Commands

2,662 on staging

2,662 commands

system.cpu_priority
(Generated) Sets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX
Action
telephonemanager.maxcalllength
(Generated) Maximum duration in seconds a telephone call can remain active before it is automatically terminated
telephonemanager.maxconcurrentcalls
(Generated) Maximum number of simultaneous active telephone calls allowed on the server at any time
telephonemanager.printallphones
(Generated) Prints a table of all registered telephone entities showing their number, directory name, and world position
Action
terrain.quality
(Generated) Controls terrain rendering quality (0-100) including heightmap resolution and detail mesh density; lower values improve performance significantly on large maps
territory.clear
Clear all territory ownership
Action
territory.createfaction
Create a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0>
Action
territory.destroy
Remove the territory grid entirely
Action
territory.factions
List created factions and their colours
Action
territory.fill
Fill every hex cell: territory.fill <faction name|none>
Action
territory.hexsize
Hex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership
territory.offsetx
Shifts the whole territory grid east/west in metres. Painted cells move with it
territory.offsetz
Shifts the whole territory grid north/south in metres. Painted cells move with it
territory.preview
Preview every territory grid tile on the map, owned or not. Requires the grid to exist on the server
territory.setat
Set the hex cell containing a world position: territory.setat <x> <z> <faction name|none>
Action
territory.setcell
Set a hex cell by index: territory.setcell <cell> <faction name|none>
Action
territory.sethere
Set the hex cell at your position: territory.sethere <faction name|none>
Action
territory.state
Returns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdings
Action
ticklogging.tick_uploader_lifetime
tigerfsm.chargerange
The range at which the tiger will charge instead of fleeing if aimed at
tiger.population
Population active on the server, per square km
tigersneaktelegraphgrowl.minangle
Minimum angle for the tiger to growl when stalking a player
tigersneaktelegraphgrowl.mintimebetweengrowls
Time between growls when stalking a player
time.cl_maxstepsperframe
The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down
time.cl_steps
Desired physics ticks per second on clients
time.framestep
Game seconds each frame advances by however long it really took. 0 follows the wall clock
time.missiontimerscale
time.pausewhileloading
time.sv_maxstepsperframe
The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down
time.sv_steps
Desired physics ticks per second on the server
time.timescale
traincar.decayminutes
How long before a train car despawns
traincar.killofftracktrains
Should train cars that are not spawned near train tracks be killed instantly (default = true)
traincar.population
Population active on the server
traincar.trainturretinaccuratepervelocity
Chance to miss per m/s of velocity for turrets shooting players on moving trains
traincarunloadable.decayminutesafterunload
How long before an unloadable train car despawns afer being unloaded
traincar.wagons_per_engine
Ratio of wagons to train engines that spawn
traincouplingcontroller.max_couple_speed
Maximum difference in velocity for train cars to couple
translate.overrideculture
translate.printcultureinfo
Action
travellingvendor.alive_time_seconds
(Generated) Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes)
travellingvendor.attempt_pullovers
(Generated) When enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route
travellingvendor.max_speed
travellingvendor.should_destroy_buildings
(Generated) When enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path
travellingvendor.should_spawn
(Generated) When enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning
travellingvendor.spawn
(Generated) Spawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawn
Action
travellingvendor.startevent
(Generated) Spawns a Travelling Vendor event instance; registered as travellingvendor.startevent
Action
tree.global_broadcast
(Generated) When enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network
tree.hit_forgiveness
tree.hit_forgiveness_max_trunk
treemanager.cellsize
Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512.
treemanager.enabletreestreaming
(Generated) When enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth
treemanager.playerbudgetms
(Generated) Per-frame CPU budget in milliseconds allocated to sending tree streaming data per player
treemanager.updatebudgetms
(Generated) Total per-frame CPU budget in milliseconds for the tree streaming update system
treemanager.uselazyserialization
Instead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens.
tree.simplified_collider
(Generated) When enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy
triggerbase.clearexcludelayers
(Generated) Removes the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers
Action
triggerbase.setexcludelayers
(Generated) Applies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections
Action
triggerbase.useexcludelayers
(Generated) When enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers
triggerboatmagnet.boatmagnetsenabled
(Generated) When enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position