Commands

2,423 on public

2,423 commands

softcore.raidwindow_block_extra_enabled
(Generated) Outside the window, also block a non-explosive damage type against non-twig building blocks (e.g. shotgunning down a stone wall). Melee is only affected by softcore.raidwindow_block_melee_doors
softcore.raidwindow_block_extra_type
(Generated) Rust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns)
softcore.raidwindow_block_melee_doors
(Generated) Outside the window, block melee damage to doors so they can't be beaten down while the window is closed
softcore.raidwindow_block_mlrs
(Generated) Block launching MLRS rockets outside the raid window so they are not wasted
softcore.raidwindow_enabled
(Generated) Enable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time window
softcore.raidwindow_end_hour
(Generated) Raid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnight
softcore.raidwindow_fresh_tc_seconds
(Generated) Seconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disables
softcore.raidwindow_hours_offset
(Generated) Hours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later)
softcore.raidwindow_start_hour
(Generated) Raid window start hour in server system local time, 0-24 (default 18 = 6pm)
softcore.raidwindow_status
(Generated) Print the current raid-window state: server local time, effective hours, and whether the window is open right now
Action
softcore.raidwindow_weekend_enabled
(Generated) Use separate raid hours on Saturday and Sunday
softcore.raidwindow_weekend_end_hour
(Generated) Weekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true)
softcore.raidwindow_weekend_start_hour
(Generated) Weekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true)
solarpanel.sunupdatebudgetms
spawn.cargoshipdockingtest
(Generated) Spawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harbors
Action
spawn.cargoshipevent
(Generated) Spawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler
Action
spawn.ch47event
(Generated) Triggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300)
Action
spawn.delete_all_populations
(Generated) Deletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes
Action
spawn.delete_populations
(Generated) Deletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups
Action
spawn.dump_map
(Generated) Generates a debug spawn map for a named population, simulating up to the given number of spawn attempts and reporting how many would succeed; used to diagnose spawn point coverage
Action
spawn.fill_groups
Fills all spawn groups to their maximum count without waiting for the normal tick interval
Action
spawn.fill_individuals
(Generated) Immediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay
Action
spawn.fill_populations
(Generated) Immediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period
Action
spawn.loot_population_test
If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing
spawn.max_density
(Generated) Maximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts
spawn.max_rate
(Generated) Maximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases
spawn.min_density
(Generated) Minimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts
spawn.min_rate
(Generated) Minimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low
spawn.ore_map
Renders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones)
Action
spawn.player_base
(Generated) Base player count used when computing population spawn rates; below this value player_scale group rates are not yet applied
spawn.player_scale
(Generated) Multiplier applied to group spawn rates based on current player count relative to player_base; higher values cause more group spawns as the server fills up
spawn.population_cap_rate
When scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this
spawn.report
(Generated) Prints a spawn handler report listing all populations, their current count, target count, and fill percentage; pass true for detailed mode or a name filter as a second argument
Action
spawn.reset_groups
Clears all spawn groups of already spawned entities, then re-fills them
Action
spawn.respawn_groups
(Generated) When enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared
spawn.respawn_individuals
(Generated) When enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed
spawn.respawnloot_all
Respawns loot in all loot containers currently on the server
Action
spawn.respawnloot_lookingat
Respawns loot in the loot container currently being looked at
Action
spawn.respawnloot_radius
Respawns loot in all loot containers within the given radius
Action
spawn.respawn_populations
(Generated) When enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested
spawn.scalars
(Generated) Prints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable output
Action
spawn.simulate_loot
<iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawned
Action
spawn.svshielddummy
(Generated) Server-side handler that spawns a dummy player entity at the given position and direction loaded with the Shields loadout, optionally holstering the shield; triggered by spawn.shielddummy
Action
spawn.tick_individuals
(Generated) Interval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities
spawn.tick_populations
(Generated) Interval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load
sss.enabled
(Generated) Enables the sub-surface scattering post-process effect on character skin, giving skin a translucent appearance under direct lighting
sss.halfres
(Generated) Renders the sub-surface scattering effect at half resolution, halving the GPU cost at the expense of slight softness in skin shading
sss.quality
(Generated) Sub-surface scattering quality level; deprecated and no longer used in current builds
sss.scale
(Generated) Controls the intensity of the sub-surface scattering effect; higher values make skin appear more translucent under direct light
stability.accuracy
(Generated) Floating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations
stability.collapse
(Generated) Stability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall
stability.log_ground_missing_death
(Generated) When enabled, logs when entities die because their ground support entity was destroyed or is missing
stability.log_stability_death
(Generated) When enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name
stability.log_stability_updates
(Generated) When enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging
stability.refresh_stability
(Generated) Forces an immediate recalculation of stability for all building blocks in the world; expensive on large bases
Action
stability.stabilityqueue
(Generated) Maximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick
stability.strikes
(Generated) Number of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time
stability.surroundingsqueue
(Generated) Maximum time in seconds that surrounding-support check jobs can run per server tick before deferral
stability.verbose
(Generated) Verbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation
stag.population
Population active on the server, per square km