Commands

2,637 on public

2,637 commands

deepsea.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 sea
deepsea.floatingcity_edgemargin
Minimum distance in metres floating cities must be from the deep sea boundary edge when spawning
deepsea.floatingcity_mindist
Minimum distance in metres required between floating city
deepsea.floatingcity_radius
Exclusion radius in metres around floating cities
deepsea.forceentranceportaldirection
0 Random, 1 North, 2 East, 3 South, 4 West
deepsea.ghostship_count
Number of ghost ship to spawn in the deep sea zone
deepsea.ghostship_edgemargin
Minimum distance in metres ghost ships must be from the deep sea boundary edge when spawning
deepsea.ghostship_mindist
Minimum distance in metres required between ghost ships
deepsea.ghostship_radius
Exclusion radius in metres around ghost ship
deepsea.hackablecrate_count
Number of hackable crates to spawn in the deep sea
deepsea.island_count
Number of islands to spawn in the deep sea zone
deepsea.island_edgemargin
Minimum distance in metres islands must be from the deep sea boundary edge when spawning
deepsea.island_mindist
Minimum distance in metres required between islands
deepsea.island_portal_terrain_distance
Distance in metres from the main island shore at which deep sea entrance portals are placed
deepsea.island_radius
Exclusion radius in metres around islands
deepsea.islands_billboard_scale
Scale multiplier for the deep sea island billboards
deepsea.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 debugging
deepsea.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
deepsea.loot_scale
Population multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double
deepsea.mainisland_billboard_scale
Scale multiplier for the main island billboard seen from the deep sea
deepsea.navmesh_spawninterval
When generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening.
deepsea.open
Initiates the deep sea opening sequence
Action
deepsea.openonserverwipe
Should the deep sea open as soon as the server wiped?
deepsea.printboatteleports
Prints what players on the player's boat will be teleported to the deep sea
Action
deepsea.printentitycount
Prints a breakdown of all entities currently in the deep sea
Action
deepsea.printloot
Prints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea
Action
deepsea.printtimetowipe
Prints the current time remaining until the deep sea wipes
Action
deepsea.rhib_count
Number of RHIB boat groups to spawn in the deep sea
deepsea.rhib_edgemargin
Minimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning
deepsea.rhib_mindist
Minimum distance in metres required between RHIB groups
deepsea.rhib_radius
Exclusion radius in metres around each RHIB group
deepsea.settimetonextopening
Sets the time in seconds until the deep sea re-opens after a wipe
Action
deepsea.settimetowipe
Sets the time in seconds until the deep sea wipe triggers
Action
deepsea.spawnfloatingcityhere
Spawns a random floating city prefab at the player position
Action
deepsea.spawnghostshiphere
Spawns a random ghost ship prefab at the player position
Action
deepsea.spawngroups_spawninterval
When generating, the interval in seconds in between each spawn groups fill (dwellings/crates/scientists on island, ghost ships). Increase if you're experiencing lag when the deep sea is opening.
deepsea.spawnislandhere
Spawns a random deep sea island prefab at the player position
Action
deepsea.spawnrhibgrouphere
Spawns a RHIB patrol boat group at the player position
Action
deepsea.status
Prints the current deep sea status
Action
deepsea.stricttransitionreposition
Ensure all players on a mounted boat are repositioned after a transition, if this is false we rely on parenting exclusively
deepsea.terrain_everywhere
Applies the deep sea terrain config and foliage to the whole map, not just inside the deep sea
deepsea.testportalspawnlocation
(Generated) Tests whether the calling player's current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in seconds
Action
deepsea.wipecooldownmax
Maximum seconds before a deep sea re-opens after closing
deepsea.wipecooldownmin
Minimum seconds before a deep sea re-opens after closing
deepsea.wipeduration
Duration in seconds of the deep sea wipe
deepsea.wipeendphaseduration
Duration in seconds of the final wipe phase, bad weather kicking in etc
deepsea.wiperadiationphaseduration
Seconds before radiation starts to ramp in before the deep sea wipe
demo.compatibilitylayer
Enable demo compatibility layer to resolve renamed/moved prefabs from older recordings
demo.record
(Generated) Starts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connected
Action
demo.recordlist
(Generated) Comma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recording
demo.recordlistmode
Controls the behavior of recordlist, 0=whitelist, 1=blacklist
demo.splitmegabytes
(Generated) Maximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large
demo.splitseconds
(Generated) Maximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour)
demo.stop
(Generated) Stops the active server-side demo recording for the specified player and finalises the demo file
Action
doorstress.audit
Audit every pasted base for door gating anomalies: doorstress.audit
Action
doorstress.auditresults
Print the last audit results
Action
doorstress.bench
Run the fixed door gating suite over the pasted corpus: doorstress.bench <burst reps, default 3> <leaf slabs 1 or 0, default 1>. Non destructive, every door is restored to the state it was in
Action