Commands
2,637 on public2,637 commands
Command
Default Value
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 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 = doubledeepsea.loot_scale
Population multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = doubledeepsea.mainisland_billboard_scale
Scale multiplier for the main island billboard seen from the deep seadeepsea.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 seadeepsea.rhib_edgemargin
Minimum distance in metres RHIB groups must be from the deep sea boundary edge when spawningdeepsea.rhib_mindist
Minimum distance in metres required between RHIB groupsdeepsea.rhib_radius
Exclusion radius in metres around each RHIB groupdeepsea.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 exclusivelydeepsea.terrain_everywhere
Applies the deep sea terrain config and foliage to the whole map, not just inside the deep seadeepsea.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 closingdeepsea.wipecooldownmin
Minimum seconds before a deep sea re-opens after closingdeepsea.wipeduration
Duration in seconds of the deep sea wipedeepsea.wipeendphaseduration
Duration in seconds of the final wipe phase, bad weather kicking in etcdeepsea.wiperadiationphaseduration
Seconds before radiation starts to ramp in before the deep sea wipedemo.compatibilitylayer
Enable demo compatibility layer to resolve renamed/moved prefabs from older recordingsdemo.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 recordingdemo.recordlistmode
Controls the behavior of recordlist, 0=whitelist, 1=blacklistdemo.splitmegabytes
(Generated) Maximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably largedemo.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