Commands

2,637 on public

2,637 commands

basemission.missionpervalidstatecooldown
Minimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueue
basemission.missionsenabled
(Generated) When enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server
basemission.missionvalidstateworkqueuebudget
How long per frame (ms) to spend processing updateMissionValidStateWorkQueue
basemission.missionvalidstateworkqueuecooldown
Minimum time (s) between starting runs of updateMissionValidStateWorkQueue
basemission.profilenextmissionsvalidstateworkqueue
Generate a performance capture containing the next run of updateMissionValidStateWorkQueue
Action
basemountable.canpausemountedplayersync
Toggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently)
basenavigator.basenavmovementframeinterval
How many frames between base navigation movement updates
basenavigator.maxstepupdistance
The max step-up height difference for pet base navigation
basenavigator.navtypedistance
basenavigator.navtypeheightoffset
basenavigator.stucktriggerduration
How long we are not moving for before trigger the stuck event
basepet.movementupdatebudgetms
basepet.onlyqueuebasenavmovements
basepet.queuedmovementsallowed
baseplayer.allowrelationshipserverocclusion
(Generated) When enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restarts
baseplayer.botcolliderframebudgetms
(Generated) Per-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders
baseplayer.lifestoryframebudgetms
baseplayer.relationshipupdatequeueframebudgetms
(Generated) Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue
baseragdoll.debug_vis
(Generated) When enabled, draws debug visualisations for ragdoll physics state including bone positions and velocities
basesculpture.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 modified
basesculpture.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 modifications
basesiegeweapon.outsidedecayminutes
How many minutes before a siege weapon loses all its health while outside
basesubmarine.deepwaterdecayminutes
How long before a submarine loses all its health while in deep water
basesubmarine.outsidedecayminutes
How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
basesubmarine.oxygenminutes
How long a submarine can stay underwater until players start taking damage from low oxygen
batching.batch_industrial_pipes
(Generated) When enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change state
batching.enabled
(Generated) Enables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overhead
batching.renderer_capacity
(Generated) Maximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory use
batching.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 excluded
batching.renderer_threading
(Generated) Enables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU cores
batching.renderer_vertices
(Generated) Maximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batching
batching.verbose
(Generated) Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console
batteringramhead.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 km
beehive.updatehiveinterval
How long before a Beehive will update
beehive.updatehivestatsinterval
How long before the Beehive will perform temperature and inside checks
beehive.xpincreaseperhoneycomb
How much the Nucleus's XP should be increased per honeycomb generated
beeswarmai.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 fire
beeswarmai.killwithouttargettime
How long a swarm will stick around without a target
beeswarmai.searchrange
Range to find new targets
beeswarmai.think_budget_ms
How many milliseconds to spend on thinking per frame
beeswarmai.waterthreshold
How much water a player needs to be in to be ignored
beeswarmmaster.amounttospawn
How many child swarms a master swarm will create
beeswarmmaster.killwithoutatargettime
How long a master swarm will stick around without a target
beeswarmmaster.secondsbetweenspawns
How long before a master swarm will create a child
bigwheelgame.spinfrequencyseconds
bike.doplayerdamage
Can bike crashes cause damage or death to the rider?
bike.motorbikemonumentpopulation
Motorbike population in monuments
bike.outsidedecayminutes
How long before a bike loses all its health while outside
bike.pedalmonumentpopulation
Pedal bike population in monuments
bike.pedalroadsidepopulation
Pedal bike population active on the server (roadside spawns)
bike.playerdamageragdolltheshold
Amount of collision damage on a bike required to ragdoll the player