Commands
2,661 on staging2,661 commands
Command
Default Value
inventory.reduceownership
Reduce ownership to item to allow new ownership to be added Action
inventory.reloaddefs
(Generated) Forces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update Action
inventory.resetbp
(Generated) Resets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipes Action
inventory.saveloadout
Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname Action
inventory.set_item_image
(Generated) Sets the custom icon image ID on the item currently held by the calling player; the image ID refers to a server-side stored image used for custom item icons Action
inventory.setwornarmorslots
Set worn items to have maximum armor slots supported Action
inventory.stackable_item_ownership
(Generated) When enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditinginventory.unlockall
(Generated) Unlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediately Action
ioentity.allow_on_boats
Allows the deployment and usage of IO entities on player boats and tugboats.ioentity.backtracking
(Generated) Number of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speedioentity.debugbudget
Print out what is taking so long in the IO frame budgetioentity.debugbudgetthreshold
Ignore frames with a lower ms than this while debugBudget is activeioentity.debugqueue
(Generated) Prints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only Action
ioentity.framebudgetelectrichighpriorityms
ioentity.framebudgetelectriclowpriorityms
ioentity.framebudgetfluidms
ioentity.framebudgetgenericms
ioentity.framebudgetindustrialms
ioentity.framebudgetkineticms
ioentity.infiniteiopower
All player placed electrical entities will receive full power without needing to be plugged into anythingioentity.responsetime
(Generated) Minimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the networkitemmanager.enablepooling
(Generated) When enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destructionitemmodentity.playeronlyentitybeltonlyNew
Player-only item entities (eg. the deployable planner) are only created in the belt instead of the whole player inventoryjellyfish.population
Population active on the server, per square kmjunkpile.destroyifspawnonsleepingbag
junkpile.destroyifspawnonsleepingbagdistance
junkpile.destroyifspawnonsleepingbagtime
junkpilewater.destroyablebyplayerboats
junkpilewater.framebudgetms
junkpilewater.minimumplayerboatmasstobedestroyed
junkpilewater.minimumplayerboatvelocitytobedestroyed
legacyshelter.max_shelters
livestock.agescale
Multiplier applied to how long a livestock infant takes to grow up; 0.5 = grow up twice as fast, 0 = disable aging entirelylivestock.ageup
Immediately grows the nearest livestock infant into its adult stage. Optional search radius in metres (default 20). Action
livestock.allowmounting
Whether livestock can be mounted into vehicle flatbedslivestock.breedcooldown
How long (in seconds) a male livestock animal waits before breeding again, counted from conception. The female's is derived from how long her calf takes to grow uplivestock.breedingenabled
Whether livestock look for a mate on their own; disabling it leaves livestock.makepregnant workinglivestock.breedingfloorperhead
Floor in square metres each head needs in a pen to breed and to have full personal space. A 2x2 of foundations floods about 27, so it houses threelivestock.breedpausecondition
Condition at or below which a livestock animal stops being willing to breedlivestock.breedresumecondition
Condition at or above which a livestock animal that stopped breeding is willing againlivestock.breedsearchradius
How far (in metres) a male livestock animal looks for a matelivestock.calmedtrustfloor
The seconds a livestock animal credits to a player under a livestock handling effect; kept inside the tolerated band on purposelivestock.calvingcooldownscale
Scales how long a mother waits after calving before she can carry again. 1 is one calf grown up per birthlivestock.census
Counts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map). Action
livestock.censusreset
Zeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now. Action
livestock.completepregnancy
Makes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20). Action
livestock.conditionfallseconds
How many seconds a totally neglected livestock animal takes to fall from full health to 1 hp, or to dead when it has no personal space leftlivestock.conditionfullcontentment
Contentment at which a livestock animal is in full condition; below it the condition target falls in proportion, so a herd held at the shelter floor sits at half conditionlivestock.conditionriseseconds
How many seconds a well kept livestock animal takes to heal from nothing back to full healthlivestock.cullexcess
Kills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: unowned animals first, then owned ones, the worst kept and worst bred first in each. An optional head count culls down to that instead. Action
livestock.curiousbreakdistance
How far (in metres) a player can get before a curious livestock animal gives up following themlivestock.curiouschance
The share of livestock born curious, so they follow a player they know without needing a lead; 0 disables curious animalslivestock.debugcondition
Adds the condition and its breeding band to a livestock animal's ai.showState read-outlivestock.debugdaybudget
Adds the day budget shares to a livestock animal's ai.showState read-outlivestock.debuggait
Adds walk speed and gait penalty to a livestock animal's ai.showState read-outlivestock.debuggenes
Adds an animal's genes to its ai.showState read-outlivestock.debugspecials
Logs each special livestock animal as it spawnslivestock.defendreactiontime
How recently (in seconds) a player the herd counts as one of its own must have been attacked for a bull to come after whoever is doing it; 0 stops him defending playerslivestock.devnamechance
The chance a freshly named livestock animal is given a developer's handle instead of an ordinary name; one named that way never founds a dynastylivestock.drawherds
Toggles drawing the free range herds within livestock.drawRadius of you, each in its own colour: the whole herd the count links through livestock.freeRangeLinkRadius, past the cap, joined by its shortest set of lines, and its size against livestock.maxFreeRangeHerd with how many of it are not owned. Pass 1 or 0 to set it instead. Action