Commands
2,637 on public2,637 commands
Command
Default Value
env.nightlight_fadefraction
env.oceanlevel
env.progresstime
(Generated) When enabled, the server advances the in-game time of day automatically; disabling freezes time at its current valueenv.redmoon
env.time
(Generated) Gets or sets the current in-game time of day as a decimal hour (0.0-24.0); writing a value immediately jumps the time to that pointenv.year
(Generated) Gets or sets the current in-game year; used for date display and long-running server event trackingespcanvas.colourcodeteams
(Generated) Admin-only: when enabled, ESP player info elements are coloured by team membership using the configured team colour IDsespcanvas.disableocclusionchecks
(Generated) Admin-only: when enabled, occlusion checks are skipped for ESP player info elements so they are always visible regardless of wallsespcanvas.maxnameplates
Max amount of nameplates to show at onceespcanvas.nameplateautosize
Admin-only: Should the nameplates size dynamically change based on distance?espcanvas.nameplateautosize_falloff
Admin-only: Nameplate falloff distance for autosizing (smaller values cause the text to shrink at closer distances).espcanvas.overridemaxdisplaydistance
(Generated) Admin-only: overrides the maximum distance at which ESP player info elements are shown; 0 = use default distanceespcanvas.showhealth
(Generated) Admin-only: when enabled, player health values are shown in ESP player info elements above each playerespcanvas.showvoip
Admin-only: when enabled, an icon will be displayed as part of ESP player info elements for each player that is currently communicating over in-game voice chatespcanvas.userandomteamcolours
(Generated) Admin-only: when enabled, ESP player info team colours are randomised per team rather than using the configured team ID colour mappingeventschedule.killallevents
(Generated) Kills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents Action
eventschedule.triggerevent
(Generated) Triggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous Action
eventschedulewipeoffset.event_hours_before_wipe
(Generated) Number of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipeevents.print_server_events
(Generated) Prints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time Action
events.set_event_enabled
(Generated) Enables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled Action
events.set_event_max_delay
(Generated) Sets the maximum delay in seconds between automatic triggers of the named server event Action
events.set_event_min_delay
(Generated) Sets the minimum delay in seconds between automatic triggers of the named server event Action
excavatorsignalcomputer.automaticchargeneededforsupplies
(Generated) Amount of charge required for the excavator to automatically trigger supply drop delivery without player activationexcavatorsignalcomputer.chargeneededforsupplies
(Generated) Amount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply dropfarmableanimal.simhours
Simulates the provided number of hours on all farm animals within 10m Action
file.debug
(Generated) Enables verbose debug logging for the file system abstraction layer, logging all file read/write operations to the consolefile.time
(Generated) When enabled, measures and logs the time taken for each file system operation, helping identify slow asset or config file loadingfishing.debugoverfishing
fishing.disableoverfishing
fishing.overfishedareadurationminutes
fishing.overfishedarearadius
fishing.successesuntiloverfished
fps.graph
(Generated) Controls the FPS graph overlay mode; 0 = off, higher values show increasingly detailed frame time graphs and performance metricsfps.limit
(Generated) Target application frame rate cap; 0 = unlimited; on client clamped to 240; on server limits tick dispatch rate; saved between sessionsfrankensteinbrain.movetowardsrate
frankensteinpet.decayminutes
How long before a Frankenstein Pet dies un controlled and not asleep on tablefrog.population
Population active on the server, per square kmfuzzysearch.search_similarity_modifier
How similar the server name must be to the search filter to be included in the results. (0 is exact match, 1 is no match at all)gamemode.set
(Generated) Sets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore) Action
gamemode.setteam
Action
gamemodesoftcore.allow_tc_corpse_no_building
gamemodesoftcore.gather_rate
(Generated) Global multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yieldgamemodesoftcore.reclaim_building_auth
(Generated) When enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised basegamemodesoftcore.reclaim_fraction_belt
(Generated) Fraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%)gamemodesoftcore.reclaim_fraction_main
(Generated) Fraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%)gamemodesoftcore.reclaim_fraction_wear
(Generated) Fraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%)gamemodesoftcore.reclaim_suicide
(Generated) When enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill)gamephysics.defaultmaxresultsperquery
How many results to collect per command - DONT set this too low or you'll risk missing resultsgc.alloc
(Generated) Allocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput Action
gc.buffer
(Generated) Raw size in bytes of the GC buffer allocation; do not set directly โ use gc.buffer_enabled and let the system manage allocationgc.buffer_enabled
(Generated) Enables the managed memory GC buffer, which pre-allocates a buffer to delay GC collections and reduce GC-induced frame hitchesgc.collect
(Generated) Triggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling Action
gc.debuglevel
(Generated) Controls the verbosity of GC debug output; higher values print more details about collection frequency and memory pressuregc.enabled
(Generated) When enabled, this system is globally active; disable to deactivate the system for the current sessiongc.incremental_enabled
(Generated) Read-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtimegc.incremental_milliseconds
(Generated) Time slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more framesgc.unload
(Generated) Calls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM Action
global.add_wallpaper_radius
<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random Action
global.adminui_deleteugccontent
(Generated) Clears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity component Action
global.adminui_fullrefresh
(Generated) Triggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at once Action