Commands
2,423 on public2,423 commands
Command
Default Value
baseplayer.relationshipupdatequeueframebudgetms
(Generated) Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queuebaseragdoll.debug_vis
(Generated) When enabled, draws debug visualisations for ragdoll physics state including bone positions and velocitiesbasesculpture.applyrandomshapes
Action
basesculpture.listsavedsculptures
Action
basesculpture.loadsculpture
Action
basesculpture.logmeshstats
(Generated) When enabled, logs mesh vertex and triangle count statistics when a sculpture mesh is applied or modifiedbasesculpture.printcrc
Action
basesculpture.savesculpture
Action
basesculpture.useconvexcolliders
Use convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modificationsbasesiegeweapon.outsidedecayminutes
How many minutes before a siege weapon loses all its health while outsidebasesubmarine.deepwaterdecayminutes
How long before a submarine loses all its health while in deep waterbasesubmarine.outsidedecayminutes
How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is usedbasesubmarine.oxygenminutes
How long a submarine can stay underwater until players start taking damage from low oxygenbatching.batch_industrial_pipes
(Generated) When enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change statebatching.enabled
(Generated) Enables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overheadbatching.renderer_capacity
(Generated) Maximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory usebatching.renderer_submeshes
(Generated) Maximum number of sub-meshes a renderer can have to be eligible for batching; complex multi-material meshes above this threshold are excludedbatching.renderer_threading
(Generated) Enables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU coresbatching.renderer_vertices
(Generated) Maximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batchingbatching.verbose
(Generated) Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the consolebatteringramhead.hurt
(Generated) Deals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only Action
batteringram.maxbuildingblockgrade
(Generated) Maximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone)bear.population
Population active on the server, per square kmbeehive.updatehiveinterval
How long before a Beehive will updatebeehive.updatehivestatsinterval
How long before the Beehive will perform temperature and inside checksbeehive.xpincreaseperhoneycomb
How much the Nucleus's XP should be increased per honeycomb generatedbeeswarmai.breakrange
Range to leave current target alone (should be higher than search)beeswarmai.disable
beeswarmai.flamesettingdistance
How far away fire has to be to set the swarm on firebeeswarmai.killwithouttargettime
How long a swarm will stick around without a targetbeeswarmai.searchrange
Range to find new targetsbeeswarmai.think_budget_ms
How many milliseconds to spend on thinking per framebeeswarmai.waterthreshold
How much water a player needs to be in to be ignoredbeeswarmmaster.amounttospawn
How many child swarms a master swarm will createbeeswarmmaster.killwithoutatargettime
How long a master swarm will stick around without a targetbeeswarmmaster.secondsbetweenspawns
How long before a master swarm will create a childbigwheelgame.spinfrequencyseconds
bike.doplayerdamage
Can bike crashes cause damage or death to the rider?bike.motorbikemonumentpopulation
Motorbike population in monumentsbike.outsidedecayminutes
How long before a bike loses all its health while outsidebike.pedalmonumentpopulation
Pedal bike population in monumentsbike.pedalroadsidepopulation
Pedal bike population active on the server (roadside spawns)bike.playerdamageragdolltheshold
Amount of collision damage on a bike required to ragdoll the playerblackjackmachine.maxbet
Maximum initial bet per roundboar.population
Population active on the server, per square kmboatai.allow_sleeping
(Generated) When enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boatsboatai.avoidance_update_interval
How often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance.boatai.boat_ai_frame_budget_ms
How long per frame to spend on boat aiboatai.draw_debugs
(Generated) When enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding stateboatai.enable_mount_sync_distance
Distance players need to be to start syncing mounted seatsboatai.max_speed_percentage
(Generated) Maximum speed as a fraction of the boat's top speed that AI-controlled boats will use; default 0.9; saved and shown in admin UIboatai.print_debugs
(Generated) When enabled, logs verbose boat AI decision-making output to the server console each AI tickboatai.seconds_until_sleep
(Generated) Number of seconds a boat AI will wait without player interaction before entering sleep mode; default 30sboatbuildingblock.alwayrotatable
boatbuildingblock.alwaysdemolishable
boatbuildingblockdecay.decaydelayminutes
Multiplied by the base BuildingBlockDecay durationboatbuildingblockdecay.decaydurationmultiplier
Multiplied by the base BuildingBlockDecay durationboatbuildingblock.forwarddamagetoparentboat
(Generated) When enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entityboatbuildingstation.autocloseplayercheckinterval
boatbuildingstation.autocloseplayerchecktriggercount