Commands
2,423 on public2,423 commands
Command
Default Value
satellite.fuel_max
Hard maximum on generated fuel, applied after the per-size roll regardless of sizesatellite.fuel_medium_max
Maximum fuel rolled for medium satellites (1500-3000kg)satellite.fuel_medium_min
Minimum fuel rolled for medium satellites (1500-3000kg)satellite.fuel_min
Hard minimum on generated fuel, applied after the per-size roll regardless of sizesatellite.fuel_small_max
Maximum fuel rolled for small satellites (500-1500kg)satellite.fuel_small_min
Minimum fuel rolled for small satellites (500-1500kg)satellite.initial_offset_attempts
How many times to re-roll the initial random map position, re-checking the full crash-site acceptance each time, until a valid starting target is found. Guarantees the control phase never starts on an unusable spot.satellite.kill_radius
Radius (m) around the impact point cleared on crash โ players killed, construction/deployables/vehicles destroyed, vegetation removedsatellite.lateral_distance
Lateral offset multiplier per thruster fire (meters)satellite.launch
Dev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer's lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer's semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius] Action
satellite.launchquick
Dev: exactly satellite.launch โ same crash-site search and validation โ but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius] Action
satellite.min_crash_radius
Minimum crash radius in meterssatellite.nudge_distance_max
Maximum random aim drift (meters) applied when tightening the impact radiussatellite.nudge_distance_min
Minimum random aim drift (meters) applied when tightening the impact radius, at a fully random angle so it can't be cancelled out exactly by the cardinal-direction lateral thrusterssatellite.obstruction_tc_reorder
Crash targeting: use the tool-cupboard grid to test likely-occupied samples last, so a clear spot is usually found with fewer physics checks. The physics check stays authoritative.satellite.phase1_extra_distance
Extra distance (m) further out, along the descent line, that phase 1 starts. The satellite slides steadily from there in to the orbit point over phase 1, then phase 2 continues along the same line.satellite.phase1_grow_scale
Multiplier the orbiting satellite's glow billboard grows to by the end of phase 1 (starts at 1x). Purely a visual telegraph; replicated because the grow runs client-side.satellite.random
Trigger a satellite crash at a random valid position on the map Action
satellite.require_powerplant
If true, the satellite control computer can only be powered up while the power plant is active (powergrid stage 1+). Ignored when the powergrid system itself is disabled.satellite.reuse_last_crash_spot
Crash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check.satellite.rotation_strength
Heading rotation per thruster fire (degrees)satellite.shrink_expand_radius
Impact radius change per thruster fire (meters)satellite.site_check_physical_geometry
Also raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't seesatellite.site_clearance_radius
Clearance (m) the crash-site search demands around a candidate โ rejected if any player building, prevent-building volume or safezone is within this range. Kept separate from kill_radius so targeting standoff can exceed what the impact destroys; 16 matches the building-privilege radius, so a valid site is never inside a base's TC influence.satellite.site_footprint_radius
Radius (m) around a candidate crash spot sampled for ground shape โ roughly the crash remains footprint. Used both to reject unsuitable spots and to fit the spawned remains to the ground.satellite.site_max_slope
Max overall ground slope (degrees) across the crash footprint before a spot is rejectedsatellite.site_max_unevenness
Max terrain height deviation (m) from the crash footprint's best-fit plane before a spot is rejected as too uneven (cliff edges, crests, dips the remains meshes can't hide)satellite.sky_trail
Render the satellite's descent as a map-wide sky ribbon tracing the real flight path, visible from any distance at any draw distance setting. Rendered client-side from the entity's networked positions.satellite.sky_trail_age_fade
Fade each point of the sky ribbon out over its lifetime (sky_trail_seconds), like a TrailRenderer โ the streak continuously dissolves behind the satellite instead of holding full brightness until its points expire.satellite.sky_trail_drain_seconds
Seconds the sky ribbon takes to drain away tail-first after the satellite crashes or is destroyed. The recorded point ages are compressed into this window, so the ribbon keeps shrinking exactly the way it does in flight, and the impact end of the streak is the last to go.satellite.sky_trail_max_length
Maximum length of the sky ribbon in meters of flight path โ the tail is trimmed to keep the ribbon at or under this. 0 = no length cap, letting the sky_trail_seconds lifetime fade own the tail instead of a hard cut.satellite.sky_trail_noise
Meters of smooth random wobble baked into the sky ribbon as it's laid down, so the streak reads as turbulent rather than a perfect straight line. Keep it under the dish's size (~3m) or the trail visibly detaches from the model. 0 = perfectly straight.satellite.sky_trail_seconds
Seconds of flight path the sky ribbon spans โ its TrailRenderer-style lifetime: with sky_trail_age_fade on, points dissolve to nothing as they reach this age. Capped by the ribbon's internal point budget at ~128s.satellite.sky_trail_width_degrees
On-screen thickness of the sky ribbon's head, in degrees of view angle โ it holds the same apparent width whatever distance it's projected at, tapering to a point at the tail.satellite.targeting_budget_ms
Crash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded.satellite.targeting_coverage_factor
Crash targeting: candidate samples tested per clearance-footprint, i.e. per (targetingRadius/clearanceRadius)^2. The sample count scales with the targeting area, so a small circle runs far fewer checks than a large one. ~1.2 is bare geometric coverage (samples spaced ~one clearance apart); the default adds margin to catch tight gaps. Pushing it much higher mostly adds correlated, redundant checks.satellite.targeting_min_samples
Crash targeting: minimum candidate samples per search, regardless of how small the targeting circle is. Floors the area-scaled sample count so a small but cluttered area still gets a fair number of attempts.satellite.thruster_extra_steps
When a thruster move finds no valid crash site, how many extra steps to take in the same direction before giving up. Fuel cost is linear in the number of steps taken (a 3-step move costs 3 fuel), and a further step isn't attempted if the player can't afford it.satellite.thruster_module_count
Thruster modules salvaged from fully harvesting the crash remainssatellite.thruster_module_min_condition
Minimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-insatellite.trail_alpha_scale
Multiplier on the alpha of the satellite trails' authored colour gradients, saturating at full opacity โ the authored fades drop to near-transparent within the first quarter of the trail, so values above 1 keep progressively more of its length visible. Applied alongside trail_time_scale as the trails switch on.satellite.trail_time_scale
Multiplier on the authored lifetime of the satellite's trail renderers โ a trail spans this many times the authored seconds of flight path, so it directly scales the visible streak length. Applied as the trails switch on (they sit out the projected far-distance stretch and only run once the satellite is drawn at its real position), so changes take effect at the next handover, not mid-trail. Replicated because trails render client-side.satellite.trigger
Trigger a satellite crash at the calling player's position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]] Action
satellite.wreck_fire_duration
Seconds the main wreck stays too hot to harvest after impactscraptransporthelicopter.population
Population active on the serversearchlight.debugvolumetrics
sensecomponent.maxrefreshintervalseconds
sensecomponent.minrefreshintervalseconds
sentry.debugpreventduplicates
Prevents auto turrets getting added more than once to the IO queuesentry.hostileduration
how long until something is considered hostile after it attackedsentry.interferenceradius
radius to check for other turretssentry.maxinterference
max interference from other turretssentry.scantimer
How quickly can a turret acquire a potential target. Less is faster, but perf taxingsentry.targetall
target everyone regardless of authorizationserver.allowsorting
Set to false to disable the storage adaptor sorting functionalityserver.allowvineswinging
(Generated) When true, players can grab and swing on deployed vines; disable to prevent vine-swinging movementserver.anticheatid
(Generated) Easy Anti-Cheat product ID used to authenticate this server with EAC servicesserver.anticheatkey
(Generated) Easy Anti-Cheat product key used alongside anticheatid for EAC server authenticationserver.anticheatlog
(Generated) Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic outputserver.anticheattoken
(Generated) When true clients must provide a valid EAC token to connect; disable only for testing or modded environments