards the group size, even if they have since deautheddecay.upkeep_heal_scale
Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decaydecay.upkeep_inside_decay_scale
Scale at which objects decay when they are inside, default of 0.1decay.upkeep_lock_min_users New
If a code lock has <= this number of users it won't count its users towards group upkeep taxdecay.upkeep_period_minutes
How many minutes does the upkeep cost last? default : 1440 (24 hours)decay.use_door_upkeep_brackets
Should doors have their own upkeep brackets separate from building blocksdeepsea.allow_all_vehicles
Allow all vehicles to travel to the deep sea, instead of just the whitelisted vehiclesdeepsea.allow_swimmers
Allow players to swim to the deep seadeepsea.block_building
deepsea.close
Initiates the deep sea closing sequence Action
deepsea.createdeepsea
Creates the deep sea manager entity on the server Action
deepsea.debug_portal_spawnattempts
When enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or faileddeepsea.enabled
Toggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startupdeepsea.enterdeepsea
Teleports the player (or their mounted vehicle) into the deep sea Action
deepsea.entities_spawninterval
When generating, the interval in seconds in between each entity spawn (island, ghost ship and floating city). Increase if you're experiencing lag when the deep sea is opening.deepsea.floatingcity_count
Number of floating cities to spawn in the deep seadeepsea.floatingcity_edgemargin
Minimum distance in metres floating cities must be from the deep sea boundary edge when spawningdeepsea.floatingcity_mindist
Minimum distance in metres required between floating citydeepsea.floatingcity_radius
Exclusion radius in metres around floating citiesdeepsea.forceentranceportaldirection
0 Random, 1 North, 2 East, 3 South, 4 Westdeepsea.ghostship_count
Number of ghost ship to spawn in the deep sea zonedeepsea.ghostship_edgemargin
Minimum distance in metres ghost ships must be from the deep sea boundary edge when spawningdeepsea.ghostship_mindist
Minimum distance in metres required between ghost shipsdeepsea.ghostship_radius
Exclusion radius in metres around ghost shipdeepsea.hackablecrate_count
Number of hackable crates to spawn in the deep seadeepsea.island_count
Number of islands to spawn in the deep sea zonedeepsea.island_edgemargin
Minimum distance in metres islands must be from the deep sea boundary edge when spawningdeepsea.island_mindist
Minimum distance in metres required between islandsdeepsea.island_portal_terrain_distance
Distance in metres from the main island shore at which deep sea entrance portals are placeddeepsea.island_radius
Exclusion radius in metres around islandsdeepsea.islands_billboard_scale
Scale multiplier for the deep sea island billboardsdeepsea.leavedeepsea
Teleports the player (or their mounted vehicle) back to the main island from the deep sea. Action
deepsea.logs
(Generated) When enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debuggingdeepsea.loot_respawn_scale
Population multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double