Commands
2,661 on staging2,661 commands
Command
Default Value
basemission.missionpervalidstatecooldown
Minimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueuebasemission.missionsenabled
(Generated) When enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the serverbasemission.missionvalidstateworkqueuebudget
How long per frame (ms) to spend processing updateMissionValidStateWorkQueuebasemission.missionvalidstateworkqueuecooldown
Minimum time (s) between starting runs of updateMissionValidStateWorkQueuebasemission.profilenextmissionsvalidstateworkqueue
Generate a performance capture containing the next run of updateMissionValidStateWorkQueue Action
basemounteduseable.debug
(Generated) When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-onlybasemountedweapon.reload
Forces the ballistas, cannons and mortars within 10m of the calling admin player to reload immediately; admin-only Action
basenavigator.basenavmovementframeinterval
How many frames between base navigation movement updatesbasenavigator.maxstepupdistance
The max step-up height difference for pet base navigationbasenavigator.navtypedistance
basenavigator.navtypeheightoffset
basenavigator.stucktriggerduration
How long we are not moving for before trigger the stuck eventbasepet.movementupdatebudgetms
basepet.onlyqueuebasenavmovements
basepet.queuedmovementsallowed
baseplayer.botcolliderframebudgetms
(Generated) Per-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics collidersbaseplayer.lifestoryframebudgetms
baseplayer.relationshipupdatequeueframebudgetms
(Generated) Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queuebaseragdoll.debug_vis
(Generated) When enabled, draws debug visualisations for ragdoll physics state including bone positions and velocitiesbasesculpture.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 modifiedbasesculpture.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 modificationsbasesiegeweapon.outsidedecayminutes
How many minutes before a siege weapon loses all its health while outsidebasesubmarine.deepwaterdecayminutes
How long before a submarine loses all its health while in deep waterbasesubmarine.outsidedecayminutes
How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is usedbasesubmarine.oxygenminutes
How long a submarine can stay underwater until players start taking damage from low oxygenbatching.batch_industrial_pipes
(Generated) When enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change statebatching.enabled
(Generated) Enables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overheadbatching.renderer_capacity
(Generated) Maximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory usebatching.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 excludedbatching.renderer_threading
(Generated) Enables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU coresbatching.renderer_vertices
(Generated) Maximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batchingbatching.verbose
(Generated) Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the consolebatteringramhead.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 kmbeehive.updatehiveinterval
How long before a Beehive will updatebeehive.updatehivestatsinterval
How long before the Beehive will perform temperature and inside checksbeehive.xpincreaseperhoneycomb
How much the Nucleus's XP should be increased per honeycomb generatedbeeswarmai.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 firebeeswarmai.killwithouttargettime
How long a swarm will stick around without a targetbeeswarmai.searchrange
Range to find new targetsbeeswarmai.think_budget_ms
How many milliseconds to spend on thinking per framebeeswarmai.waterthreshold
How much water a player needs to be in to be ignoredbeeswarmmaster.amounttospawn
How many child swarms a master swarm will createbeeswarmmaster.killwithoutatargettime
How long a master swarm will stick around without a targetbeeswarmmaster.secondsbetweenspawns
How long before a master swarm will create a childbigwheelgame.spinfrequencyseconds
bike.doplayerdamage
Can bike crashes cause damage or death to the rider?bike.motorbikemonumentpopulation
Motorbike population in monumentsbike.outsidedecayminutes
How long before a bike loses all its health while outsidebike.pedalmonumentpopulation
Pedal bike population in monumentsbike.pedalroadsidepopulation
Pedal bike population active on the server (roadside spawns)bike.playerdamageragdolltheshold
Amount of collision damage on a bike required to ragdoll the player