Rust console commands list (every server command)
Every console command a Rust dedicated server knows, grouped by the part before the dot. Commands in the global group are typed without it: global.teleport is just teleport. This list comes straight from a Rust dedicated server (Rust build 25902425, read 2026-10-14), and it is refreshed after every Rust update.
Run a command in the server console, over RCON, or from the F1 console in game when you are an admin on that server. Admins means the player must be an owner or moderator on the server (ownerid or moderatorid); Server console and RCON commands cannot be typed by a player at all. The settings a server keeps (convars such as server.maxplayers) are on Rust server variables.
Common admin tasks
Section titled “Common admin tasks”What to type for the jobs server owners do most. Replace the parts in angle brackets: a name is the player’s name as it shows in game, a SteamID is the 17-digit number from their Steam profile.
| To | Type |
|---|---|
| Turn off decay | decay.scale 0 |
| Change the player limit | server.maxplayers 100 |
| Make a player an admin (owner) | ownerid <SteamID> "<name>" |
| Make a player a moderator | moderatorid <SteamID> "<name>" |
| Take admin away | removeowner <SteamID> |
| Kick a player | kick <name> "<reason>" |
| Ban a player who is online | ban <name> "<reason>" |
| Ban by SteamID | banid <SteamID> "<name>" "<reason>" |
| Lift a ban | unban <SteamID> |
| Mute a player in chat | mute <name> |
| Teleport to a player | teleport <name> |
| Bring a player to you | teleport2me <name> |
| Give yourself an item | inventory.give <shortname> <amount> |
| Give a player an item | inventory.giveto <name> <shortname> <amount> |
| Set the time of day | env.time 12 |
| Stop the rain (-1 hands weather back to the game) | weather.rain 0 |
| Turn on PvE | server.pve true |
| Make crafting instant | craft.instant true |
| Turn off monument radiation | server.radiation false |
| Message everyone in chat | say "<message>" |
| List the players online | status |
| Save the world now | server.save |
| Keep changed settings and admins after a restart | server.writecfg |
| Restart with a countdown and a message | restart 60 "<message>" |
global
Section titled “global”| Command | Who can run it | What it does |
|---|---|---|
global.add_wallpaper_radius <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random | Admins | <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random |
global.adminui_deleteugccontent | Admins | Clears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity component |
global.adminui_fullrefresh | Admins | Triggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at once |
global.adminui_requestfireworkpattern | Admins | Sends the firework pattern design data for the specified pattern firework entity to the requesting admin client |
global.adminui_requestplayerlist | Admins | Server-side handler that serialises and sends the current player list to the requesting admin client for display in the admin UI |
global.adminui_requestserverconvars | Admins | Server-side handler that collects all ServerAdmin+ShowInAdminUI convars and sends them to the admin client for editing via the admin UI |
global.adminui_requestserverinfo | Admins | Server-side handler that serialises and sends current server info (name, players, FPS, etc.) to the requesting admin client |
global.adminui_requestugccontent | Admins | Server-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin client |
global.adminui_requestugclist | Admins | Server-side handler that scans all entities for UGC content (images, patterns, vending names) and sends a serialised list to the admin client |
global.applygenes <gene string> | Admins | Applies the given genes (e.g. “YYYGGG”) to the clone/seed in your hands |
global.authcount | Admins | Returns all entities that the provided player is authed to (TC’s, locks, etc), supports —json |
global.authradius | Admins | Authorises the specified player (or caller if none given) to all tool cupboards within the given radius around them |
global.authradius_multi | Admins | Authorises multiple specified players to all tool cupboards within the given radius around the calling admin |
global.authradius_radius | Admins | Finds all players within playerRadius of the caller, then authorises each of them to TCs within authRadius of themselves |
global.ban | Admins | ban <player> <reason> [optional duration] |
global.banid | Admins | banid <steamid> <username> <reason> [optional duration] |
global.banlist | Admins | List of banned users (sourceds compat) |
global.banlistex | Admins | List of banned users - shows reasons and usernames |
global.bans | Admins | List of banned users |
global.breakclothing | Admins | Breaks all equipped clothing items currently worn by the calling player, reducing their condition to zero |
global.breakitem | Admins | Reduces the condition of all items in the calling player inventory whose short name matches the given string to zero, breaking them |
global.buildinfo | Admins | Get information about this build |
global.carstats | Admins | Get information about all the cars in the world |
global.change_wallpaper_radius <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random | Admins | <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random |
global.clear_wallpaper_radius | Admins | clear_wallpaper_radius <radius> |
global.clearallsprays | Admins | Removes all spray paint entities from the server world; useful for cleaning up excessive player spray art |
global.clearallspraysbyplayer | Admins | Removes all spray paint entities created by a specific player, identified by Steam ID or name |
global.clearcontainer | Admins | clearcontainer: Removes all items inside the container you’re looking at |
global.clearcontainer_radius | Admins | clearcontainer_radius <radius>: Removes all items inside a container within a radius |
global.cleardroppeditems | Admins | Removes all dropped item entities from the server, cleaning up every piece of loot on the ground |
global.clearspraysatpositioninradius | Admins | Removes all spray paint entities within a given radius of the specified world position (X Y Z) |
global.clearspraysinradius | Admins | Removes all spray paint entities within the given radius of the calling admin current position |
global.clearugcbyplayer | Admins | Clears UGC content from all entities that have the specified player (by name or Steam ID) in their editing history |
global.clearugcentitiesinrange | Admins | Clears UGC content from all entities within the given radius of a world position; reports how many entities were cleared |
global.clearugcentity | Admins | Clears all UGC content from a single entity by network ID; reports success or failure |
global.clearvendingmachinenamescontaining | Admins | Clears the custom name UGC from all vending machines whose content string contains the given search text (case/symbol insensitive) |
global.clientperf | Admins | Requests a performance report from every connected client; supports legacy and JSON formats; used for monitoring client frame rates and memory usage |
global.colliders | Admins | Prints the count of enabled versus disabled Collider components currently in the scene |
global.deauthradius | Admins | Removes authorisation for the specified player (or caller) from all tool cupboards within the given radius |
global.deauthradius_multi | Admins | Removes authorisation for multiple specified players from all tool cupboards within the given radius around the calling admin |
global.deauthradius_radius | Admins | Finds all players within playerRadius of the caller, then deauthorises each of them from TCs within authRadius of themselves |
global.dump | Admins | Dumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash. |
global.dumpanimators | Admins | Dumps a diagnostic snapshot of animators into a diagnostics subfolder |
global.dumpentities | Admins | Dumps a diagnostic snapshot of entities into a diagnostics subfolder |
global.dumplodgroups | Admins | Dumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder |
global.dumpnetwork | Admins | Dumps a diagnostic snapshot of network info into a diagnostics subfolder |
global.dumpobjects | Admins | Dumps a diagnostic snapshot of objects into a diagnostics subfolder |
global.dumpphysics | Admins | Dumps a diagnostic snapshot of physics into a diagnostics subfolder |
global.dumppreprocess | Admins | Dump list of prefabs pre-processed into a diagnostics subfolder |
global.dumprootobjects | Admins | Dumps a diagnostic snapshot of root objects (all gameobjects across all scenes) into a /diagnostics/ subfolder. WARNING: this will stall the server and can cause it to crash. |
global.dumpsysteminformation | Admins | Dumps a diagnostic snapshot of system information into a diagnostics subfolder |
global.dumpwarmup | Admins | Dumps a diagnostic snapshot of warmup info into a diagnostics subfolder |
global.entcount | Admins | Returns all entities that the provided player has placed, supports —json |
global.entid | Admins | Runs an admin command (kill, lock, unlock, etc.) on a specific entity by network ID; blocks operation on players and point entities |
global.fillcontainer | Admins | fillcontainer <optional: category> - Fills the container you are looking at with random items, can also specify a category (ammunition, weapon etc.) |
global.fillcontainer_radius | Admins | fillcontainer_radius <radius> <optional: category> - Fills containers with random items within a radius, can also specify a category |
global.fillinventory | Admins | fillinventory <optional: category> - Fills your inventory with random items, can also specify a category (ammunition, weapon etc.) |
global.free | Admins | Clears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only |
global.getugcinfo | Admins | Returns a JSON object containing the UGC info (CRCs, type, player history) for the entity with the given network ID |
global.injure | Admins | Puts the calling player or a named target into the wounded/downed state, simulating the critical injury bleed-out state |
global.injureplayer | Admins | Puts the specified player into the wounded/downed state immediately without killing them; useful for testing the crawl/revive mechanics |
global.kick | Admins | Kicks the specified player from the server with an optional reason; broadcasts the kick to chat and places them through the queue on reconnect |
global.kickall | Admins | Kicks all currently connected players from the server with an optional reason; useful for forcing a restart or clearing the server |
global.kill | Any player | Kill a player’s character. |
global.killallplayers | Admins | Deals lethal damage to every non-NPC player currently connected to the server; reports the number of players killed |
global.killbees | Admins | Kills all bee swarms |
global.killplayer | Admins | Deals 1000 damage to the specified player (by name/SteamID/bot) killing them immediately; useful for testing death logic without console kill commands |
global.listid | Admins | List of banned users, by ID (sourceds compat) |
global.moderatorid | Admins | Adds the specified Steam64 ID as a server moderator with optional name and reason; grants admin flag to the player if connected |
global.mute | Admins | Mutes the specified connected player preventing them from using chat; optionally accepts a mute expiry timestamp for temporary mutes |
global.mutelist | Admins | Print a list of currently muted players |
global.objects | Admins | Prints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes |
global.ownerid | Admins | Adds the specified Steam64 ID as a server owner (auth level 2) with optional name and reason; requires the caller to also be auth level 2 |
global.playerlist | Admins | Get a list of players |
global.playerlistids | Admins | Get a list of player’s IDs |
global.players | Admins | Print out currently connected clients etc |
global.print_wallpaper_skins | Admins | Lists all wallpaper skins |
global.printallscenesinbuild | Admins | Prints all scenes registered in the build settings with their build index and asset path |
global.queue | Admins | Prints the current state of server-side stability check and surroundings update queues; reports nothing useful on client |
global.quit | Admins | Quits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode |
global.recover | Admins | Revives the calling player or a named target from the wounded state, restoring them to standing with a small amount of health |
global.recoverplayer | Admins | Recovers the specified player from the wounded state, standing them back up at minimum health |
global.removemoderator | Admins | Removes moderator status from the specified Steam64 ID; removes admin flag from the player if currently connected |
global.removeowner | Admins | Removes owner status from the specified Steam64 ID; removes admin flag from the player if currently connected |
global.removeskipqueue | Admins | Removes skip queue permission from a SteamID |
global.report | Admins | Runs a server performance diagnostic report covering entity counts, memory usage, and active invokes, outputting results to the server console |
global.respawn | Any player | Respawn your character. |
global.respawn_sleepingbag | Any player | |
global.respawn_sleepingbag_favourite | Any player | |
global.respawn_sleepingbag_remove | Any player | |
global.restart | Admins | Schedules a server restart; optionally accepts a countdown in seconds and a broadcast message sent to all players before the restart occurs |
global.say | Admins | Sends a message in chat |
global.serverinfo | Admins | Get a list of information about the server |
global.setinfo | Any player | |
global.skick | Admins | Silently kicks the specified player without broadcasting to chat; the kick is logged to RCON only |
global.skin_looking <skin> | Admins | Apply a skin to the item you are looking at. |
global.skin_radius | Admins | skin_radius ‘skin’ ‘radius’ |
global.skipqueue | Admins | Moves the specified Steam64 ID to the front of the connection queue so they connect immediately on next join |
global.skipqueueid | Admins | Adds skip queue permissions to a SteamID |
global.sleep | Admins | Puts the calling player into the sleeping state, disconnecting their control and making them a sleeping entity on the server |
global.sleepingusers | Admins | Show user info for players on server. |
global.sleepingusersinrange | Admins | Show user info for sleeping players on server in range of the player. |
global.sleeptarget | Admins | Puts the player that the calling admin is looking at into the sleeping state; useful for testing sleeping player interactions |
global.spectate | Admins | Enters spectator mode; optionally accepts a player name or Steam ID to spectate that specific player from a third-person camera |
global.spectateid | Admins | Enters spectator mode targeting the entity or player with the given network entity ID |
global.stats | Admins | Print out stats of currently connected clients |
global.status | Admins | Print out currently connected clients |
global.status_sv | Any player | Print detailed server status. |
global.steamrelayinit | Admins | |
global.steamstatus | Admins | |
global.subscriptions | Admins | Prints a table of active network group subscriptions for the calling player, showing realm and group ID; supports —json flag |
global.sysinfo | Admins | Prints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform |
global.sysuid | Admins | Prints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier |
global.teaminfo | Admins | Prints a table of all members in the team of the specified player showing Steam ID, username, online status, and whether they are team leader; supports —json |
global.teleport | Admins | Teleports the calling admin to a player by name or partial name match; if two arguments are given, moves the first-named player to the second |
global.teleport2autheditem <steamID/name> <optional: filter> | Admins | Teleport to a random entity the player is authed on |
global.teleport2death | Admins | Teleports the calling admin to their own most recent death location |
global.teleport2entityid | Admins | Teleport to the entity with the specified network ID |
global.teleport2grid | Admins | Teleports the calling admin to the centre of the named map grid square (e.g. A1, B3) |
global.teleport2marker | Admins | Teleports the calling admin to the map marker they have placed on their in-game map |
global.teleport2me | Admins | Teleports the named player to the calling admin current position |
global.teleport2mission | Admins | Teleports the calling admin to the target location of their currently active mission objective |
global.teleport2nearest | Admins | |
global.teleport2owneditem | Admins | Teleports the calling admin to an entity owned by a specified player, identified by Steam ID or name |
global.teleport2satellitecrashsite | Admins | Teleports the calling admin to the currently locked-in satellite crash site. Does nothing if no satellite is descending. |
global.teleportany | Admins | Teleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filter |
global.teleportboat2grid | Admins | Teleports the calling admin and their player boat to the centre of the named map grid square (e.g. A1, B3) |
global.teleportboat2marker | Admins | Teleports the calling admin and their player boat to the map marker they have placed on their in-game map |
global.teleportboatpos | Admins | Teleports the calling admin and their player boat to exact world coordinates specified as X Y Z arguments |
global.teleporteveryone2me | Admins | Teleports all connected players to the calling admin current position |
global.teleportlos | Admins | Teleports the calling admin to the point in the world that their line of sight is currently hitting |
global.teleportnonsleepers2me | Admins | Teleports all connected active (non-sleeping) players to the calling admin current position |
global.teleportpos | Admins | Teleports the calling admin or a named player to exact world coordinates specified as X Y Z arguments |
global.teleportsleepers2me | Admins | Teleports all sleeping player entities to the calling admin current position |
global.teleporttargetteam2me | Admins | Teleports all members of the named player team to the calling admin current position |
global.teleportteam2me | Admins | Teleports all members of the calling player team to the calling admin current position |
global.textures | Admins | Prints a list of all live Texture objects with their name and estimated runtime memory size |
global.togglespectateteaminfo | Admins | Toggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator mode |
global.unban | Admins | Removes the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnect |
global.unlockradius | Admins | Clears the lock flag on every code lock and key lock within a radius of the calling player, so a base can be walked without its codes. Radius defaults to 20 metres |
global.unmute | Admins | Removes the chat mute from the specified connected player, allowing them to send messages again |
global.updatemanifest | Admins | Immediately update the manifest |
global.upgrade_looking <grade> | Admins | Upgrade the building block you are looking at. |
global.upgrade_radius | Admins | upgrade_radius ‘grade’ ‘radius’ |
global.users | Admins | Show user info for players on server. |
global.usersinrange | Admins | Show user info for players on server in range of the player. |
global.usersinrangeofplayer | Admins | Show user info for players on server in range of the supplied player (eg. Jim 50) |
global.version | Any player | Prints the current game version string to the console, including build number and branch |
lang | Any player | Set the server language. |
plugins | Any player |
| Command | Who can run it | What it does |
|---|---|---|
ai.addignoreplayer | Admins | Add a player (or command user if no player is specified) to the AIs ignore list. |
ai.aizonestats | Admins | Prints the total count of registered AIInformationZone instances on the server |
ai.brainstats | Admins | Prints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server |
ai.clearignoredplayers | Admins | Remove all players from the AIs ignore list. |
ai.deselectnpc | Admins | Removes the NPC you are looking at from your selection and hands it back to its normal AI. |
ai.killanimals | Admins | Kills all animal NPCs and animal NPC2 entities currently on the server |
ai.killscientists | Admins | Kills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server |
ai.movenpc | Admins | Orders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait. |
ai.printignoredplayers | Admins | Print a lost of all the players in the AI ignore list. |
ai.printorkilloffnavscientists | Admins | Print a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument. |
ai.releasenpc | Admins | Releases every NPC selected with ai.selectnpc and hands them back to their normal AI. |
ai.removeignoreplayer | Admins | Remove a player (or command user if no player is specified) from the AIs ignore list. |
ai.selectnpc | Admins | Adds the NPC you are looking at to your selection so ai.movenpc can order it around. |
ai.selectnpclookatserver | Admins | Editor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy |
ai.selectnpcsinrange | Admins | Adds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange. |
ai.setnpcreactiontime | Admins | The time it takes for a NPC to fully notice a player standing right in front of them, in seconds. |
ai.showdistributions | Admins | Editor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour |
ai.showstate | Admins | Show NPC state information. |
ai.sleepwakestats | Admins | Prints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities |
ai.wakesleepingai | Admins | Wakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken |
airfieldairdropterminal
Section titled “airfieldairdropterminal”| Command | Who can run it | What it does |
|---|---|---|
airfieldairdropterminal.force_charge | Admins | |
airfieldairdropterminal.force_shortcircuit | Admins |
airfieldcallchinookterminal
Section titled “airfieldcallchinookterminal”| Command | Who can run it | What it does |
|---|---|---|
airfieldcallchinookterminal.force_charge | Admins | |
airfieldcallchinookterminal.force_shortcircuit | Admins |
analytics
Section titled “analytics”| Command | Who can run it | What it does |
|---|---|---|
analytics.resetstats | Admins | |
analytics.stats | Admins | |
analytics.tablestats | Admins | |
analytics.uploaderstats | Admins |
apartment
Section titled “apartment”| Command | Who can run it | What it does |
|---|---|---|
apartment.checkoutallrooms | Admins | Checkout every room in the apartment complex |
apartment.checkoutroom | Admins | |
apartment.fakerentroom | Admins | |
apartment.givestalecombattrigger | Admins | Admin test tool: injects a stale combat-zone trigger (TriggerSafeZoneOverride) into your trigger list without physically entering it, reproducing the reconnect/wake desync so you can verify safezone damage protection. Run it near a loaded apartment, then walk out into the world. |
apartment.printapartmentfurniture | Admins | Print list of furniture inside your room |
apartment.printitemtax | Admins | Print out a list of all items that apartments will tax |
apartment.rentallrooms | Admins | |
apartment.rentallroomsoftype | Admins | |
apartment.rentroom | Admins | |
apartment.scheduleddeath | Admins | Test triggering the scheduled death in safezones |
apartment.testapartmentsecuritydoor | Admins | Test triggering the apartment security door |
| Command | Who can run it | What it does |
|---|---|---|
app.appban | Admins | Bans a player by Steam ID from the server via the app layer, adding them to the banlist and kicking them if connected |
app.appunban | Admins | Removes a ban for the specified Steam ID from the server banlist, allowing the player to reconnect |
app.info | Admins | Prints current server info including name, level, connected players, max players, and network address to the console |
app.pair | Any player | Pair the server with the Rust+ companion app. |
app.regeneratetoken | Any player | Regenerate the server Rust+ authentication token. |
app.retry_initialize | Admins | Retry initializing the Rust+ companion server if it previously failed, pass true to restart it even if it’s already running |
ballistagun
Section titled “ballistagun”| Command | Who can run it | What it does |
|---|---|---|
ballistagun.reload | Admins | Forces the ballista gun nearest to the calling admin player to reload immediately; admin-only |
baseboat
Section titled “baseboat”| Command | Who can run it | What it does |
|---|---|---|
baseboat.seconds_between_shore_drift | Admins | |
baseboat.seconds_until_shore_drift | Admins |
basemission
Section titled “basemission”| Command | Who can run it | What it does |
|---|---|---|
basemission.profilenextmissionsvalidstateworkqueue | Admins | Generate a performance capture containing the next run of updateMissionValidStateWorkQueue |
basesculpture
Section titled “basesculpture”| Command | Who can run it | What it does |
|---|---|---|
basesculpture.applyrandomshapes | Admins | |
basesculpture.listsavedsculptures | Admins | Lists all locally saved sculpture files in the sculpture save directory |
basesculpture.loadsculpture | Admins | Loads a .sculpt file by name and applies it to the sculpture entity the local player is currently looking at |
basesculpture.printcrc | Admins | |
basesculpture.savesculpture | Admins | Saves the sculpture the local player is currently looking at to a .sculpt file with the given name in the sculpture save directory |
batteringramhead
Section titled “batteringramhead”| Command | Who can run it | What it does |
|---|---|---|
batteringramhead.hurt | Admins | Deals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only |
boatbuildingstation
Section titled “boatbuildingstation”| Command | Who can run it | What it does |
|---|---|---|
boatbuildingstation.print_stats | Admins |
boombox
Section titled “boombox”| Command | Who can run it | What it does |
|---|---|---|
boombox.clearradiobyuser | Admins | Clears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the server |
| Command | Who can run it | What it does |
|---|---|---|
bot.crouch_server | Admins | Sets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenarios |
bot.sv_exec_command | Admins | Executes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting only |
bot.sv_exec_command_all | Admins | Executes a console command on every bot player currently on the server; hidden from admin UI |
bot.sv_exec_command_sphere | Admins | Executes a console command on all bot players within a given radius of the calling admin; hidden from admin UI |
bradley
Section titled “bradley”| Command | Who can run it | What it does |
|---|---|---|
bradley.quickrespawn | Admins | Forces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only |
bradleyapc
Section titled “bradleyapc”| Command | Who can run it | What it does |
|---|---|---|
bradleyapc.spawnroadbradley | Admins |
camerarenderermanager
Section titled “camerarenderermanager”| Command | Who can run it | What it does |
|---|---|---|
camerarenderermanager.pool_stats | Admins | Prints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return counters |
cannon
Section titled “cannon”| Command | Who can run it | What it does |
|---|---|---|
cannon.adminfire | Admins |
cargoship
Section titled “cargoship”| Command | Who can run it | What it does |
|---|---|---|
cargoship.debug_cargo_status | Admins | |
cargoship.debug_info | Admins | |
cargoship.egress | Admins | Start the cargo ship’s egress (leave) phase. |
cassette
Section titled “cassette”| Command | Who can run it | What it does |
|---|---|---|
cassette.clearcassettes | Admins | Clears the saved audio recording from all cassette items currently on the server; returns count of cassettes cleared |
cassette.clearcassettesbyuser | Admins | Clears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes cleared |
catapult
Section titled “catapult”| Command | Who can run it | What it does |
|---|---|---|
catapult.fire | Admins | Fire all catapults |
catapult.reload | Admins | Reload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot player |
ch47helicopteraicontroller
Section titled “ch47helicopteraicontroller”| Command | Who can run it | What it does |
|---|---|---|
ch47helicopteraicontroller.dropcrate | Admins | Commands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately |
| Command | Who can run it | What it does |
|---|---|---|
chat.cardgamesay | Any player | |
chat.clansay | Any player | |
chat.localsay | Any player | |
chat.say | Any player | Send a global server chat message. |
chat.search | Admins | Search the chat history. |
chat.tail | Admins | Show the most recent chat messages. |
chat.teamsay | Any player |
cinematicentity
Section titled “cinematicentity”| Command | Who can run it | What it does |
|---|---|---|
cinematicentity.hideobjects | Admins | Hides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc) |
| Command | Who can run it | What it does |
|---|---|---|
clan.addtoclan | Admins | Adds a player by SteamID64 to your current clan |
clan.disband | Admins | Disbands your current clan |
clan.info | Admins | Prints info about a clan given its ID or a steamID of a player in that clan |
clan.scoretest | Admins | Adds a generic score event to your clan |
clawmarkspawner
Section titled “clawmarkspawner”| Command | Who can run it | What it does |
|---|---|---|
clawmarkspawner.showclawmarks | Admins |
commands
Section titled “commands”| Command | Who can run it | What it does |
|---|---|---|
commands.echo | Admins | |
commands.find | Admins | Search for commands by name. |
communityentity
Section titled “communityentity”| Command | Who can run it | What it does |
|---|---|---|
communityentity.pietest | Admins | |
communityentity.pietest_next | Admins | |
communityentity.pietest_prev | Admins |
console
Section titled “console”| Command | Who can run it | What it does |
|---|---|---|
console.search | Admins | Search the console output. |
console.tail | Admins | Display the most recent console messages. |
copypaste
Section titled “copypaste”| Command | Who can run it | What it does |
|---|---|---|
copypaste.copybox_sv | Admins | Server-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client command |
copypaste.copybuilding_sv | Admins | Server-side handler that copies all entities belonging to the building the player is looking at into a named paste file; called from the copybuilding client command |
copypaste.copyradius_sv | Admins | Server-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client command |
copypaste.download_paste_sv | Admins | Downloads a paste file stored on the server (legacy server-side storage) by name and sends its entity data to the requesting client for local storage |
copypaste.killbox_sv | Admins | Server-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.) |
copypaste.list_pastes_sv | Admins | Lists all paste files stored in the legacy server-side copypaste directory and prints their names to the console |
copypaste.printselection_sv | Admins | Server-side handler that prints the names of all entities within the current selection bounds; used to preview what would be included in a copy operation |
copypaste.undopaste_sv | Admins | Undoes the most recent paste operation for the calling player by destroying all entities that were spawned in that paste; replies with ‘History empty’ if nothing to undo |
| Command | Who can run it | What it does |
|---|---|---|
craft.add | Any player | Add an item to your crafting queue. |
craft.cancel | Any player | Cancel a crafting task. |
craft.canceltask | Any player | |
craft.fasttracktask | Any player |
creative
Section titled “creative”| Command | Who can run it | What it does |
|---|---|---|
creative.togglealwayson | Any player | Toggle creative mode always on for yourself. |
creative.togglealwaysonall | Admins | Sets the always-on state for all IAlwaysOn entities on the server (e.g. lights, switches); only works when alwaysOnEnabled is true and caller is in creative mode |
creative.togglealwaysonradius | Any player | Toggle creative mode for players in a radius. |
creative.togglecreativemodeuser | Admins | Enables or disables creative mode for a specific player by name or Steam ID; creative mode removes resource costs and unlocks building freely |
| Command | Who can run it | What it does |
|---|---|---|
cui.cui_test | Any player | |
cui.cui_test_update | Any player | |
cui.endtest | Any player |
| Command | Who can run it | What it does |
|---|---|---|
data.export | Admins | Exports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path |
| Command | Who can run it | What it does |
|---|---|---|
ddraw.ddrawother | Admins | Sends a ddraw.text debug draw command to a specific player by Steam ID or name; allows admins to display debug text overlays on another player screen |
| Command | Who can run it | What it does |
|---|---|---|
debug.addmonumentblockergrace <minutes> (optional: <range>) | Admins | Adds the given number of minutes to the decay grace period timer of the monument blocker closest to you, making it start decaying that much sooner. Negative values rewind the timer |
debug.applybuildingblockrandomisation | Admins | Sets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visuals |
debug.applypuzzleresettime | Admins | Applies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testing |
debug.bench_io | Admins | Spawn lots of IO entities to lag the server |
debug.breakheld | Admins | Break the current held object |
debug.breakheld_almost | Admins | Almost break the current held object |
debug.breakitem | Admins | Break all the items in your inventory whose name match the passed string |
debug.breakshield | Admins | Breaks the currently held shield |
debug.clearplayermodifiers | Admins | Removes all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing |
debug.cleartutorialforplayer | Admins | If a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player) |
debug.completemission | Admins | Completes all incomplete objectives in the calling player active mission, triggering the mission completion flow |
debug.completemissionstage | Admins | |
debug.completetutorial | Admins | Immediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression |
debug.console_print_color | Admins | Prints a message to the server console using the specified ConsoleColor index; useful for testing coloured console output |
debug.console_spam | Admins | Logs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speed |
debug.conveyorstrictmodereport | Admins | Prints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow |
debug.deleteentitiesbyshortname <shortname> (optional: <radius>) | Admins | Delete entities with the given short prefab name |
debug.deleteentitybyid | Admins | Delete entities by id. Supports multiple arguments |
debug.drink | Admins | Adds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanics |
debug.dropworlditems | Admins | Drops a specified number of the given item short name as world entities from just in front of the calling player; useful for item physics testing |
debug.eat | Admins | Adds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanics |
debug.emptytankermodule | Admins | emptyTankerModule - Clears the contents of the tanker module(s) of the modular car you’re looking at |
debug.enable_player_movement | Admins | Sends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanics |
debug.fillmounts | Admins | fillmounts <radius> - Spawns and mounts a player on every mount point in radius |
debug.filltankermodule | Admins | fillTankerModule <item> - Fills the tanker module(s) of the modular car you’re looking at with the given liquid (e.g. water, water.salt, crude.oil) |
debug.findgap | Admins | Find how large of a gap there is. <maxDistance> <stepsize> <maxSize> <layer> |
debug.flushgroup | Admins | Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again |
debug.foodspoilingdeducttimehours | Admins | Deducts the given number of hours from all spoilable food on the server |
debug.foodspoilinginventoryhours | Admins | Applies the given number of hours to all food in the players inventory |
debug.foodspoilingspoilall | Admins | Spoils all food on the server |
debug.forcechickensspawnegg | Admins | Forces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic |
debug.heal | Admins | To disable revival if player is downed, pass in —no-recover as the first argument. |
debug.hurt | Admins | Deals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactions |
debug.invis | Admins | Make admin invisible |
debug.print_topologies | Admins | Prints out the topologies at your position |
debug.printgrouplayer | Admins | Prints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment |
debug.printgroups | Admins | Logs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment |
debug.printmonumentblocker | Admins | Prints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100) |
debug.printqueues | Admins | Prints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time |
debug.puzzlereset | Admins | Reset all puzzles. Optionally provide a number to only reset puzzles within a radius. |
debug.puzzleresetinfo | Admins | Prints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status |
debug.quittutorial | Any player | |
debug.refillvitals | Admins | Refills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in —no-recover as the first argument. |
debug.refillvitalsall | Admins | Refills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in —no-recover as the first argument. |
debug.refrigeratedinventoryhours | Admins | Adds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waiting |
debug.removeoverlappingstaticspawnpoints | Admins | Scans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points |
debug.renderinfo | Admins | Generates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame |
debug.repair_inventory | Admins | Repair all items in inventory |
debug.resetsleepingbagtimers | Admins | Resets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags |
debug.respawnvinetreesinradius | Admins | Respawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players |
debug.setdamage | Admins | Deals enough bullet damage to bring the calling player or a named target to the specified health value |
debug.setfood | Admins | Sets the calling player or a named target player calorie level to the specified value directly |
debug.sethealth | Admins | Sets the calling player or a named target player health to the specified value; useful for testing low-health or death scenarios |
debug.setmaxhealth | Admins | Overrides the maximum health of the calling player or a named target; pass 0 to reset to the default value |
debug.setradiation | Admins | Sets the calling player or a named target player radiation level to the specified value directly |
debug.setthrowable | Admins | 0 = can’t throw, 1 = can throw & melee, 2 = only throwable |
debug.setunloadablecarfillpercent | Admins | Sets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore level |
debug.setwater | Admins | Sets the calling player or a named target player hydration level to the specified value directly |
debug.spawn_all_deployables | Admins | Spawns one of every deployable in a grid |
debug.spawnovenstresstest | Admins | Spawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system |
debug.spawnparachutetester | Admins | Spawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied |
debug.stall | Admins | Stalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems |
debug.starttutorial | Any player | Begin the tutorial sequence. |
debug.test_custom_vitals | Admins | Sends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering |
debug.testerror | Admins | Logs a test error and exception for testing error display. |
debug.testtutorialcinematic | Admins | Triggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it |
debug.tutorialstatus | Admins | Prints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state |
debug.vineswinginghighlight | Admins | Sends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement |
debug.vineswingingreport | Admins | Prints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable |
| Command | Who can run it | What it does |
|---|---|---|
decay.addfakeauthhistory | Admins | addfakeauthhistory <count>, adds fake deauthed players to the auth history of the tool cupboard you are standing in, for testing group upkeep tiers |
decay.clearauthhistory | Admins | Clears the deauthed player history on the tool cupboard you are standing in, dropping its group upkeep back to the number of authed players |
decay.drawnearbybuildings | Admins | drawnearbybuildings <duration> <radius>, shows building ID of entities |
decay.forcedecaytick | Admins | Call the decay tick on every single entity on the server (for testing decay works) |
deepsea
Section titled “deepsea”| Command | Who can run it | What it does |
|---|---|---|
deepsea.close | Admins | Initiates the deep sea closing sequence |
deepsea.createdeepsea | Admins | Creates the deep sea manager entity on the server |
deepsea.enterdeepsea | Admins | Teleports the player (or their mounted vehicle) into the deep sea |
deepsea.leavedeepsea | Admins | Teleports the player (or their mounted vehicle) back to the main island from the deep sea. |
deepsea.open | Admins | Initiates the deep sea opening sequence |
deepsea.printboatteleports | Admins | Prints what players on the player’s boat will be teleported to the deep sea |
deepsea.printentitycount | Admins | Prints a breakdown of all entities currently in the deep sea |
deepsea.printloot | Admins | Prints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea |
deepsea.printtimetowipe | Admins | Prints the current time remaining until the deep sea wipes |
deepsea.settimetonextopening | Admins | Sets the time in seconds until the deep sea re-opens after a wipe |
deepsea.settimetowipe | Admins | Sets the time in seconds until the deep sea wipe triggers |
deepsea.spawnfloatingcityhere | Admins | Spawns a random floating city prefab at the player position |
deepsea.spawnghostshiphere | Admins | Spawns a random ghost ship prefab at the player position |
deepsea.spawnislandhere | Admins | Spawns a random deep sea island prefab at the player position |
deepsea.spawnrhibgrouphere | Admins | Spawns a RHIB patrol boat group at the player position |
deepsea.status | Admins | Prints the current deep sea status |
deepsea.testportalspawnlocation | Admins | Tests whether the calling player’s current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in seconds |
| Command | Who can run it | What it does |
|---|---|---|
demo.record | Admins | Starts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connected |
demo.stop | Admins | Stops the active server-side demo recording for the specified player and finalises the demo file |
electricbattery
Section titled “electricbattery”| Command | Who can run it | What it does |
|---|---|---|
electricbattery.batteryid | Admins |
entity
Section titled “entity”| Command | Who can run it | What it does |
|---|---|---|
entity.countby | Admins | Count all entities created by provided users (separate users by space) |
entity.debug_toggle | Admins | Toggles the debug info overlay for an entity by net ID, showing position, velocity, health, and network state in the world |
entity.deleteby | Admins | Destroy all entities created by provided users (separate users by space) |
entity.deletebytextblock | Admins | Destroy all entities created by users in the provided text block (can use with copied results from ent auth) |
entity.find_entity | Admins | Lists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client |
entity.find_group | Admins | Lists all networked entities belonging to the given network group ID in a formatted table; admin-only on client |
entity.find_id | Admins | Lists the networked entity with the given network entity ID in a formatted table; admin-only on client |
entity.find_parent | Admins | Lists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client |
entity.find_radius | Admins | Lists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client |
entity.find_self | Admins | Lists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client |
entity.find_status | Admins | Lists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client |
entity.nudge | Admins | Applies a small positional nudge to an entity by net ID, useful for unsticking entities that are clipping into geometry |
entity.set_battery_charge | Admins | Sets the charge level of an electric battery entity by net ID to the given percentage (0-100) |
entity.spawn | Admins | Spawns a server entity by prefab name at a given world position and direction; returns the spawned entity net ID |
entity.spawngrid | Admins | Spawns a grid of server entities by prefab name centred at a position; useful for stress-testing entity counts |
entity.spawnitem | Admins | Spawns a dropped item entity server-side by item short name at a given world position |
entity.spawnlootfrom | Admins | Spawns a copy of the loot table from one container prefab into the world at the calling player position |
entity.spawnplants | Admins | Spawn every stage of every plant inside it’s own planter, with an optional filter |
entity.spawnvendor | Admins | Spawns a complete NPC vendor by vendor name - both the shopkeeper NPC and the invisible vending machine it needs - at the position the calling player is looking at |
| Command | Who can run it | What it does |
|---|---|---|
env.addtime | Admins | Advances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing |
events
Section titled “events”| Command | Who can run it | What it does |
|---|---|---|
events.print_server_events | Admins | Prints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time |
events.set_event_enabled | Admins | Enables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled |
events.set_event_max_delay | Admins | Sets the maximum delay in seconds between automatic triggers of the named server event |
events.set_event_min_delay | Admins | Sets the minimum delay in seconds between automatic triggers of the named server event |
eventschedule
Section titled “eventschedule”| Command | Who can run it | What it does |
|---|---|---|
eventschedule.killallevents | Admins | Kills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents |
eventschedule.triggerevent | Admins | Triggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous |
farmableanimal
Section titled “farmableanimal”| Command | Who can run it | What it does |
|---|---|---|
farmableanimal.simhours | Admins | Simulates the provided number of hours on all farm animals within 10m |
gamemode
Section titled “gamemode”| Command | Who can run it | What it does |
|---|---|---|
gamemode.set | Admins | Sets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore) |
gamemode.setteam | Any player | Assign a player to a team in the active game mode. |
| Command | Who can run it | What it does |
|---|---|---|
gc.alloc | Admins | Allocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput |
gc.collect | Admins | Triggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling |
gc.unload | Admins | Calls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM |
growableentity
Section titled “growableentity”| Command | Who can run it | What it does |
|---|---|---|
growableentity.growall | Admins | Server admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantly |
growableentity.killall | Admins | Server admin: kills all growable entities within 6m of the calling player, removing them from the planter |
handcuffs
Section titled “handcuffs”| Command | Who can run it | What it does |
|---|---|---|
handcuffs.togglecuffslocked | Admins | Toggles the locked state of the handcuffs held by the calling admin player, switching between locked and unlocked |
harmony
Section titled “harmony”| Command | Who can run it | What it does |
|---|---|---|
harmony.load | Admins | Loads and applies a Harmony patch assembly by file name, enabling server-side code patching without restarting |
harmony.unload | Admins | Unloads a previously loaded Harmony patch assembly by file name, reverting any code modifications it applied |
| Command | Who can run it | What it does |
|---|---|---|
heli.call | Admins | Spawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player |
heli.calltome | Admins | Orders the active patrol helicopter to fly to the calling admin position and attack there |
heli.death | Admins | Forces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence |
heli.drop | Admins | Spawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing |
heli.flee | Admins | Orders the active patrol helicopter to immediately flee to a random distant location and disengage |
heli.move | Admins | Moves the active patrol helicopter to the calling admin current position without entering combat mode |
heli.orbit | Admins | Orders the active patrol helicopter to orbit around the calling admin current position |
heli.orbitstrafe | Admins | Orders the active patrol helicopter to orbit and strafe the calling admin position simultaneously |
heli.patrol | Admins | Orders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map |
heli.strafe | Admins | Orders the active patrol helicopter to perform a strafing run on the calling admin current position |
heli.testpuzzle | Admins | Triggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle |
hexagongridgenerator
Section titled “hexagongridgenerator”| Command | Who can run it | What it does |
|---|---|---|
hexagongridgenerator.generategrid <gridSize> 5 <tileSpacing> 1.35 | Admins | <gridSize> 5 <tileSpacing> 1.35 |
hierarchy
Section titled “hierarchy”| Command | Who can run it | What it does |
|---|---|---|
hierarchy.cd | Admins | Changes the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objects |
hierarchy.del | Admins | Deletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the object |
hierarchy.ls | Admins | Lists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the console |
inventory
Section titled “inventory”| Command | Who can run it | What it does |
|---|---|---|
inventory.addownership | Admins | Add ownership to item |
inventory.clearinventory | Admins | Clears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: —belt —wear —backpack |
inventory.convertownership | Admins | Reduce ownership to item to allow new ownership to be added |
inventory.copyto | Admins | Copies the players inventory to the player in front of them |
inventory.defs | Admins | Prints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state |
inventory.deleteloadout | Admins | Deletes a named admin loadout file from the server; requires admin or developer permissions; loadout name is passed as the first argument |
inventory.deployloadout | Admins | Deploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim |
inventory.deployloadoutinrange | Admins | Deploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30 |
inventory.endloot | Any player | |
inventory.equipslot | Admins | Equips the belt/hotbar item at the given slot index for the calling admin or a named target player; requires admin or developer permissions |
inventory.equipslottarget | Admins | Equips the belt/hotbar slot at the given index for the player the admin is currently looking at; requires admin or developer permissions |
inventory.give {item} {amount} {condition} {skin} {container} {slot} | Admins | Give yourself an item by short name. |
inventory.giveall | Admins | Gives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chat |
inventory.givearm {itemid} {amount} | Admins | {itemid} {amount} |
inventory.givebp | Admins | Gives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developer |
inventory.giveequip {item} | Admins | {item} |
inventory.giveid {itemid} {amount} | Admins | Give yourself an item by item ID. |
inventory.giveto {item} {player} {amount} {skin} | Admins | Give an item to a specific player. |
inventory.lighttoggle | Any player | Toggles the light on the item the local player is currently holding; sends the toggle request to the server, and is blocked if the map UI is open |
inventory.listloadouts | Admins | Prints all saved inventory loadouts |
inventory.loadoutui_requestloadoutlist | Admins | Reads the list of saved admin loadouts from disk and sends it to the requesting player’s client as a JSON array for display in the loadout UI |
inventory.pipetteid | Admins | Checks whether the calling player has the specified item ID with the given skin ID in their inventory; used to validate pipette/skin matching server-side |
inventory.reduceownership | Admins | Reduce ownership to item to allow new ownership to be added |
inventory.reloaddefs | Admins | Forces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update |
inventory.resetbp | Admins | Resets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipes |
inventory.saveloadout | Admins | Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname |
inventory.set_item_image | Admins | 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 |
inventory.setwornarmorslots | Admins | Set worn items to have maximum armor slots supported |
inventory.unlockall | Admins | Unlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediately |
ioentity
Section titled “ioentity”| Command | Who can run it | What it does |
|---|---|---|
ioentity.debugqueue | Admins | Prints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only |
livestock
Section titled “livestock”| Command | Who can run it | What it does |
|---|---|---|
livestock.ageup | Admins | Immediately ages up the nearest livestock animal: an infant grows into its next stage, an adult dies of old age. Optional search radius in metres (default 20). |
livestock.census | Admins | Counts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map). |
livestock.censusreset | Admins | Zeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now. |
livestock.cleargrazing | Admins | Grows back every overgrazed patch of grass near the caller, and clears what the herd has eaten there. Optional radius in metres (default 100). |
livestock.completepregnancy | Admins | Makes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20). |
livestock.cullexcess | Admins | Kills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: untamed animals first, then tame ones with no cupboard for a home, then the oldest and worst bred. An optional head count culls down to that instead. |
livestock.dung | Admins | Makes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20). |
livestock.emptyfullness | Admins | Empties the nearest livestock animal’s fullness, so it goes looking for food. Optional search radius in metres (default 20). |
livestock.emptyhydration | Admins | Empties the nearest livestock animal’s hydration, so it goes looking for water. Optional search radius in metres (default 20). |
livestock.emptysocial | Admins | Empties the nearest livestock animal’s social need, as if it had been on its own. Optional search radius in metres (default 20). |
livestock.fillfullness | Admins | Fills the nearest livestock animal’s fullness, as if it had just eaten its fill. Optional search radius in metres (default 20). |
livestock.fillhydration | Admins | Fills the nearest livestock animal’s hydration, as if it had just drunk its fill. Optional search radius in metres (default 20). |
livestock.fillsocial | Admins | Fills the nearest livestock animal’s social need, as if it were standing in a herd the right size. Optional search radius in metres (default 20). |
livestock.forcebreed | Admins | Sends the nearest male livestock animal to mate with the nearest valid female, skipping the mate search. Optional search radius in metres (default 20). |
livestock.makepregnant | Admins | Makes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20). |
livestock.overgrazehere | Admins | Marks the grass where the caller is standing as overgrazed, without waiting for a herd to eat it. |
livestock.readytomilk | Admins | Makes the nearest cow ready to milk now, without waiting out its cooldown. Optional search radius in metres (default 20). |
livestock.readytoshear | Admins | Makes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20). |
livestock.rename | Admins | Renames the nearest livestock animal. Usage: livestock.rename <name> [radius], quoting a name that contains spaces, radius in metres (default 20) |
livestock.sendhome | Admins | Moves the wild anchor of every livestock animal in range to where the caller is standing, so roam and the night gather aim here. A cupboard still outranks it. Optional radius in metres (default 30). |
livestock.setcondition | Admins | Sets the condition of the livestock animal the caller is looking at, or the nearest one. Condition is the slow average that price, dung and willingness read. Usage: livestock.setcondition <0-1> [radius], radius in metres (default 20) |
livestock.setcurious | Admins | Makes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20) |
livestock.setfamiliarity | Admins | Sets how many seconds of familiarity the calling player has with the livestock animal they are looking at, or the nearest one. Usage: livestock.setfamiliarity <seconds> [radius], radius in metres (default 20) |
livestock.setfamiliarityall | Admins | Sets how many seconds of familiarity the calling player has with every livestock animal in range. 0 resets them all. Usage: livestock.setfamiliarityall <seconds> [radius], radius in metres (default 30) |
livestock.setgene | Admins | Sets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Longevity|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or Good |
livestock.setinbred | Admins | Makes the livestock animal you are looking at, or the nearest one, inbred or not, by forcing its two lineage markers together or apart. Usage: livestock.setinbred <0|1> [radius] |
livestock.showcoat | Admins | Prints what the nearest livestock animal’s coat is made of, which is its genes and, for a species with patches, its name. Usage: livestock.showcoat [radius], radius in metres (default 20) |
livestock.showgenes | Admins | Prints the genes of the livestock animal you are looking at, or the nearest one, both copies of each, plus its lineage markers. Optional search radius in metres as the first argument (default 20). |
livestock.showhome | Admins | Draws an arrow from the livestock animal you are looking at, or the nearest one, to the cupboard it lives at, or to its wild anchor when it has none. Optional search radius in metres (default 20) and seconds to draw for (default 10). |
livestock.spawnspecial | Admins | Spawns one of the named special livestock animals in front of you, skipping the rarity roll but obeying every other rule. Usage: livestock.spawnspecial <name> [species], species being needed only for an entry that fits more than one |
livestock.specials | Admins | Lists the special livestock animals this server has already produced, and counts the rest without naming them |
livestock.swapgender | Admins | Swaps the gender of the nearest livestock animal. Optional search radius in metres (default 20). |
| Command | Who can run it | What it does |
|---|---|---|
log.level | Admins | Sets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer |
manifest
Section titled “manifest”| Command | Who can run it | What it does |
|---|---|---|
manifest.printmanifest | Admins | Prints the Facepunch application manifest in a formatted summary showing app name, version, and platform details |
manifest.printmanifestraw | Admins | Prints the raw contents of the Facepunch manifest file as an unformatted string |
memsnap
Section titled “memsnap”| Command | Who can run it | What it does |
|---|---|---|
memsnap.full | Admins | Takes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/ |
memsnap.managed | Admins | Takes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder |
memsnap.native | Admins | Takes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder |
| Command | Who can run it | What it does |
|---|---|---|
meta.add | Admins | add <convar> <amount> - adds amount to convar |
metaldetectorsource
Section titled “metaldetectorsource”| Command | Who can run it | What it does |
|---|---|---|
metaldetectorsource.servercountsources | Admins |
navstress
Section titled “navstress”| Command | Who can run it | What it does |
|---|---|---|
navstress.bench | Admins | Run the full benchmark suite: args agentCount (default 200) |
navstress.benchresults | Admins | Print the last benchmark results |
navstress.build_env | Admins | Build the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50) |
navstress.chase | Admins | Chase a sliding virtual target: args targetSpeed setDestinationHz |
navstress.clear | Admins | Despawn dummies and remove the field |
navstress.envreport | Admins | Print the last environment build report |
navstress.idle | Admins | Stop giving destinations and reset paths |
navstress.killforeign | Admins | Kill every NPC with a RustNavMeshAgent that is not a navstress dummy |
navstress.rebuildstorm | Admins | Async tile rebuilds under the field: args rebuildsPerSecond (0 stops) |
navstress.refcompare | Admins | Replay the scenario and compare against a recording: args name |
navstress.refrecord | Admins | Record the reference trajectory scenario: args name |
navstress.refresults | Admins | Print the last refpath result |
navstress.setmode | Admins | Flip all dummies between steering and normal mode without respawning |
navstress.spawn | Admins | Spawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoors |
navstress.stats | Admins | Print and reset tick statistics |
navstress.wander | Admins | Random destinations forever: args intervalSeconds unreachableFraction |
networkprofiler
Section titled “networkprofiler”| Command | Who can run it | What it does |
|---|---|---|
networkprofiler.serverprofile | Admins | networkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float] |
| Command | Who can run it | What it does |
|---|---|---|
nexus.broadcast_ping | Admins | Sends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times |
nexus.ping | Admins | Sends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity |
nexus.playeronline | Admins | Checks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster |
nexus.refreshislands | Admins | Forces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments |
nexus.transfer | Admins | Initiates a Nexus transfer of the specified player to a named destination server or zone in the cluster |
nexus.uploadmap | Admins | Reupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server! |
| Command | Who can run it | What it does |
|---|---|---|
note.update | Any player |
npcvendingmachine
Section titled “npcvendingmachine”| Command | Who can run it | What it does |
|---|---|---|
npcvendingmachine.addhours | Admins | Simulates the provided number of hours passing in the vending machine system |
npcvendingmachine.printallpricechanges | Admins | Print out all current price changes on the server |
npcvendingmachine.resetdynamicpricing | Admins | Resets the state of all discounts and surcharges from NPC vending machines |
npcvendingmachine.resetfrequencytags | Admins |
| Command | Who can run it | What it does |
|---|---|---|
perm.grant | Any player | Grant a permission to a player. |
perm.group | Any player | Manage group permissions. |
perm.revoke | Any player | Remove a permission from a player. |
perm.show | Any player | Display permissions. |
perm.usergroup | Any player | Assign a player to a permission group. |
physics
Section titled “physics”| Command | Who can run it | What it does |
|---|---|---|
physics.getbounds | Admins | Prints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents |
physics.print_colliders_per_cell | Admins | Prints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns |
physics.print_colliders_per_prefab | Admins | Prints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation |
physics.setbounds | Admins | (center vec3) (extents vec3) |
player
Section titled “player”| Command | Who can run it | What it does |
|---|---|---|
player.abandonmission | Any player | |
player.cinematic_gesture | Any player | Play a cinematic gesture animation. |
player.cinematic_play | Any player | Play a cinematic sequence. |
player.cinematic_stop | Any player | Stop the currently playing cinematic. |
player.clearhostile | Admins | Clear your hostile flag |
player.copyrotation | Any player | Copy another player’s facing rotation. |
player.createskull | Admins | Creates a human skull item named after the given player name (or a random name if none given) and gives it to the calling player’s inventory |
player.createtrophy | Admins | Creates a trophy head bag item for the specified entity type (by prefab name) and gives it to the calling player; used to generate mount-style trophy items for testing |
player.dismount | Admins | Forces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode only |
player.fillwater <fresh/salt/rads> | Admins | Fills up liquid container items in your hotbar as well as any liquid containers you are looking at |
player.gesture_radius | Admins | Forces all players within a given radius (including the caller) to play one of the specified gesture names chosen at random; admin only; args: radius gesture1 [gesture2…] |
player.gesture_radius_notme | Admins | Same as gesture_radius but excludes the calling admin from the gesture; forces all other players within the radius to perform a random gesture from the provided list |
player.gotosleep | Admins | Forces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on bots |
player.markhostile | Admins | Marks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviour |
player.mount | Any player | Mount a vehicle. |
player.printpresence | Admins | Prints the calling player’s current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flying |
player.printstats | Admins | Prints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracy |
player.ragdoll | Admins | optional param {player} |
player.ragdollall | Admins | ragdolls |
player.ragdollallbutme | Admins | ragdolls everyone except player |
player.ragdollother | Admins | Ragdolls a player you’re looking at |
player.reloadweapons | Admins | Fully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammo |
player.resetmissions | Admins | Resets the saved missions progress of the given player |
player.resetmissions_all | Admins | Resets the saved missions progress of all player states on this server (online and offline players). Must be entered as “resetmissions_all Y” to execute. |
player.resetstate | Admins | Resets the PlayerState of the given player |
player.stopgesture_radius | Admins | Cancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematics |
player.swapseat | Admins | Moves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode only |
player.trigger_wildlife_trap | Admins | Admin-only: triggers the trap-think logic on the wildlife trap the calling player is looking at within 5 metres, simulating a catch attempt for testing |
player.unloadweapons | Admins | Empties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviour |
player.wakeup | Admins | Wakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode only |
player.wakeupall | Admins | Wakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipe |
playerboat
Section titled “playerboat”| Command | Who can run it | What it does |
|---|---|---|
playerboat.kill_all_above_block_count | Admins | Kills all player boats that have more building blocks than the given threshold; used for server cleanup |
playerboat.kill_all_above_deployable_count | Admins | Kills all player boats that have more deployed entities than the given threshold; used for server cleanup |
playerboat.kill_io_deployables | Admins | Kills any IO entities deployed on boats. Not a fast command. Use sparingly when needed. |
playerboat.kill_nonconvex_deployables | Admins | Kills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed. |
playerboat.lookatdragbyangle | Admins | Prints drag force debug data based on the angle between the boat heading and player look direction; admin-only |
playerboat.print_nonconvex | Admins | Prints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed. |
playerboat.print_stats | Admins | Prints statistics about all player boats on the server including block counts, deployable counts, and resource totals |
playerboat.setsailsopen | Admins | Opens all sails on the player boat directly in front of the calling admin player; admin-only dev command |
playerboat.sink | Admins | Instantly kills the player boat directly in front of the calling admin player; admin-only dev command |
plugin
Section titled “plugin”| Command | Who can run it | What it does |
|---|---|---|
plugin.load | Any player | |
plugin.reload | Any player | |
plugin.unload | Any player |
| Command | Who can run it | What it does |
|---|---|---|
pool.clear_assets | Admins | Clears all cached entries from the asset pool matching the optional name filter |
pool.clear_memory | Admins | Clears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected |
pool.clear_prefabs | Admins | Clears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools |
pool.export_prefabs | Admins | Exports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count |
pool.fill_prefabs | Admins | Pre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override |
pool.print_arraypool | Admins | Prints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats |
pool.print_assets | Admins | Prints a table of all asset pool entries showing asset type, current pooled count, and pool capacity |
pool.print_memory | Admins | Prints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports —json |
pool.print_prefabs | Admins | Prints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports —json |
pool.reset_max_pool_counter | Admins | Resets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand |
powergrid
Section titled “powergrid”| Command | Who can run it | What it does |
|---|---|---|
powergrid.fusestatus | Admins | |
powergrid.status | Admins |
profile
Section titled “profile”| Command | Who can run it | What it does |
|---|---|---|
profile.countsyncmoveentities | Admins | Counts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers |
profile.dump_profile_recorders | Admins | Dumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics |
profile.flush_analytics | Admins | Flushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush |
profile.perfsnapshot | Admins | profile.perfsnapshot [delay=15, int] [name=‘Profile’, str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar tools |
profile.perfsnapshot_stream | Admins | profile.perfsnapshot_stream [name=‘Profile’, str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar tools |
profile.resetexportinterval | Admins | Resets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from now |
profile.start | Admins | Starts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag |
profile.stop | Admins | Stops the active Unity Profiler binary log recording and finalises the file |
profile.stopwatchingallocs | Admins | Stops tracking of allocations |
profile.watchallocs | Admins | Params: [Name = ‘Allocs’] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are met |
| Command | Who can run it | What it does |
|---|---|---|
rcon.ban_ip | Admins | Ban an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistent |
rcon.clear_rcon_failed_logins | Admins | Clear all failed login attempts |
rcon.print_rcon_bans | Admins | Print a table of permanently banned IPs and networks. Use ‘—json’ to return a JSON object |
rcon.print_rcon_clients | Admins | Print a table of connected RCON clients. Use ‘—json’ to return a JSON object |
rcon.print_rcon_failed_logins | Admins | Print a table of clients with failed passwords. Use ‘—json’ to return a JSON object |
rcon.unban_ip | Admins | Unban an IP address from connecting to RCON, will also remove all attempt history |
relationshipmanager
Section titled “relationshipmanager”| Command | Who can run it | What it does |
|---|---|---|
relationshipmanager.acceptinvite | Any player | |
relationshipmanager.addtoteam | Admins | Adds the calling player to their existing team, creating the team entry if needed |
relationshipmanager.createandaddtoteam | Admins | Creates a new team with the calling player and adds the specified player (by UID) to it; returns status string |
relationshipmanager.fakeinvite | Admins | Sends a fake team invite from the given team ID to the calling player; used for testing team invite UI flow |
relationshipmanager.forceaddtoteam | Admins | Adds a player to a team whether they are on the server or not |
relationshipmanager.kickmember | Any player | |
relationshipmanager.leaveteam | Any player | |
relationshipmanager.promote | Any player | |
relationshipmanager.promote_id | Any player | |
relationshipmanager.rejectinvite | Any player | |
relationshipmanager.sendinvite | Any player | |
relationshipmanager.sendofflineinvite | Any player | |
relationshipmanager.sleeptoggle | Admins | Toggles the sleep/wake state of the entity the calling admin player is looking at (within 5m); admin-only |
relationshipmanager.trycreateteam | Admins | Creates a new team with the calling player as leader; fails if teams are disabled (maxTeamSize == 0) |
relationshipmanager.wipe_all_contacts | Admins | Wipes all relationship contacts data for every player on the server; admin-only |
relationshipmanager.wipecontacts | Admins | Wipes all relationship contacts data for the calling player |
| Command | Who can run it | What it does |
|---|---|---|
relay.cfg_reload | Admins | Reloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart) |
relay.cfg_save | Admins | Forces a save of the Rust Relay configuration to disk |
relay.clear_queue | Admins | Clears the relay send queue (useful if things are going wrong with the relay server) |
relay.reconnect_reset | Admins | Clears the reconnect attempt history, resetting the reconnect budget |
relay.restart | Admins | Attempts to restart the Rust Relay connection (may cause short lag) |
relay.rpc_whitelist_add | Admins | Adds an RPC Message to the RPC Whitelist |
relay.rpc_whitelist_rebuild | Admins | Rebuilds the RPC Whitelist ID List |
relay.rpc_whitelist_remove | Admins | Removes an RPC Message from the RPC Whitelist |
relay.shutdown | Admins | Shutsdown the Rust Relay sever connection |
relay.status | Admins | Returns a detailed Rust Relay status report |
render
Section titled “render”| Command | Who can run it | What it does |
|---|---|---|
render.print_global_entities | Admins | Print off count of global building entities on the server |
render.tree_entities | Admins | Print off count of trees to ensure server sent them all |
rentableshop
Section titled “rentableshop”| Command | Who can run it | What it does |
|---|---|---|
rentableshop.closenearestshop | Admins | Close the nearest shop in 10m. Useful for testing |
rentableshop.processrenttick | Admins | |
rentableshop.randomiseownerofnearestshop | Admins | Randomise the owner of the nearest shop in 10m. Useful for testing |
rentableshop.resettakeoverprotectionofclosestshop | Admins | Reset the takeover protection duration of nearest shop. Useful for testing |
ridablehorse
Section titled “ridablehorse”| Command | Who can run it | What it does |
|---|---|---|
ridablehorse.ragdoll | Admins | Ragdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states |
ridablehorse.setforsale | Admins | Marks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction |
ridablehorse.sethorsebreed | Admins | Sets the breed index of the horse directly in front of the calling admin player to the given integer value |
| Command | Who can run it | What it does |
|---|---|---|
room.draw_faces | Admins | Draws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40]. |
room.draw_networkgroups | Admins | Draws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40]. |
room.draw_portals | Admins | Draws the portals of the building you are looking at (green = open, red = closed) |
room.draw_rooms | Admins | Draws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders. |
room.draw_visible | Admins | Draws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red) |
room.exportbase | Admins | Editor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to ‘capture’. To capture a base from a live server, copypaste it into an editor server first. |
room.exportpastes | Admins | Editor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped. |
room.occlusionstats | Admins | Prints interior occlusion’s shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden |
room.printfaces | Admins | Prints the closest-face link of every edge on the building block you are looking at. Pass —ddraw to also draw the links. |
room.printhidden | Admins | Prints which interior rooms a player can currently see into, i.e. which room network groups they hold. Defaults to yourself. |
room.printportals | Admins | Prints every portal of the building you are looking at (rooms joined, filler, open state) |
room.printrooms | Admins | Prints the room partition of the building you are looking at |
room.printvisible | Admins | Prints the room a player is standing in and every room they can see into. Defaults to yourself. |
rustnav
Section titled “rustnav”| Command | Who can run it | What it does |
|---|---|---|
rustnav.bakestats | Admins | Print accumulated navmesh bake statistics. Pass true to reset them instead |
rustnav.debugload | Admins | |
rustnav.debugpath | Admins | |
rustnav.debugraycast | Admins | |
rustnav.debugrebuildtile | Admins | |
rustnav.debugsample | Admins | |
rustnav.debugsave | Admins | |
rustnav.draw | Admins | |
rustnav.dumptilegeo | Admins | Rebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path> |
rustnav.navmeshstats | Admins | List every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time |
rustnav.rebuild | Admins | |
rustnav.setnumthreads | Admins |
santasleigh
Section titled “santasleigh”| Command | Who can run it | What it does |
|---|---|---|
santasleigh.drop | Admins |
satellite
Section titled “satellite”| Command | Who can run it | What it does |
|---|---|---|
satellite.launch | Admins | Dev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer’s lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer’s semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius] |
satellite.launchquick | Admins | Dev: exactly satellite.launch, same crash-site search and validation, but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius] |
satellite.random | Admins | Trigger a satellite crash at a random valid position on the map |
satellite.trigger | Admins | 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]] |
server
Section titled “server”| Command | Who can run it | What it does |
|---|---|---|
server.backup | Admins | Backup server folder |
server.botcount | Admins | Returns the current number of bot (AI-controlled player) entities active on the server |
server.broadcastplayvideo | Admins | Sends a video URL to all connected players, causing the in-game video player to open and play the specified video on every client |
server.cheatreport | Any player | Report suspected cheating for a player. |
server.clear_bushes_radius | Admins | Kills all server-side bush entities within a given radius of the calling player (or a specified world position); args: radius [x y z] |
server.clear_loot_spawn_cache | Admins | Clears the loot spawn cache used to restrict loot into each era |
server.clear_trees_radius | Admins | Kills all server-side tree entities within a given radius of the calling player (or a specified world position); args: radius [x y z] |
server.clearplayerreportcounts | Admins | Clear the player reports list |
server.combatlog | Any player | Get the player combat log |
server.combatlog_outgoing | Any player | Get the player combat log, only showing outgoing damage |
server.corpseinfo | Admins | Get info on player corpses on the server |
server.enforce_era_restrictions | Admins | Deletes items on the server that are not allowed in the era |
server.fillchickencoop | Admins | Debug command: fills all chicken coops within 5 metres of the calling player to their maximum capacity |
server.fps | Admins | Prints the current server frame rate in frames per second |
server.listplayerreportcounts | Admins | List the amount of reports players on the server have received |
server.listtoolcupboards | Admins | Prints all the Tool Cupboards on the server |
server.listvendingmachines | Admins | Prints all the vending machines on the server |
server.netprotocol | Admins | Returns the network protocol identifier string the server is currently using; clients must match this to connect |
server.packetlog | Admins | Prints a sorted table of network packet types and their cumulative call counts since logging was enabled; requires packetlog_enabled = true |
server.player_state_cache_count | Admins | Prints the number of player states currently held in the in-memory player state cache |
server.player_state_cache_evictions | Admins | Prints the total number of player state cache entries evicted since server startup; high values suggest the cache size should be increased |
server.playerlistpos | Admins | Prints the position of all players on the server |
server.printdecryptqueue | Admins | |
server.printeyes | Admins | Print the current player eyes. |
server.printpos | Admins | Print the current player position. |
server.printposcenter | Admins | Print the current player center position. |
server.printreadqueue | Admins | Prints the current server incoming network read queue depth (packet count and total byte size) |
server.printrot | Admins | Print the current player rotation. |
server.printwipeid | Admins | Prints the current wipe id of the sav |
server.printwritequeue | Admins | Prints the current server outgoing network write queue depth (packet count and total byte size) |
server.readcfg | Admins | Reads and executes serverauto.cfg then server.cfg from the server’s cfg folder, applying all saved convar values |
server.resetrespawns | Admins | Clear all static respawn points |
server.resetserveremoji | Admins | Rescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji |
server.rpclog | Admins | Prints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = true |
server.save | Admins | Force save the current game |
server.sendnetworkupdate | Admins | Send network update for all players |
server.setshowholstereditems | Admins | Show holstered items on player bodies |
server.snapshot | Admins | This sends a snapshot of all the entities in the client’s pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information. |
server.start | Admins | Starts a server |
server.stop | Admins | Stops a server |
server.unlockrespawns | Admins | Unlock all static respawn points |
server.writecfg | Admins | Writes config files |
serverocclusion
Section titled “serverocclusion”| Command | Who can run it | What it does |
|---|---|---|
serverocclusion.occlusionvalidategroups | Admins | Validates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies found |
serverocclusion.serverocclusiondebug | Admins | Tests occlusion visibility between two positions |
sleepingbag
Section titled “sleepingbag”| Command | Who can run it | What it does |
|---|---|---|
sleepingbag.assigntoplayer | Admins | Reassigns ownership of a sleeping bag (by entity ID) to the calling player; notifies both the old and new owner |
sleepingbag.clearfromplayer | Admins | Clears ownership of a sleeping bag (by entity ID), setting the owner ID to 0 and removing it from the old owner’s bag list |
softcore
Section titled “softcore”| Command | Who can run it | What it does |
|---|---|---|
softcore.raidwindow_status | Admins | Print the current raid-window state: server local time, effective hours, and whether the window is open right now |
| Command | Who can run it | What it does |
|---|---|---|
spawn.cargoshipdockingtest | Admins | Spawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harbors |
spawn.cargoshipevent | Admins | Spawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler |
spawn.ch47event | Admins | Triggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300) |
spawn.delete_all_populations | Admins | Deletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes |
spawn.delete_populations | Admins | Deletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups |
spawn.dump_map | Admins | Generates a debug spawn map for a named population, simulating up to the given number of spawn attempts and reporting how many would succeed; used to diagnose spawn point coverage |
spawn.fill_groups | Admins | Fills all spawn groups to their maximum count without waiting for the normal tick interval |
spawn.fill_individuals | Admins | Immediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay |
spawn.fill_populations | Admins | Immediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period |
spawn.ore_map | Admins | Renders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones) |
spawn.report | Admins | Prints a spawn handler report listing all populations, their current count, target count, and fill percentage; pass true for detailed mode or a name filter as a second argument |
spawn.reset_groups | Admins | Clears all spawn groups of already spawned entities, then re-fills them |
spawn.respawnloot_all | Admins | Respawns loot in all loot containers currently on the server |
spawn.respawnloot_lookingat | Admins | Respawns loot in the loot container currently being looked at |
spawn.respawnloot_radius | Admins | Respawns loot in all loot containers within the given radius |
spawn.scalars | Admins | Prints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass —json for machine-readable output |
spawn.simulate_loot <iterations> | Admins | Simulates a number of iterations on the closest loot container and sums up the items spawned |
spawn.svshielddummy | Admins | Server-side handler that spawns a dummy player entity at the given position and direction loaded with the Shields loadout, optionally holstering the shield; triggered by spawn.shielddummy |
stability
Section titled “stability”| Command | Who can run it | What it does |
|---|---|---|
stability.refresh_stability | Admins | Forces an immediate recalculation of stability for all building blocks in the world; expensive on large bases |
supply
Section titled “supply”| Command | Who can run it | What it does |
|---|---|---|
supply.call | Admins | Calls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing |
supply.drop | Admins | Spawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop |
system
Section titled “system”| Command | Who can run it | What it does |
|---|---|---|
system.cpu_affinity | Admins | Sets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5) |
system.cpu_priority | Admins | Sets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX |
telephonemanager
Section titled “telephonemanager”| Command | Who can run it | What it does |
|---|---|---|
telephonemanager.printallphones | Admins | Prints a table of all registered telephone entities showing their number, directory name, and world position |
territory
Section titled “territory”| Command | Who can run it | What it does |
|---|---|---|
territory.clear | Admins | Clear all territory ownership |
territory.createfaction | Admins | Create a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0> |
territory.destroy | Admins | Remove the territory grid entirely |
territory.factions | Admins | List created factions and their colours |
territory.fill | Admins | Fill every hex cell: territory.fill <faction name|none> |
territory.setat | Admins | Set the hex cell containing a world position: territory.setat <x> <z> <faction name|none> |
territory.setcell | Admins | Set a hex cell by index: territory.setcell <cell> <faction name|none> |
territory.sethere | Admins | Set the hex cell at your position: territory.sethere <faction name|none> |
territory.state | Admins | 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 |
travellingvendor
Section titled “travellingvendor”| Command | Who can run it | What it does |
|---|---|---|
travellingvendor.spawn | Admins | Spawns a Travelling Vendor at the calling player’s position on the nearest ring road; registered as travellingvendor.spawn |
travellingvendor.startevent | Admins | Spawns a Travelling Vendor event instance; registered as travellingvendor.startevent |
triggerbase
Section titled “triggerbase”| Command | Who can run it | What it does |
|---|---|---|
triggerbase.clearexcludelayers | Admins | Removes the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers |
triggerbase.setexcludelayers | Admins | Applies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections |
tutorialisland
Section titled “tutorialisland”| Command | Who can run it | What it does |
|---|---|---|
tutorialisland.debugislandpositions | Admins |
vddraw
Section titled “vddraw”| Command | Who can run it | What it does |
|---|---|---|
vddraw.setisrecording | Admins | Toggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recording |
vehicle
Section titled “vehicle”| Command | Who can run it | What it does |
|---|---|---|
vehicle.autohover | Admins | Toggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input |
vehicle.boatdriftinfo | Admins | Print out boat drift status for all boats |
vehicle.fixcars | Admins | Fixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and more |
vehicle.killboats | Admins | Destroys all boat vehicles (rowboats, RHIBs) currently spawned on the server |
vehicle.killcars | Admins | Destroys all modular car vehicles currently spawned on the server |
vehicle.killdrones | Admins | Destroys all drone vehicles currently spawned on the server |
vehicle.killminis | Admins | Destroys all minicopter vehicles currently spawned on the server |
vehicle.killmotorbikes | Admins | Destroys all motorbike vehicles currently spawned on the server |
vehicle.killpushbikes | Admins | Destroys all push bike vehicles currently spawned on the server |
vehicle.killscraphelis | Admins | Destroys all scrap transport helicopter vehicles currently spawned on the server |
vehicle.killtrains | Admins | Destroys all train vehicles currently spawned on the server |
vehicle.setrepairablepads | Admins | Forces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again. |
vehicle.stop_all_trains | Admins | Immediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths |
vehicle.swapseats | Any player | |
vehicle.swaptoseat | Any player | |
vehicle.train_list | Admins | List all train engines with their entity IDs and current speeds. |
vehicle.train_speed | Admins | Set a train’s target speed in km/h. Usage: vehicle.train_speed <km/h> (look-at) or vehicle.train_speed <id> <km/h>. Negative = reverse. |
vehicle.train_speed_all | Admins | Set all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse. |
vehicle.train_stop | Admins | Gradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>. |
vendingmachine
Section titled “vendingmachine”| Command | Who can run it | What it does |
|---|---|---|
vendingmachine.clearallvendingcustomerhistory | Admins | Wipe the backend customer stats data on all vending machines. Slow operation. |
vendingmachine.clearallvendinghistory | Admins | Wipe the backend stats data on all vending machines. Slow operation. |
| Command | Who can run it | What it does |
|---|---|---|
voice.togglevoicerangeboost | Admins | Enabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1 |
watertreatmentflowratebroadcast
Section titled “watertreatmentflowratebroadcast”| Command | Who can run it | What it does |
|---|---|---|
watertreatmentflowratebroadcast.force_flow_rate | Admins | Force the water treatment flow rate per minute. Pass no argument to release the override and return to pressure-derived state. |
watertreatmentflowratebroadcast.get_num_broadcasters | Admins | |
watertreatmentflowratebroadcast.get_num_listeners | Admins |
watertreatmentwatertank
Section titled “watertreatmentwatertank”| Command | Who can run it | What it does |
|---|---|---|
watertreatmentwatertank.debug_wtp_pressure | Admins | |
watertreatmentwatertank.force_pressure | Admins |
waypointrace
Section titled “waypointrace”| Command | Who can run it | What it does |
|---|---|---|
waypointrace.startrace | Admins |
weather
Section titled “weather”| Command | Who can run it | What it does |
|---|---|---|
weather.list_cloud_configs | Admins | Lists all available volumetric cloud configuration asset names registered in the Climate instance |
weather.load | Admins | Loads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients |
weather.load_cloud_config | Admins | Loads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients |
weather.report | Admins | Prints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only |
weather.reset | Admins | Resets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients |
weather.reset_cloud_config | Admins | Clears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients |
wipetimer
Section titled “wipetimer”| Command | Who can run it | What it does |
|---|---|---|
wipetimer.printtimezones | Admins | Prints a JSON list of all system, Windows, and IANA timezone identifiers available on the server machine |
wipetimer.printwipe | Admins | Prints the current wipe timer status including next wipe date, frequency, and time remaining |
workshop
Section titled “workshop”| Command | Who can run it | What it does |
|---|---|---|
workshop.print_approved_skins | Admins | Prints a list of all workshop-approved skins on the server with their item short names and approved skin IDs |
| Command | Who can run it | What it does |
|---|---|---|
world.drawbounds | Admins | Draws flat wireframe boxes in the world showing world bounds (red), terrain margin (yellow), deep sea bounds (cyan), and portal bounds (green/magenta) for the given duration in seconds |
world.monuments | Admins | Prints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only |
world.renderlabs | Admins | Renders a PNG of the current map’s underwater labs, for a specific floor |
world.rendermap | Admins | Renders a high resolution PNG of the current map |
world.rendertunnels | Admins | Renders a PNG of the current map’s tunnel network |
| Command | Who can run it | What it does |
|---|---|---|
xmas.refill | Admins | Manually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players |
ziplinelaunchpoint
Section titled “ziplinelaunchpoint”| Command | Who can run it | What it does |
|---|---|---|
ziplinelaunchpoint.highlight | Admins | |
ziplinelaunchpoint.report | Admins |
Oxide plugin commands
Section titled “Oxide plugin commands”Only on a server running Oxide (version 2.0.7830 here). Each one also has a short form with o. in place of oxide.. Carbon has its own commands instead (c.load, c.unload, c.reload, c.plugins).
| Command | What it does |
|---|---|
oxide.grant | Give a permission: oxide.grant user <name or SteamID> <permission>, or oxide.grant group <group> <permission>. |
oxide.group | Add or remove a permission group: oxide.group add <group>, oxide.group remove <group>. |
oxide.lang | Set Oxide’s language. |
oxide.load | Load a plugin by name (its .cs file name without .cs). |
oxide.plugins | List the loaded plugins with their versions. |
oxide.reload | Reload a plugin by name, for example after you edit it. |
oxide.revoke | Take a permission away, in the same form as oxide.grant. |
oxide.save | Save Oxide’s permission data now. |
oxide.show | Show the permissions of a user or a group: oxide.show user <name>, oxide.show group <group>. |
oxide.unload | Unload a plugin by name. |
oxide.usergroup | Put a player in a group or take them out: oxide.usergroup add <name or SteamID> <group>. |
oxide.version | Print the Oxide version the server runs. |
Client commands (F1 console only)
Section titled “Client commands (F1 console only)”These run in your own game client, not on the server, so you type them into the F1 console in game and they are not on the server list above. Most need you to be an admin on the server you are playing on.
| Command | What it does |
|---|---|
accessibility.applyallchanges | Applies all pending accessibility colour changes immediately; called automatically when any colour setting changes but can be run manually to force a refresh |
admintime <0-24> | Set the time of day for your client only (set -1 to disable). |
ai.aidebug_loadbalanceoverduereport | Requests an AI load balance overdue report from the client, listing AI tasks that exceeded their allotted CPU budget |
ai.aidebug_lookat | Toggles AI debug visualisation for the entity the local admin player is currently looking at |
ai.selectnpclookat | Editor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection |
analytics.pending_analytics | Shows how many analytics events are pending upload |
apartment.printapartmentculling | Print list of apartments and their culling states |
audio.printenginesounds | print active engine sound info |
audio.printsounds | Prints a list of all currently active audio sources with their asset names, volume, and world position |
baseplayer.showserverrestartwarning | Will show a translated server restart warning on the player screen. |
batching.print_memory_batching | Prints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations |
batching.print_memory_batching_detailed | Prints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count |
batching.print_memory_industrial | Prints memory usage specifically for industrial pipe batching, separate from general mesh batching |
batching.print_renderers | Prints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together |
batching.refresh_renderers | Forces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes |
benchmark | Run a performance simulation test. |
bot.crouch | Forces a bot in view to crouch. [bool] - enables/disables crouch |
bot.exec_command | [command] Executes a command on the bot you are looking at. |
bot.exec_command_all | [command] Executes a command on all bots. |
bot.exec_command_sphere | [radius] [command] Executes a command on all bots within a sphere. |
camlerp <value> | Smooth out debug camera movement (higher is smoother). |
cammount | Mount the debug camera onto the entity you are looking at. |
camspeed <value> | Set the debug camera movement speed. |
chat.add | Server-to-client command that adds a chat message to the local chat UI, including the sender name, message text, and channel type |
chat.add2 | Adds a message to the chat UI. Usage: add2 <channelNum> <steamID> <text> <name> <nameColor> <volume> <nameFormatted>. Use 1 for volume. |
chat.clear | Clears all messages from the chat history display, removing all visible chat lines from the UI |
chat.mute | Mutes a player by name or Steam ID, hiding all their chat messages from the local player |
chat.mutelist | Prints a list of all players currently muted by the local player, showing their display names and Steam IDs |
chat.open | Opens the chat input box, focusing it so the local player can begin typing a message immediately |
chat.unmute | Unmutes a previously muted player by name or Steam ID, restoring their chat messages in the local player UI |
chat.unmuteall | Removes all mutes, restoring chat messages from every previously muted player |
cinematicentity.demohideobjects | Hides cinematic entities during demos (Use group numbers in HideObjects) |
cinematicentity.removedemooverride | Revert cinematic entities in demo playback to their original recorded state |
clan.toggleclan | Toggles the clan GUI |
client.benchmark | Runs the client performance benchmark; optionally provide a scene name to bench a specific scene; not available while connected or loading |
client.benchmark_demo | Runs a demo-based performance benchmark with the given demo file name; separate from normal benchmark to avoid breaking benchmark tooling |
client.camphysicalsensortypes | Prints a list of all available physical camera sensor type names and their indices for use with camPhysicalSensor |
client.connect | Connects to a server at the given address:port with an optional protocol string; pass hideIpAddress=true to mask the IP in UI (for streamers) |
client.connecthidden | Connects to a server with the IP address hidden from the UI; shorthand for connect with hideIpAddress=true for streamer use |
client.consoletoggle | Toggles the developer tools panel UI; optionally accepts a panel index to open a specific developer tab |
client.disconnect | Disconnects from the current server; if a demo is being recorded it is also stopped before disconnecting |
client.fps | Returns the current client frame rate in frames per second |
client.legacyconsoletoggle | Toggles the legacy developer console UI; optionally forces a specific panel by index |
client.openuseroverlay | Opens the Steam overlay for a given Steam ID using the specified overlay dialog type; intended for debugging Steam overlay integration |
client.ping | Returns the client current round-trip ping to the server in milliseconds |
client.ping_test | Forces an immediate refresh of the ping estimator cache, triggering new ping measurements to nearby servers |
client.playerseed | Forces the local player’s or a named player’s character model to use the specified seed value; admin/developer only |
client.playvideo | Downloads a video from the given HTTP URL and plays it in the in-game video player dialog; blocked if BlockPlayVideo is set |
client.printdecryptqueue | Prints the current client decryption queue depth including packet count and byte size |
client.printeyes | Print the current player eyes. |
client.printgrid | Print the current player position. |
client.printhead | Print the current player head. |
client.printinput | Print the current player input. |
client.printpos | Print the current player position. |
client.printposcenter | Print the current player center position. |
client.printreadqueue | Prints the current client incoming network read queue depth including packet count and byte size |
client.printrot | Print the current player rotation. |
client.printspeed | Print the speed the current player is travelling in world space |
client.printwritequeue | Prints the current client outgoing network write queue depth including packet count and byte size |
client.report | Dumps a list of all client-side entities with their net IDs and prefab names to the console and a timestamped report file |
client.reportbug | Opens the in-game bug report dialog |
client.reportplayer | Opens the report player dialog; optionally pre-fills it with the provided Steam ID |
client.requesttutorialfromserver | Sends a server RPC requesting the tutorial to start for this player; resets the decline and completion flags first |
client.setlocalplayervisible | When called with true, moves the local player model to the AI layer making them visible to NPCs; false moves them to the invisible layer |
client.setplayerseed | Set the local player’s character model seed, generating a new appearance; admin/developer only |
client.setunderwear | Sets the player’s underwear model by item short name; updates the client skin var and notifies the server of the change |
client.shuffleplayerseed | Randomises the local player’s character model seed, generating a new random appearance; admin/developer only |
client.sv | Forwards the given console command string to the connected server to be executed there; requires appropriate server-side permissions |
console.clear | Clears all entries from the in-game console UI output window |
console.copy | Copies the entire contents of the in-game console UI output to the system clipboard |
copypaste.cancel | Cancels the current copy/paste selection by resetting both position markers to zero, clearing the selection bounds |
copypaste.copyboat | Copies the boat or vehicle the player is looking at into a named paste file; functionally identical to copybuilding but semantically distinct for boats |
copypaste.copybox | Copies all entities within the current pos1/pos2 selection box to a named paste file; captures a screenshot thumbnail; add —overwrite to replace an existing paste |
copypaste.copybuilding | Copies the entire building the player is looking at into a named paste file, using the connected building topology to determine what to include |
copypaste.copyradius | Copies all entities within the specified radius around the player into a named paste file; args: radius [name]; add —overwrite to replace existing |
copypaste.cut | Copies the current selection box to a paste file then immediately kills all entities in that box; combines copybox and killbox into a single cut operation |
copypaste.deletepaste | <name> |
copypaste.download_paste | Asks the server to send a legacy server-stored paste file by name; the client must initiate the request so CLIENT_ReceivePaste accepts the reply |
copypaste.killbox | Destroys all entities within the current pos1/pos2 selection bounds that match the active paste filter flags; effectively the delete half of a cut operation |
copypaste.list_pastes | Lists all paste files stored in the local client copypaste directory with their full file names; similar to listpastes but uses a different directory printer |
copypaste.listpastes | Lists all paste files stored in the local client copypaste directory and prints their names to the console |
copypaste.loadclipboard | Loads a previously saved paste file by name into the clipboard slot, making it the active paste ready to be placed with the paste command |
copypaste.paste | Pastes the clipboard (or named) paste at the player’s current position, respecting all active paste filter flags |
copypaste.paste_grid | Pastes the specified paste file in an X by Z grid centred on the player, oriented to the player’s facing direction; args: name x_count z_count spacing_metres |
copypaste.paste_line | Pastes the specified paste file multiple times in a straight line in the direction the player is facing; args: name count spacing_metres |
copypaste.pos1 | Sets position 1 of the copy/paste selection box to the player’s current world position; use pos2 to set the opposite corner |
copypaste.pos2 | Sets position 2 (the opposite corner) of the copy/paste selection box to the player’s current world position; updates the selection bounds when both positions are set |
copypaste.printselection_cl | Sends the current selection bounds to the server and prints a list of all entity names that fall within that box; useful for previewing a copy before committing |
copypaste.renamepaste | Renames a locally stored paste file; args: old_name new_name; fails if the old name does not exist or the new name is already taken |
copypaste.saveclipboard | Saves the current clipboard paste to a named file on disk; add —overwrite to replace an existing paste with the same name |
copypaste.setscreenshot | <name> Takes a screenshot of what you’re looking at and set it as the thumbnail of that file. |
copypaste.undopaste | Sends an undo request to the server to destroy all entities spawned by the calling player’s most recent paste operation |
copypaste.viewscreenshot | <name> |
crosshair.generate_code | Generate a code from the current crosshair settings and copy it to clipboard |
crosshair.load_code | Load and apply crosshair settings from a code |
crosshair.reset_to_default | Apply the default crosshair configuration |
culling.print_occlusion | Prints current occlusion culling statistics from the CullingManager, including how many objects are currently culled vs visible |
ddraw.arrow | arrow {duration} {color} {start} {end} {radius} {distanceFade} |
ddraw.box | box {duration} {color} {pos} {size} {rot} {distanceFade} {zTest} |
ddraw.capsule | capsule {duration} {color} {pos} {rot} {radius} {height} {distanceFade} |
ddraw.clear | Clears all active DDraw debug shapes and text overlays from the client display |
ddraw.line | line {duration} {color} {start} {end} {distanceFade} {zTest} |
ddraw.max_ddraw_count | max_draw_count {max value} (0 = unlimited) |
ddraw.sphere | sphere {duration} {color} {start} {radius} {distanceFade} |
ddraw.text | text {duration} {color} {pos} {text} {distanceFade} |
debug.clear_bushes | Removes all client-side bush and fern decor objects within the given radius of the player or camera; also sends the radius to the server to clear server-side counterparts |
debug.clear_trees | Sends a command to clear tree decor objects within the given radius of the player or camera position; only affects server-side trees when not in demo playback |
debug.clearallfogofwar | Clears all fog-of-war exploration data for the local player, fully revealing the map; admin-only client action |
debug.copydebugworldinfo | Copies current world debug info (position, level name, world size, seed) to the system clipboard |
debug.debugboatissue | Prints detailed info about the rowboat the local player is currently mounted in, including all child entity names, active states, and collider data |
debug.debugcamera | Enable debug camera mode |
debug.debugcamera_clear | Clears all saved debug camera positions from the current CameraMan instance |
debug.debugcamera_fov | Get/Set debug camera FOV |
debug.debugcamera_guide | Get/Set debug camera guide |
debug.debugcamera_guide_aspectratio | Get/Set debug camera guide aspect ratio |
debug.debugcamera_guide_color | Get/Set debug camera guide color |
debug.debugcamera_list | Lists all saved debug camera positions stored in the current CameraMan instance |
debug.debugcamera_load | Loads a previously saved debug camera state by name and applies it to the active CameraMan instance |
debug.debugcamera_save | Saves the current debug camera position, rotation, and settings under the given name (defaults to the default save slot) |
debug.debugcamera_savetofile | Saves the current debug camera state to a named file on disk (without extension); useful for sharing camera setups |
debug.debugcamera_shake | Shake debug camera [amplitude, frequency, duration] |
debug.debugcamera_stopshake | Stops all debug camera shaking |
debug.debugcamera_target | Set debug camera target entity |
debug.debugcamera_targetprint | Prints the name of the entity currently targeted by the debug camera, or reports if nothing is targeted |
debug.debugcamera_unfreeze | Unfreeze the player when in debug camera mode |
debug.ent_find_radius | Get a list of entity info in radius |
debug.lookingat | Show info about the entity you are looking at. |
debug.lookingat_debug | Toggle a debug overlay with stats on viewed entities. |
debug.noclip | Toggle admin no clipping |
debug.printanimators | Prints a breakdown of all Animator components in the scene, grouped by controller, showing total count, active, and inactive instances |
debug.printcullingvolumeinfo | Prints the names of all CullingVolume trigger components overlapping the main camera position; helps debug which culling zones are active |
debug.printdebugworldinfo | Prints current world debug info (position, level name, world size, seed) to the console; only works when fog-of-war is disabled |
debug.printterrainconfig | Prints the name of the current terrain config asset loaded by TerrainMeta; useful for confirming which biome or terrain preset is active |
debug.repeatcommand | Repeats the last command entered into the console window |
debug.resetfogofwar | Resets the local player fog-of-war exploration data, making the entire map unexplored again from the client perspective |
debug.setinvis_ui | Set/remove debug.invis UI for your player (Does not activate debug.invis!) |
debug.showentities | <entity_name> <radius> <duration> <client> - Draws gizmos over entities in a radius. |
debugcamera | Enter free debug camera mode for filming and observation. |
debugcamera_autosave true/false | Toggle automatic saving of debug camera positions. |
debugcamera_guide <0-3> | Set the debug camera composition guide overlay. |
debugcamera_lerp <value> | Set debug camera position smoothing during playback. |
debugcamera_load <name> | Load a saved debug camera position. |
debugcamera_lock | Lock the debug camera in place. |
debugcamera_save <name> | Save the current debug camera position. |
debugcamera_targetmode <0-2> | Set the debug camera target tracking mode. |
debugcamera_unfreeze | Allow player movement while the debug camera stays fixed. |
decal.clear | Immediately removes all active decal instances from the scene, clearing all bullet holes, blood splats, and impact marks |
demo.browser | Opens demo browser |
demo.jump | Jump to a set time within the demo |
demo.pause | Pauses a running demo (same as setting timescale to 0) |
demo.play | Plays back a previously recorded demo file by filename, loading the demo world and starting playback from the beginning |
demo.playernames | Prints all player names in the demo |
demo.readcfg | Reads the cfg for the current playing demo. This is run when starting a demo |
demo.recorder | Show/hide demo recorder UI |
demo.redocurrentshot | During demo playback, resets the current camera shot back to its start, replaying it from the beginning |
demo.resume | Resumes a running demo |
demo.skip | Skip forward or backwards by a set amount of seconds. Use negative numbers to go backwards. |
demo.togglehud | Toggles the demo playback HUD on or off, equivalent to toggling demo.ui |
demo.togglenvg | Toggles NVG screen effect (only works in demos) |
drink <amount> | Increase your thirst meter. |
eat <amount> | Increase your hunger meter. |
effects.clearallgibs | Destroys all currently active gib objects in the world and reports the count removed; useful for recovering performance after a large battle |
effects.currentgibcount | Prints the current number of gib objects active in the world; compare against maxgibs to see how close the budget is to being reached |
electricbattery.battery | ’charge’ (default to full), ‘deplete’ |
ent kill | Destroy the entity you are looking at. |
ent lock | Lock the door or container you are looking at. |
ent unlock | Unlock the door or container you are looking at. |
ent who | Return the Steam ID of who placed the entity you are looking at. |
entity.debug_lookat | Prints debug info about the entity the local player is currently looking at, including net ID, prefab name, and component list |
entity.downloadsign | Downloads the sign currently being looked at to disk with the supplied filename |
entity.spawnat | spawnat <entityName> <worldPos> [worldRotationAngles] |
entity.spawnhere | spawnhere <entityName> [distance] [worldRotationAngles] |
entity.spawnview | Spawns the entity at the position and orientation of the camera - spawnview <entityName> [distance] [worldRotationAngles] |
entity.uploadsign | Sets a sign to display the given PNG image |
fillwater <fresh/salt/rads> | Fill your water containers. |
fps | Display your current frames per second. |
fps.startlogging | This is going to log your FPS into a file, call stoplogging to stop the logging |
fps.stoplogging | Stops an active FPS logging session started with fps.StartLogging and writes the collected frame data to disk |
gametip.hidegametip | Hide the current game tip message. |
gametip.listgametips | Returns the array of all registered game tip definitions for console inspection |
gametip.showtoast | Will show a game tip on the player screen <style> <text> |
gametip.showtoast_translated | Will show a translated game tip on the player screen <style> <key> <english> <overlay> <args> |
geolocation.geo_status | Print current GeoLocation state |
geolocation.phrases_count | Print how many country phrases are loaded |
geolocation.search | Simulate a country search query and log matching results |
geolocation.status | Print current GeoLocation state |
geolocation.window_state | Print UI_CountrySelection window state |
gesture <name> | Make your character perform a gesture animation. |
global.addcctvcode | Adds a cctv code to a Computer Station, look at the station when running the command |
global.adminui_receivecommands | Client-side handler that receives the list of editable server convars from the server and passes it to the admin UI; called server-to-client, not manually |
global.adminui_receiveplayerlist | Client-side handler that receives a JSON player list from the server and passes it to the admin UI; called server-to-client, not manually |
global.adminui_receiveserverinfo | Client-side handler that receives serialised server info from the server and passes it to the admin UI; called server-to-client, not manually |
global.adminui_receiveugclist | Client-side handler that receives a serialised UGC entity list from the server and passes it to the admin UI; called server-to-client, not manually |
global.clearcctvcodes | Clears all cctv codes from a Computer Station, look at the station when running the command |
global.ent | Sends a command to the server followed by the ID of the entity we’re looking at |
global.exec | Executes a named cfg script file from the cfg directory; useful for applying batches of console commands stored in text files |
global.hudcomponent | Toggles or sets the active state of a named HUD component by searching the UIHUD hierarchy; supports special-casing the error text object |
global.killallplayersradius | Kill all players within the given radius |
global.killplayerinview | Kill the player you’re looking at |
global.readcfg | Loads and applies the default graphics config, then reads cfg/client.cfg and cfg/keys.cfg to restore previously saved settings and bindings |
global.removecctvcode | Removes a cctv code to a Computer Station, look at the station when running the command |
global.setcctvcameracode | Sets the code for a CCTV camera, look at the camera when running the command |
global.setrccode | Sets the code for a CCTV camera or any remote controllable with an identifier, look at the object when running the command |
global.status_cl | Prints client-side connection status information including connected state, ping, player entity ID, and current map to the client console |
global.writecfg | Saves all current client console variable values to cfg/client.cfg and all key bindings to cfg/keys.cfg for persistence across game restarts |
god true/false | Toggle invulnerability and remove resource drain. |
graphics.dof_focus_lookingat | Admin cinematic: sets the depth-of-field focus to the point the CameraMan is currently looking at; only works when CameraMan is active |
graphics.dof_focus_target | Sets a player or entity as the live depth-of-field focus target by name/entity ID; the DoF focus distance tracks the target while set |
graphics.dof_nudge | Adjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer |
graphics.printlodqueues | Prints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs |
graphics.reportparticlesystems | Prints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects |
graphics.reportshadowcasters | Prints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls |
graphics.resetmipmapbias | Resets the post-process layer mip map bias back to the default value of 0.5 |
graphics.resolutions | Display a list of available resolutions. |
graphics.runallshadowpresetsperformancetests | Developer-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results |
graphics.runshadowpresetperformancetest | Developer-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results |
graphics.setmipmapbias | Sets the global mip map bias for the post-process layer ; lower values use lower-resolution mip maps to save VRAM |
graphics.vram_report | Returns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory |
grass.print_foliage | Prints statistics about the current foliage system state, including active grass instance counts and memory usage |
grass.refresh_foliage | Forces an immediate refresh of all foliage and grass placement, reprocessing the entire visible grass field |
heal <amount> | Restore your health by an amount. |
hero.show | Triggers the hero DLC promotional banner to display in the main menu UI |
hurt <amount> | Damage your character by an amount. |
injure <amount> | Wound your character. |
input.bind | bind <key> <commands> - runs commands whenever the given key (or key combo) is pressed, prefix command lists with ~ to cycle instead |
input.bind_default | bind_default <key> <commands> - like bind, but translates the key token from US-QWERTY convention to the active layout. Used by keys_default.cfg so AZERTY/QWERTZ players get sensible binds out of the box |
input.clearbinds | Resets all key bindings to their defaults, removing any custom bind configurations |
input.printbinds | Prints all current key bindings to the console, listing each action and the key or button assigned to it |
instruments.clearautoplayoverride | Clears the overriden autoplay recording of the current instrument |
instruments.clearmidibinds | Clears any binds for the current instrument |
instruments.midiinfo | Prints out all the notes that can accept midi inputs on the current instrument |
instruments.overrideautoplay | Override the autoplay recording of the current instrument |
instruments.playnote | Plays a note on the current instrument. Eg. playnote c#7, playnote d, playnote f# |
instruments.playrecording | Plays a saved Instrument recording. Arg0 is filename (no extension) |
instruments.printmidibinds | Prints all current rebinds for the current instrument |
instruments.printrecording | Prints a debug readout of a recording |
instruments.printrecordingpath | Prints the path of the autoplay recording for this instrument |
instruments.rebindmidi | Rebinds signal A into signal B. eg. rebindMidi 67 48 |
instruments.startrecording | Starts an instrument recording. Must supply a filename (no extension) |
instruments.stoprecording | Stops the current instrument recording |
inventory.examineheld | Triggers the examine action on the item the local player is currently holding, showing its detailed description panel; requires key input to not be suppressed |
inventory.listcraftcounts | Prints the per-item craft count totals for the local player to the console; admin-only; shows how many of each item have been crafted this session |
inventory.loadoutui_receiveloadoutlist | Receives the JSON-encoded list of saved admin loadouts from the server and passes it to the loadout UI for display; called server-to-client, not manually |
inventory.pipette | Selects the item you’re looking at, gives it to you if you don’t have it in your inventory |
inventory.resetcraftcounts | Resets the per-item craft counters on the local player back to zero; admin-only; useful for resetting craft tracking during testing |
inventory.selectitem | Selects the item you’re looking at, if in your inventory |
inventory.toggle | Toggles the player inventory screen open or closed; blocked if any keyboard-consuming UI (e.g. text input) is currently active |
inventory.togglecrafting | Toggles the crafting panel open or closed; blocked if any keyboard-consuming UI is active |
keyboardmidi.reload | reload the mappings, useful when editing in the background |
kill | Kill your character and open the respawn menu. |
layer.culling | Prints the current camera culling mask as a list of all visible and hidden Unity layers |
layer.hide | Hides the specified Unity layer from the camera by removing it from the culling mask; accepts a layer name or index |
layer.show | Makes the specified Unity layer visible by restoring it to the camera culling mask; accepts a layer name or index |
layer.toggle | Toggles visibility of the specified Unity layer in the camera culling mask; accepts a layer name or index |
mesh.list_skinned | Dumps all active SkinnedMeshRenderers to a file. [Filter] [VisibleOnly] |
meta.exec | exec [command_1] … - runs all of the commands passed as arguments (also, if the last argument is true/false then that will flow into each command’s arguments) |
meta.if_false | if_false <command> <condition> - runs a command if the condition is false |
meta.if_true | if_true <command> <condition> - runs a command if the condition is true |
meta.reset_cycle | reset_cycle <key> - resets a cycled bind to the beginning |
midiconvar.bindkeyoff | Binds a note key being released to a convar eg. BindMidiKeyOff NOTE CHANNEL kill |
midiconvar.bindkeyon | Binds a note key being pressed to a convar eg. BindMidiKeyOn NOTE CHANNEL kill |
midiconvar.bindknob | Binds a given knob to a convar with min/max eg. BindMidiKnob NOTE CHANNEL graphics.fov 70 90 |
midiconvar.bindknobrelative | Binds a given knob to a convar with a relative rate for endless scrolling eg. BindMidiKnob NOTE CHANNEL graphics.fov 1 |
midiconvar.clearallbindings | Clears all registered MIDI input-to-convar bindings; admin-only; requires MidiConvar instance to be active |
midiconvar.printbindings | Prints all current MIDI-to-convar bindings to the console; admin-only; requires MidiConvar instance to be active |
midiconvar.reloadbindings | Reloads midi bindings from disk |
music.info | Prints the name of the currently playing music track and its playback position to the console |
netgraph.enabled true/false | Toggle the network debug overlay. |
networkprofiler.profile | [time to profile(in seconds), min(0.1), max, float] |
nexus.redirect | Disconnect and connect to a new server. Can be run from the server. Usage: <address> [port] [protocol] |
nobuildzonematerialcontroller.setheight | [0.0-10] |
nobuildzonematerialcontroller.setstrengthday | [0.0-1.0] |
nobuildzonematerialcontroller.setstrengthnight | [0.0-1.0] |
noclip | Toggle flight mode that ignores collision. |
note.craft_add | Server-to-client notification that adds a new crafting task to the client crafting queue UI, showing the item, amount, and skin being crafted |
note.craft_done | Server-to-client notification that a crafting task has finished; updates the queue UI and triggers success or failure feedback |
note.craft_fasttracked | Server-to-client notification that a crafting task has been fast-tracked (instant completed), immediately removing it from the queue display |
note.craft_start | Server-to-client notification that marks a crafting task as started with a completion time, updating the crafting queue timer display |
note.inv | Server-to-client notification that displays an item pickup notice and increments the relevant Steam stat counters for harvesting and pickup achievements |
notifications.addfakenotices | Injects a set of fake account notice entries into the notification system for testing notification display and interaction |
notifications.dumpnotifications | Logs all active notification entries to the console showing ID, type, seen state, link, and text for debugging |
notifications.forceprocess | Forces an immediate notification processing pass and refreshes the notification UI; bypasses normal schedule |
notifications.refresh | Clears all notification visuals and rebuilds them from the current notifications list for UI debugging |
party.connectparty | Connects the local player to the same server as the rest of their party if a party server is set |
party.createparty | Creates a new party for the local player, generating a unique party ID and making the player the party leader |
party.fakepartyinvite | Debug command that simulates receiving a party invite from a fake player, used to test the party invite UI flow |
party.inviteparty | Sends a party invite to the named player or Steam ID, requesting they join the local player party |
party.joinparty | Joins an existing party using the given party ID or invite token |
party.kickparty | Kicks the specified party member by name or Steam ID from the current party; party leader only |
party.leaveparty | Removes the local player from their current party, disbanding it if they are the last member |
party.printparty | Prints the current party state to the console, listing all members, their Steam IDs, and the party ID |
perf <0-6> | Show performance metrics at the bottom-left of the screen. |
ping | Show your connection latency to the server. |
player.cinematic_list | Prints a table of all available cinematic animation states and their clip names and durations; admin/developer only; used for selecting animations in cinematics |
player.gesture | Sends a request to the server to start the named gesture on the local player; the gesture name must match a valid entry in the gesture collection |
player.list_cinematic_gestures | Prints a list of all gesture convar names that are tagged as cinematic type; used to discover available gesture names for use with player.gesture |
player.petcmd | Issues a command to the local player’s pet; first argument is the command type index, second is the target entity ID; used for controlling tamed animals |
playermodel.debugheadbug | Admin-only: scans players within 50m and logs head IK debug data for each PlayerModel to diagnose head bone alignment bugs |
refillvitals | Restore your health, hunger and thirst to maximum. |
render.expand_instancing | Forces GPU instancing to expand and rebatch a specific instancing group by name; useful for debugging instancing issues without restarting |
render.print_instanced_cell | Print number of meshes inside a single grid |
render.print_instanced_debug | Print off array size and memory usage to ensure no memory leaks & debug rendering system |
render.print_instanced_renderers | Print off number of each mesh inside instanced rendering system (including outside of render range) |
render.print_tree_counts | Print off count of trees to ensure server sent them all |
render.test_instancing_culling | Spawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation |
rgbeffects.pulse | Pulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation |
rgbeffects.static | Sets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance |
safemode.applysafemodeconfig | Applies a known set of safe settings to ensure the game boots |
screenshot.takehiresscreenshot | Takes a high-resolution screenshot using the configured custom width or the default upscale factor |
screenshot.takehirestransparentscreenshot | Takes a high-resolution screenshot with a transparent background for use in promotional material |
screenshot.takescreenshot | Takes a standard resolution screenshot and saves it to the screenshots folder |
screenshot.taketransparentscreenshot | Takes a screenshot with a transparent background by disabling skybox and terrain rendering |
sleep | Make your character fall asleep. |
spawn <entity> | Spawn an entity where you are looking. |
spawn.shielddummy | Raycasts from the camera and requests the server to spawn a shield-holding dummy player at the hit point, facing away from the camera; pass true to holster the shield |
spawnitem <item> | Spawn an item where you are looking. |
steam.achievements | Prints a list of all Steam achievements and their current unlock status for the local player; useful for testing achievement triggers |
steam.refresh_nickname_cache | Forces an immediate refresh of the cached Steam display names for all players currently on the server |
steam.resetstats | Resets all Steam stats and achievements for the local player to zero/locked; dev use only for achievement testing |
store.addfeaturing | Adds a new featuring entry to the store (debug only). add_featuring <ItemID> <HeaderText> <TitleText> <SubtitleText> <ImageUrl> <VideoUrl> <TargetUrl> <Priority> |
store.addtocart | Adds the specified item by store listing ID to the current shopping cart for purchase testing |
store.clearcart | Clears all items from the current shopping cart without completing a purchase |
store.fakecheckout | fakeCheckout <success> <itemId1,itemId2,…> |
store.printgeneralstore | Prints a list of all items in the general section of the item store |
store.printweeklyitems | Prints a list of all items currently tagged as weekly featured skins in the item store |
store.refresh | Forces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend |
teleport2marker | Teleport yourself to your map marker. |
teleportlos | Teleport to the nearest object in your line of sight. |
terrain.debug | Shows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values |
texture.stats | Get statistics about texture memory and the texture streaming system. |
tincanalarm.wiredistanceculling | Enable/disable the wire distance culling |
ui_dropscontroller.testdropcrash | Deliberately creates a drops array with null entries and passes it to the controller to test null reference handling in drop rendering |
ui_interactiontoast.testerrormodal | Opens a test disconnection error modal with a sample exception message; used for testing the error toast UI |
ui_interactiontoast.testmodal | Opens a test interaction modal dialog with placeholder text; used for testing modal UI layout and button callbacks |
ui_mainmenumanager.navigate | Navigates the main menu UI to the specified URL or section path using the UI_MainMenuManager navigation system |
ui_menubackgroundvideo.emulateerror | Triggers the video error handler on the main menu background video component, simulating a video load failure for UI testing |
ui_menubackgroundvideo.forcenextvideo | Forces all active main menu background video players to advance to the next video in their playlist immediately |
ui_notifications.addtestnotification | Adds a test notification of the given type and text to the notifications UI; used for testing notification display during development |
ui_steaminventorycrafting.resetwarning | Resets the Steam inventory crafting warning popup flag so it shows again on the next crafting attempt |
ui.loadsign | Admin only: Loads an image from disk into the currently editing sign |
ui.printcanvases | Prints a list of all active Unity Canvas components, their render mode, sort order, and screen size for UI layout debugging |
ui.printmaskupdategroups | Prints a list of all UI mask update groups and how many masked UI elements each contains, for debugging UI batching |
ui.printshadowupdategroups | Prints all UI shadow update groups and their element counts, used to debug shadow rendering batching in the UI system |
ui.printtexts | Reports all the TMP texts set as non-static, being updated by TMP_UpdateManager |
ui.savesign | Saves the sign image you are currently editing to disk with the given filename |
uicontacts.togglecontacts | Toggles the contacts panel open or closed; blocked if any keyboard-capturing UI is active |
weather.debug_cloud_position | Prints the current cloud system world position and layer offsets to the console; useful for debugging cloud layer alignment on the map |
weather.savetofile | Saves the current environment and weather snapshot to cfg/<name>.cfg so it can later be restored with exec |
workshop.print_loaded_skins | Prints a list of all workshop skins currently loaded in the client, showing their item short name and skin ID |
world.printrails | Print list of all railroad meshes |