Commands
2,423 on public2,423 commands
Command
Default Value
stash.reveal_tick_rate
(Generated) Interval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_ratesteam.server_allow_steam_nicknames
storagecontainer.canrequireauthifnolock
(Generated) When enabled, storage containers without a lock can still require tool cupboard auth to access; default falsestoragecontainer.corpseitemssavedpercent
(Generated) Fraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container deathstoragecontainer.dropcorpseondeath
(Generated) When enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyedsupply.call
(Generated) Calls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing Action
supply.drop
(Generated) Spawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop Action
system.cpu_affinity
(Generated) Sets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5) Action
system.cpu_priority
(Generated) Sets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX Action
telephonemanager.maxcalllength
(Generated) Maximum duration in seconds a telephone call can remain active before it is automatically terminatedtelephonemanager.maxconcurrentcalls
(Generated) Maximum number of simultaneous active telephone calls allowed on the server at any timetelephonemanager.printallphones
(Generated) Prints a table of all registered telephone entities showing their number, directory name, and world position Action
terrain.quality
(Generated) Controls terrain rendering quality (0-100) including heightmap resolution and detail mesh density; lower values improve performance significantly on large mapsterritory.clear New
Clear all territory ownership Action
territory.createfaction New
Create a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0> Action
territory.destroy New
Remove the territory grid entirely Action
territory.factions New
List created factions and their colours Action
territory.fill New
Fill every hex cell: territory.fill <faction name|none> Action
territory.hexsize New
Hex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownershipterritory.offsetx New
Shifts the whole territory grid east/west in metres. Painted cells move with itterritory.offsetz New
Shifts the whole territory grid north/south in metres. Painted cells move with itterritory.preview New
Preview every territory grid tile on the map, owned or not. Requires the grid to exist on the serverterritory.setat New
Set the hex cell containing a world position: territory.setat <x> <z> <faction name|none> Action
territory.setcell New
Set a hex cell by index: territory.setcell <cell> <faction name|none> Action
territory.sethere New
Set the hex cell at your position: territory.sethere <faction name|none> Action
territory.state New
Returns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdings Action
ticklogging.tick_uploader_lifetime
tigerfsm.chargerange
The range at which the tiger will charge instead of fleeing if aimed attiger.population
Population active on the server, per square kmtigersneaktelegraphgrowl.minangle
Minimum angle for the tiger to growl when stalking a playertigersneaktelegraphgrowl.mintimebetweengrowls
Time between growls when stalking a playertime.cl_maxstepsperframe
The maximum amount physics ticks per frame on clients. If things are taking too long, time slows downtime.cl_steps
Desired physics ticks per second on clientstime.missiontimerscale
time.pausewhileloading
time.sv_maxstepsperframe
The maximum amount physics ticks per frame on the server. If things are taking too long, time slows downtime.sv_steps
Desired physics ticks per second on the servertime.timescale
traincar.decayminutes
How long before a train car despawnstraincar.killofftracktrains
Should train cars that are not spawned near train tracks be killed instantly (default = true)traincar.population
Population active on the servertraincar.trainturretinaccuratepervelocity
Chance to miss per m/s of velocity for turrets shooting players on moving trainstraincarunloadable.decayminutesafterunload
How long before an unloadable train car despawns afer being unloadedtraincar.wagons_per_engine
Ratio of wagons to train engines that spawntraincouplingcontroller.max_couple_speed
Maximum difference in velocity for train cars to coupletranslate.overrideculture
translate.printcultureinfo
Action
travellingvendor.alive_time_seconds
(Generated) Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes)travellingvendor.attempt_pullovers
(Generated) When enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its routetravellingvendor.max_speed
travellingvendor.should_destroy_buildings
(Generated) When enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road pathtravellingvendor.should_spawn
(Generated) When enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawningtravellingvendor.spawn
(Generated) Spawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawn Action
travellingvendor.startevent
(Generated) Spawns a Travelling Vendor event instance; registered as travellingvendor.startevent Action
tree.global_broadcast
(Generated) When enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the networktreemanager.cellsize
Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512.treemanager.enabletreestreaming
(Generated) When enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidthtreemanager.playerbudgetms
(Generated) Per-frame CPU budget in milliseconds allocated to sending tree streaming data per playertreemanager.updatebudgetms
(Generated) Total per-frame CPU budget in milliseconds for the tree streaming update systemtreemanager.uselazyserialization
Instead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens.