Commands
2,662 on staging2,662 commands
Command
Default Value
satellite.phase1_grow_scale
Multiplier the orbiting satellite's glow billboard grows to by the end of phase 1 (starts at 1x). Purely a visual telegraph; replicated because the grow runs client-side.satellite.random
Trigger a satellite crash at a random valid position on the map Action
satellite.require_powerplant
If true, the satellite control computer can only be powered up while the power plant is active (powergrid stage 1+). Ignored when the powergrid system itself is disabled.satellite.reuse_last_crash_spot
Crash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check.satellite.rotation_strength
Heading rotation per thruster fire (degrees)satellite.shrink_expand_radius
Impact radius change per thruster fire (meters)satellite.site_check_physical_geometry
Also raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't seesatellite.site_clearance_radius
Clearance (m) the crash-site search demands around a candidate โ rejected if any player building, prevent-building volume or safezone is within this range. Kept separate from kill_radius so targeting standoff can exceed what the impact destroys; 16 matches the building-privilege radius, so a valid site is never inside a base's TC influence.satellite.site_footprint_radius
Radius (m) around a candidate crash spot sampled for ground shape โ roughly the crash remains footprint. Used both to reject unsuitable spots and to fit the spawned remains to the ground.satellite.site_max_slope
Max overall ground slope (degrees) across the crash footprint before a spot is rejectedsatellite.site_max_unevenness
Max terrain height deviation (m) from the crash footprint's best-fit plane before a spot is rejected as too uneven (cliff edges, crests, dips the remains meshes can't hide)satellite.sky_trail
Render the satellite's descent as a map-wide sky ribbon tracing the real flight path, visible from any distance at any draw distance setting. Rendered client-side from the entity's networked positions.satellite.sky_trail_age_fade
Fade each point of the sky ribbon out over its lifetime (sky_trail_seconds), like a TrailRenderer โ the streak continuously dissolves behind the satellite instead of holding full brightness until its points expire.satellite.sky_trail_drain_seconds
Seconds the sky ribbon takes to drain away tail-first after the satellite crashes or is destroyed. The recorded point ages are compressed into this window, so the ribbon keeps shrinking exactly the way it does in flight, and the impact end of the streak is the last to go.satellite.sky_trail_max_length
Maximum length of the sky ribbon in meters of flight path โ the tail is trimmed to keep the ribbon at or under this. 0 = no length cap, letting the sky_trail_seconds lifetime fade own the tail instead of a hard cut.satellite.sky_trail_noise
Meters of smooth random wobble baked into the sky ribbon as it's laid down, so the streak reads as turbulent rather than a perfect straight line. Keep it under the dish's size (~3m) or the trail visibly detaches from the model. 0 = perfectly straight.satellite.sky_trail_seconds
Seconds of flight path the sky ribbon spans โ its TrailRenderer-style lifetime: with sky_trail_age_fade on, points dissolve to nothing as they reach this age. Capped by the ribbon's internal point budget at ~128s.satellite.sky_trail_width_degrees
On-screen thickness of the sky ribbon's head, in degrees of view angle โ it holds the same apparent width whatever distance it's projected at, tapering to a point at the tail.satellite.targeting_budget_ms
Crash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded.satellite.targeting_coverage_factor
Crash targeting: candidate samples tested per clearance-footprint, i.e. per (targetingRadius/clearanceRadius)^2. The sample count scales with the targeting area, so a small circle runs far fewer checks than a large one. ~1.2 is bare geometric coverage (samples spaced ~one clearance apart); the default adds margin to catch tight gaps. Pushing it much higher mostly adds correlated, redundant checks.satellite.targeting_min_samples
Crash targeting: minimum candidate samples per search, regardless of how small the targeting circle is. Floors the area-scaled sample count so a small but cluttered area still gets a fair number of attempts.satellite.thruster_extra_steps
When a thruster move finds no valid crash site, how many extra steps to take in the same direction before giving up. Fuel cost is linear in the number of steps taken (a 3-step move costs 3 fuel), and a further step isn't attempted if the player can't afford it.satellite.thruster_module_count
Thruster modules salvaged from fully harvesting the crash remainssatellite.thruster_module_min_condition
Minimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-insatellite.trail_alpha_scale
Multiplier on the alpha of the satellite trails' authored colour gradients, saturating at full opacity โ the authored fades drop to near-transparent within the first quarter of the trail, so values above 1 keep progressively more of its length visible. Applied alongside trail_time_scale as the trails switch on.satellite.trail_time_scale
Multiplier on the authored lifetime of the satellite's trail renderers โ a trail spans this many times the authored seconds of flight path, so it directly scales the visible streak length. Applied as the trails switch on (they sit out the projected far-distance stretch and only run once the satellite is drawn at its real position), so changes take effect at the next handover, not mid-trail. Replicated because trails render client-side.satellite.trigger
Trigger a satellite crash at the calling player's position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]] Action
satellite.wreck_fire_duration
Seconds the main wreck stays too hot to harvest after impactscraptransporthelicopter.population
Population active on the serversearchlight.debugvolumetrics
seaturtle.forcesurfaceamount
seaturtle.population
Population active on the server, per square kmsensecomponent.maxrefreshintervalseconds
sensecomponent.minrefreshintervalseconds
sentry.debugpreventduplicates
Prevents auto turrets getting added more than once to the IO queuesentry.hostileduration
how long until something is considered hostile after it attackedsentry.interferenceradius
radius to check for other turretssentry.maxinterference
max interference from other turretssentry.scantimer
How quickly can a turret acquire a potential target. Less is faster, but perf taxingsentry.targetall
target everyone regardless of authorizationserver.allowsorting
Set to false to disable the storage adaptor sorting functionalityserver.allowvineswinging
(Generated) When true, players can grab and swing on deployed vines; disable to prevent vine-swinging movementserver.anticheatid
(Generated) Easy Anti-Cheat product ID used to authenticate this server with EAC servicesserver.anticheatkey
(Generated) Easy Anti-Cheat product key used alongside anticheatid for EAC server authenticationserver.anticheatlog
(Generated) Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic outputserver.anticheattoken
(Generated) When true clients must provide a valid EAC token to connect; disable only for testing or modded environmentsserver.arrowarmor
(Generated) Global multiplier for armour effectiveness against arrow and bow damage; 1.0 = defaultserver.arrowdamage
(Generated) Global multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damageserver.artificialtemperaturegrowablerange
server.authtimeout
(Generated) Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnectedserver.autouploadmap
Automatically upload procedurally generated maps so that players download them (faster) instead of re-generating themserver.autouploadmapimages
Automatically upload an image of the map, used to show the map in the server browserserver.backup
Backup server folder Action
server.bag_quota_item_amount
server.bansserverendpoint
HTTP API endpoint for centralized banning (see wiki)server.bansserverfailuremode
Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki)server.bansservertimeout
Timeout (in seconds) for centralized banning web server requestsserver.bleedingarmor
(Generated) Global multiplier for armour effectiveness against bleeding damage; 1.0 = defaultserver.bleedingdamage
(Generated) Global multiplier for all bleeding damage over time; 1.0 = defaultserver.botcount
(Generated) Returns the current number of bot (AI-controlled player) entities active on the server Action