Commands
2,423 on public2,423 commands
Command
Default Value
ai.npchealthmultiplier
(Generated) Global health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabsai.npc_htn_player_base_damage_modifier
Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f)ai.npc_htn_player_frustration_threshold
npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3)ai.npc_ignore_chairs
If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true)ai.npc_junkpile_dist_aggro_gate
npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8)ai.npc_junkpilespawn_chance
defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1)ai.npc_max_junkpile_count
npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30)ai.npc_max_population_military_tunnels
npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3)ai.npc_max_roam_multiplier
This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3)ai.npc_only_hurt_active_target_in_safezone
If npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true)ai.npc_patrol_point_cooldown
npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5)ai.npc_reasoning_system_tick_rate_multiplier
The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1)ai.npc_respawn_delay_max_military_tunnels
npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920)ai.npc_respawn_delay_min_military_tunnels
npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480)ai.npc_sensory_system_tick_rate_multiplier
The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5)ai.npc_spawn_on_cargo_ship
Spawn NPCs on the Cargo Ship. (default: true)ai.npc_spawn_on_deep_sea_islands
Spawn NPCs on deep sea islands (default: false)ai.npc_spawn_on_junkpile
Spawn NPCs on junkpiles (default: true)ai.npc_spawn_per_tick_max_military_tunnels
npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1)ai.npc_spawn_per_tick_min_military_tunnels
npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1)ai.npc_speed_crouch_run
npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25)ai.npc_speed_crouch_walk
npc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1)ai.npc_speed_run
npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4)ai.npc_speed_sprint
npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0)ai.npc_speed_walk
npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18)ai.npcswimming
(Generated) When enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodiesai.npc_use_new_aim_system
If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true)ai.npc_use_thrown_weapons
If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true)ai.npc_valid_aim_cone
npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8)ai.npc_valid_mounted_aim_cone
npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92)ai.ocean_patrol_path_iterations
(Generated) Maximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU costai.printignoredplayers
Print a lost of all the players in the AI ignore list. Action
ai.printorkilloffnavscientists
Print a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument. Action
ai.removeignoreplayer
Remove a player (or command user if no player is specified) from the AIs ignore list. Action
airfieldairdropterminal.force_charge
Action
airfieldairdropterminal.force_shortcircuit
Action
airfieldcallchinookterminal.force_charge
Action
airfieldcallchinookterminal.force_shortcircuit
Action
ai.scientist_spawners_enabled
Do any kind of scientists spawn on the map (default: true)ai.selectnpclookatserver
(Generated) Editor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy Action
ai.sensetime
(Generated) How frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to reactai.setdestinationsamplenavmesh
(Generated) When enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-meshai.setnpcreactiontime
The time it takes for a NPC to fully notice a player standing right in front of them, in seconds. Action
ai.showdistributions
(Generated) Editor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour Action
ai.showstate
Action
ai.sleepwake
(Generated) When enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all timesai.sleepwakestats
(Generated) Prints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities Action
ai.smokegrenadenpcradius
(Generated) Radius in metres within which a thrown smoke grenade suppresses NPC vision and targetingai.spliceupdates
(Generated) When enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tickai.think
(Generated) When enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in placeaithinkmanager.animalframebudgetms
aithinkmanager.framebudgetms
aithinkmanager.petframebudgetms
ai.tickrate
(Generated) Number of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU costai.usecalculatepath
(Generated) When enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback onlyai.usegrid
(Generated) When enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issuesai.usesetdestinationfallback
(Generated) When enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the targetai.wakesleepingai
(Generated) Wakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken Action
ai.watchedangle
The angle under which the AI will think it's being watched by another entityanalytics.analytics_bulk_container_url
Azure blob container url for use with client secret authentication