Commands

2,423 on public

2,423 commands

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
blackjackmachine.maxbet
Maximum initial bet per round
boar.population
Population active on the server, per square km
boatai.allow_sleeping
(Generated) When enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boats
boatai.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 ai
boatai.draw_debugs
(Generated) When enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding state
boatai.enable_mount_sync_distance
Distance players need to be to start syncing mounted seats
boatai.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 UI
boatai.print_debugs
(Generated) When enabled, logs verbose boat AI decision-making output to the server console each AI tick
boatai.seconds_until_sleep
(Generated) Number of seconds a boat AI will wait without player interaction before entering sleep mode; default 30s
boatbuildingblock.alwayrotatable
boatbuildingblock.alwaysdemolishable
boatbuildingblockdecay.decaydelayminutes
Multiplied by the base BuildingBlockDecay duration
boatbuildingblockdecay.decaydurationmultiplier
Multiplied by the base BuildingBlockDecay duration
boatbuildingblock.forwarddamagetoparentboat
(Generated) When enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity
boatbuildingstation.autocloseplayercheckinterval
boatbuildingstation.autocloseplayerchecktriggercount