Console Commands
All 178 console commands in V3.2 with the game's own usage text, click-to-copy, plus a give-item command builder.
How to open the console
Press F1 to open the console. In single player every command works out of the box. On a dedicated server you need the matching permission level in serveradmin.xml, or type the commands into the server control panel. Commands are not case sensitive, and many have a short alias: dm for debugmenu, cm for creativemenu, tp for teleport. Click any command or example to copy it.
cmToggles the creative menu. Open it with U afterwards and grab any item or block.
dmToggles debug mode, which unlocks god mode, flight and the other debug tools.
giveself gunRifleT3SniperRifle 6 1Spawns an item at your feet. Use the Give Items tab to build these; quality runs 1 to 6.
settime dayJump to day or night, or set an exact day, hour and minute.
se 0 28Spawns a zombie or animal near a player (0 is you). Run se with no arguments to list the entity numbers.
tp 500 -1200Teleport to coordinates or to another player. Grab coordinates from the map.
gamestageShows your current gamestage, the number that drives blood moon hordes and loot.
weather Rain 1Direct control over clouds, fog, rain, snow, temperature and wind.
buff buffDrugSteroidsApplies any buff to your character. Buff IDs are listed on each buff page.
kick PlayerName "reason"Removes a player from your server. Pair with ban for repeat offenders.
| Command | Description and usage |
|---|---|
AccDecaySetAccDecay SetAccuracyDecay sad | Accuracy Decay for guns, show/hide/reset/<Decimal value>Usagereset - apply the default settings for this command <Decimal Value> - Sets the decay constant for accuracy calculations using ItemActionRanged |
ForceEventDate | Specify date for testing event dates |
ScreenEffect | Sets a screen effectUsageScreenEffect [name] [intensity] [fade time] ScreenEffect clear ScreenEffect reload |
SpawnScreen | Display SpawnScreenUsageSpawnScreen on/off |
SystemInfo | List SystemInfo |
admin | Manage user permission levelsUsageSet/get user permission levels. A level of 0 is maximum permission, users without an explicitly set permission have a permission level of 1000. Usage: admin add <name / entity id / platform + platform user id> <level> [displayname] admin remove <name / entity / platform + platform user id> admin addgroup <steam id> <level regular> <level mods> [displayname] admin removegroup <steam id> admin list To use the add/remove sub commands with a name or entity ID the player has to be online, the variant with platform and platform ID can be used for currently offline users too. Displayname can be used to put a descriptive name to the ban list in addition to the user's platform ID. If used on an online user the player name is used by default. When adding groups you set two permission levels: The 'regular' level applies to normal members of the group, the 'mods' level applies to moderators / officers of the group. |
agemap | Output debug map for chunk age/protection/save status.Usage"agemap" or "agemap [x]", where [x] is a float value specifying the maximum age to normalise results to in in-game days. Defaults to EnumGamePrefs.MaxChunkAge when not specified. Outputs a TGA texture representing a map of all chunks with chunk age, protection status and save status data split across each colour channel: R [scalar]: Effective chunk age proportionate to maximum age, taking POI-based grouping rules into account. More red = older, closer to expiry. G [scalar]: Raw chunk age proportionate to maximum age, ignoring POI-based grouping. Can be compared with the red channel to asses the impacts of grouping. B [scalar]: Protection level. More blue = more protected. A [binary]: Saved status. Opaque = saved, transparent = not saved. |
ai | AI commandsUsageAI commands: activityclear - remove all activity areas (heat) anim <name> - trigger an animation (attack, attack2) animmove <forward> <strafe> - set animation forward and strafe motion freezepos - toggles movement latency - toggles drawing pathlines - toggles drawing editor path lines pathgrid - force grid update ragdoll <force> <time> rage <speed> <time> - make all zombies rage (0 - 2, 0 stops) (seconds) sendnames - toggles admin clients receiving debug name info |
aiddebug | Toggles AIDirector debug output. |
audio | Watch audio statsUsageJust type audio and hit enter for the info. |
automationauto | Automation Script RunnerUsageType 'auto' in the console or see source XML doc for full usage. |
automove | Player auto movementUsageParameters: off - disable gototarget - goto the target position settarget - set target to current player position clearlookat - disable look at setlookat - set look at to current player position line duration loops <x> <y> <z> - move to x y z (or target) over duration with loops (-loops will ping pong) orbit duration loops <x> <y> <z> - circle around x y z (or target) over duration with loops (-loops will ping pong) relative x z angle - move by x (left/right) and z (forward) and turn by angle per second |
ban | Manage ban entriesUsageSet/get ban entries. Bans will be automatically lifted after the given time.
Usage:
ban add <name / entity id / platform + platform user id> <duration> <duration unit> [reason] [displayname]
ban remove <name / entity id / platform + platform user id>
ban list
To use the add/remove sub commands with a name or entity ID the player has
to be online, the variant with platform and platform ID can be used for currently offline
users too.
Duration unit is a modifier to the duration which specifies if in what unit
the duration is given. Valid units:
minute(s), hour(s), day(s), week(s), month(s), year(s)
Displayname can be used to put a descriptive name to the ban list in addition
to the user's platform ID. If used on an online user the player name is used by default.
Example: ban add madmole 2 minutes "Time for a break" "Joel" |
bents | Switches block entities on/off or counts themUsageUse 'on' or 'off', or 'info' to count |
buff | Applies a buff to the local player |
buffplayer | Apply a buff to a playerUsageUsage: buffplayer <player name / steam id / entity id> <buff name> Apply the given buff to the player given by the player name or entity id (as given by e.g. "lpi"). |
cameracam | Lock/unlock camera movement or load/save a specific camera positionUsageUsage: 1. cam save <name> [comment] 2. cam load <name> 3. cam list 4. cam lock 5. cam unlock 1. Save the current player's position and camera view or the camera position and view if in detached mode under the given name. Optionally a more descriptive comment can be supplied. 2. Load the position and direction with the given name. If in detached camera mode the camera itself will be adjusted, otherwise the player will be teleported. 3. List the saved camera positions. 4/5. Lock/unlock the camera rotation. Can also be achieved with the "Lock Camera" key. |
ccphysics | Enables or disables changes to CCPhysics layer interactions. Reloading the game session may be necessary to fully apply if changed. |
challenges | Complete certain challengesUsage|Usage: | 1. list [group name] | 2. complete all ["redeem"/"r"] | 3. complete first ["redeem"/"r"] | 4. complete challenge <challenge name> ["redeem"/"r"] | 5. complete group <group name> ["redeem"/"r"] | 6. complete category <category name> ["redeem"/"r"] | 7. groups [category name] |Short forms: "list"->"l", "complete"->"c", "groups"->"g". |1. List challenges - optionally limited to a specific group. |2. Set all challenges to completed. |3. Set challenges of the first defined group to completed. |4. Set given challenge to completed. |5. Set all challenges in the given group to completed. |6. Set all challenges in the given category to completed. |2.-6. If the optional "redeem" or "r" is specified it will automatically redeem the completed challenges. |7. List all groups - optionally limited to a specific category. |
chunkcachecc | shows all loaded chunks in cache |
chunkobserverco | Place a chunk observer on a given position.UsageUsage: 1. chunkobserver add <x> <z> [size] 2. chunkobserver remove <x> <z> 3. chunkobserver list 1. Place an observer on the chunk that contains the coordinate x/z. Optionally specifying the box radius in chunks, defaulting to 1. 2. Remove the observer from the chunk with the coordinate, if any. 3. List all currently placed observers |
chunkresetcr | resets the specified chunksUsageUsage:
1. chunkreset <x1> <z1> <x2> <z2>
2. chunkreset [f]
1. Rebuilds the chunks that contain the given coordinate range.
2. Can only be executed by a player in the ingame console! Behaviour depends on whether the
player is currently within the bounds of a POI:
Within a POI: The POI is reset.
Not within a POI: The chunk the player is in and the eight chunks around that one are
rebuilt. Not deco! Does not reload POI data!
d - regen deco
f - fully regenerates chunks (may cause double entities!)
u, utimed, ue - Unload chunks or entities
nq - Enqueue a 3x3 group of chunks centred around the player to be reset when unsynced, unless they are otherwise protected from the chunk reset system. |
commandpermissioncp | Manage command permission levelsUsageSet/get permission levels required to execute a given command. Default level required for commands that are not explicitly specified is 0. Usage: cp add <command> <level> cp remove <command> cp list |
config | Import/export config data from/to external fileUsageImports/exports config data from/to external file Usage: config import [filename] config export [filename] |
createwebuser | Create a web dashboard user account |
creativemenucm | enables/disables the creativemenu |
cvar | Commands to set, get, track or list CVars.UsageUsages of the commands. Add '-p <playerId>' to any command to apply that command to a remote player. cvar get <cvarName> cvar set <cvarName> <floatValue> cvar track <cvarName> <true|false> cvar list <searchFilter> |
damagereset | Reset damage on all blocks in the currently loaded POIUsage|Usage: | damagereset [include doors] |By default the command only resets non-door blocks to full health. If the optional argument is "true" doors are also repaired. |
debuff | Removes a buff from the local player |
debuffplayer | Remove a buff from a playerUsageUsage: debuffplayer <player name / steam id / entity id> <buff name> Remove the given buff from the player given by the player name or entity id (as given by e.g. "lpi"). |
debuggamestats | GameStats commands |
debugjiggledgj | No description in the game files. |
debugmenudm | enables/disables the debugmenu |
debugpanels | allows usage of debug display panels (F3 menu) via command consoleUsagedebugpanels - toggle display, enabling also enables the debug menu debugpanels [names] - set these panels active and disable all others, uses the short name of the panel (e.g. debugpanels Ply Ge Sp) |
debugshotdbs | Creates a screenshot with some debug informationUsageUsage: debugshot [save perks] Lets you make a screenshot that will have some generic info on it and a custom text you can enter. Also stores a list of your current perk levels, buffs and cvars in a CSV file next to it if the optional parameter 'save perks' is set to true |
debugweather | Dumps internal weather state to the console. |
decomgr | "decomgr": Saves a debug texture visualising the DecoOccupiedMap. "decomgr state": Saves a debug texture visualising the location/state of all of the DecoObjects saved in decorations.7dtd. |
discorddc | Toggle Discord debug window |
dms | Gives control over Dynamic Music functionality.UsageNo commands available for dms at the moment. |
dynamicpropertiesdprop | Dynamic Properties debugging |
exhausted | Makes the player exhausted. |
expiryinfo | Prints location and expiry day/time for the next [x] chunks set to expire.Usageexpiryinfo [x] |
exportcurrentconfigs | Exports the current game config XMLsUsageExports all game config XMLs as they are currently used (including applied patches from mods) to the folder "Configs" in the save folder of the game. If run from the main menu it exports the XUi configs for the menu, if run from a game session will export all others. |
fallingblocksfb | FallingBlocks WIP Settings |
floatingoriginfo | No description in the game files. |
fov | Camera field of view |
ftwfellthroughworld | Log the fell through world debug information for testing purposes. |
gamestage | Shows the gamestage of the local player |
getgameprefgg | Gets game preferencesUsageGet all game preferences or only those matching a given substring |
getgamestatggs | Gets game statsUsageGet all game stats or only those matching a given substring |
getlogpathglp | Get the path of the logfile the game currently writes to |
getoptions | Gets game optionsUsageGet all game options on the local game |
getsandboxoptionsgso | Gets the current game's Sandbox OptionsUsage|Usage: | [show all] |Shows the currently loaded game's Sandbox Options. |By default only shows those that have non-default values, but can show all options by specifying the optional argument with "true". |
gettimegt | Get the current game time |
gfx | Graphics commandsUsageGraphics commands: af <value> - anisotropic filtering off, on or force on (0, 1, 2) dr <scale> <min> <max> - set dynamic res scale (0 auto, .1 to 1 force, -1 for off) and min/max FPS dt <value> - toggle distant terrain or set value (0 or 1) dti <value> - set distant terrain instancing (0 or 1) dtmaxlod <value> - set distant terrain max LOD (0 to 5) dtpix <value> - set distant terrain pixel error (1 to 200) key name <value> - set shader keyword (0 or 1) pp name <value> - set postprocessing name (enable, ambientOcclusion (ao), auto exposure (ae), bloom, colorGrading (cg), etc.) to value (0 or 1) res <width> <height> - set screen resolution resetrev - clear graphics preset revision skin <value> - set skin bone count (1, 2, 4, 5+ (all)) st name <value> - set streaming name (budget (0 disables), discard, forceload, reduction) to value tex - show texture info texbias <value> - set bias on all textures texlimit <value> - set limit (0-x) viewdist <value> - Set view distance in chunks |
givequest | Gives a quest to the player or add to quest tierUsagegivequest commands: complete - complete all quests tieradd <points> - add the points to your quest tier (default is 10) <quest name> - gives you the quest |
giveself | usage: giveself itemName [qualityLevel=] [count=1] [putInInventory=false] [spawnWithMods=true] |
giveselfxp | usage: giveselfxp 10000UsageGive yourself experience Usage: giveselfxp <number> [1 (use xp bonuses)] |
givexp | Give XP to a playerUsageGive a player experience points Usage: givexp <entity id / player name / user id> <number> |
graph | Draws graphs on screenUsageGraph commands: # - 0 removes all graphs, 1+ sets graphs height cvar <name> <count> <max> - show graph of a cvar, line count (0 hides), max graph value (default is 1) dr <count> - show dynamic res graph, line count (0 hides) fps <count> <fps max> - show fps graph, line count (0 hides), max graph value pe <name> <count> <max> - show graph of a passive effect (healthmax..), line count (0 hides), max graph value (default is 1) spf <count> <spf max> - show seconds per frame graph, line count (0 hides), max graph value stat <name> <count> <max> - show graph of a stat (health, stamina..) with line count (0 hides), max graph value (default is 1) tex <name> <count> - show texture graph (mem or stream), line count (0 hides) |
help | Help on console and specific commandsUsage|Usage: | 1. help | 2. help * <searchstring> | 3. help <command name> | 4. help output | 5. help outputdetailed |1. Show general help and list all available commands |2. List commands where either the name or the description contains the given text |3. Show help for the given command |4. Write command list to log file |5. Write command list with help texts to log file |
jds | Server junk drone commands. |
junkDronejd | Local player junk drone commands. |
kick | Kicks user with optional reason. "kick playername reason" |
kickall | Kicks all users with optional reason. "kickall reason" |
kill | Kill a given entityUsageKill a given entity. Usage: 1. kill <entity id> 2. kill <player name / steam id> 1. can be used to kill any entity that can be killed (zombies, players). 2. can only be used to kill players. |
killall | Kill all entitiesUsageKills all matching entities (but never players) Usage: killall (all enemies) killall alive (all EntityAlive types except vehicles and turrets) killall all (all types) |
lgolistgameobjects | List all active game objects |
lights | Light debuggingUsageLight debugging: v - toggle viewer enable off - viewer lights off on - viewer lights on clearreg - clear registered disableall - enableall - list - list all lights listfile - list all lights to Lights.txt liste - list lights effecting the player position lodviewdistance <d> - set the light LOD view distance (0 uses defaults) |
listdlcdlcs | List the available DLC and their current entitlement status.UsageList DLCs and their entitlement states. Usage: listdlc dlcs |
listentsle | lists all entities |
listplayeridslpi | Lists all players with their IDs for ingame commands |
listplayerslp | lists all players |
listthreadslt | lists all threads |
logenv | Log the process environment variables |
loggamestatelgs | Log the current state of the gameUsageWrites information on the current state of the game (like memory usage, entities) to the log file. The section will use the message parameter in its header. Usage: loggamestate <message> [true/false] Message is a string that will be included in the header of the generated log section. The optional boolean parameter specifies if this command should be run on the client (true) instead of the server (false) which is the default. |
loglevel | Telnet/Web only: Select which types of log messages are shownUsageSelect which types of log messages are shown on the connection you enter this command. By default all log messages are printed on every connection. Usage: loglevel <loglevel name> <true/false> Log levels: INF, WRN, ERR, EXC or ALL Example: Disable display of WRN messages: loglevel WRN false |
loot | Loot commandsUsageLoot commands: container [name] <count> <stage> <abundance> - list loot from named container for count times |
mapdata | Writes some map data to an imageUsageUsage: clear - reset player map data prefab - save prefabs to mapdata.png start - save start points to mapdata.png |
mem | Prints memory information and unloads resources or changes garbage collectorUsageCommands: clean - cleanup memory pools pools - list memory pools gc - show GC info gc alloc <value> - allocate k value of temp memory gc perm <value> - allocate k value of permanent memory gc clearperm - clear permanent allocations list gc c - run collection gc enable <value> - enable GC (0 or 1) gc inc <value> - run incremental collect for value ms gc inctime <value> - set incremental collect time in ms obj [mode] - list object pool (active or all) objs - shrink object pool log [interval] - start/stop logging of performance data to a file |
memcl | Prints memory information on client and calls garbage collector |
memprofilemprof | Toggles screen Memory Profiler UI |
meshdatamanagermdm | Toggle the MeshDataManagerUsagemdm |
mumblepositionalaudiompa | Mumble Positional Audio related toolsUsage|Usage: | 1. mpa enable | 2. mpa disable | 3. mpa reinit |
na | Test new HD stuff.UsageUsage: 1. na |
networkclientnetc | Client side network commands |
networkservernets | Server side network commandsUsageCommands: latencysim <min> <max> - sets simulation in millisecs (0 min disables) packetlosssim <chance> - sets simulation in percent (0 - 50) |
newweathersurvival | Enables/disables new weather survival |
occlusion | Control OcclusionManager |
overlap | Toggle LocalPlayer's Character Controller Overlap Recovery |
overridemaxplayercount | Override Max Server Player Count |
pathtest | enable a path testing utility modeUsageUsage. Toggle a path test mode. breakblocks - toggles path allowed to break blocks climbladders - toggles path allowed to break blocks climbwalls - toggles path allowed to break blocks |
performanceprofilerpp | Performance Profiling UtilityUsageType 'pp' to toggle capture, or 'pp start [fps]' / 'pp stop'. |
permissionsallowedpallowed pa | Apply a mask to permissions for testing purposes (respects the existing conditions though).Usage| pa i[nfo] - Prints info about the current permissions. pa g[rant] < > - Adds the given permissions to the current debug permissions mask (still respects existing permissions though). pa rev[oke] < > - Removes the given permissions from the current debug permissions mask. pa res[olve] < > <true|false> - Attempt to resolve the specified permissions. True allows prompting the user for input, otherwise it is a silent resolution. |
pirs | tbdUsagetbd |
placeblockrotationspbr | Places all rotations of the currently held blockUsagePlaces the block you currently hold in your hand in all supported rotations. Starts at the current selection box and spreads out towards the right relative to the current view direction of the player. Spaces out each block by 1m meter. |
placeblockshapespbs | Places all shapes of the currently held variant helper blockUsagePlaces all variants of the helper block you currently hold in your hand. Starts
at the current selection box and spreads out towards the right relative to the
current view direction of the player, starting a new row behind those every
{0} blocks. Spaces out each block by 1m meter. |
playerOwnedEntitiespoe | Lists player owned entities. |
playervisitmappvm | Teleports the player through a rectangular area with optional memory loggingUsage<x1> <z1> <x2> <z2> : start teleporting through the area defined by the coorindates, should be such that x1 < x2 and z1 < z2 stop : stop moving height <int> : set the height off the ground to move the player to stepradius <int> : set distance between teleports in chunks, default is half the player's view dimension logfile <prefix> : sets the file for the memory log to a temporary file with this prefix stepsperlog <int> : count of teleports between logs dumplog : dump the current log file to the game log |
pois | Switches distant POIs on/offUsageUse on or off or only the command to toggle |
poiwaypointspwp | Adds waypoints for specified POIs.Usagepwp * - adds waypoints to all POIs in the world. pwp <name> - adds waypoints to all POIs that starts with the name. pwp <distance> - adds waypoints to all POIs with the specified distance. pwp * <distance> - adds waypoints to all POIs within the specified distance. pwp <name> <distance> - adds waypoints to all POIs within the specified distance that start with the name. pwp -clear - removes all POI waypoints. |
pplist | Lists all PersistentPlayer data |
prefab | Prefab commandsUsage
|Usage:
| 1.
load [prefab name]
| Load given prefab. If no prefab is given show prefab explorer window.
| 2.
save
| Save current prefab.
| 3.
clear
| Clear prefab editor contents.
| 4.
thumbnail [name]
| Update prefab thumbnail of given prefab. If no prefab is given applies to the loaded prefab.
| 5.
thumbnail bulk
| Create thumbnails for all prefabs that do not have one yet.
| 6.
stats
| Create CSV file with basic stats of all prefabs.
| 7.
convert <name>
| Load, simplify, combine and export named prefab.
| 8.
bulk [count]
| Do "convert" on all prefabs (optionally limited to first "count" prefabs).
| 9.
bulkins
| Update inside information (.ins) for all prefabs.
| 10.
density <needle> <set>
| Change density of all non-air blocks in current pefab that have <needle> density to <set>.
| 11.
simplify
| Simplify current prefab for imposter generation.
| 12.
simplify1
| Simplify current prefab for imposter generation, keep more complex blocks.
| 13.
combine
| Combine meshes of current prefab into one.
| 14.
export
| Export combined meshes as imposter for current prefab.
|
prefabeditorprefabedit predit | Open the Prefab EditorUsageprefabeditor |
prefabupdater | No description in the game files.UsageUpdate prefabs for newer game builds. Usage: 1. prefabupdater loadxml <xmlfile> 2. prefabupdater clearxml 3. prefabupdater createmapping <prefabname> 4. prefabupdater loadtable [nametablefile] 5. prefabupdater unloadtables 6. prefabupdater updateblocks 1. Load a blocks.xml that has the information about the prefabs to be updated. If you have a modded XML first load that modded XML and afterwards load the XML provided with the game for legacy prefabs. The xmlfile-parameter can either be relative to the game's base directory or an absolute path (for pre-Alpha 17 prefabs). 2. Unload the data loaded with loadxml. 3. Create a block mapping file for the given prefab(s). Accepts '*' as wildcard (for pre-Alpha 17 prefabs). 4. Load a block name mapping file. File path is relative to the game directory if not specified as absolute path. If no file is given the default file supplied with the game is loaded (BlockUpdates.csv). 5. Unload the data loaded with loadtable. 6. Update the block mappings in prefabs with the block name mapping table loaded by 4. |
profilenetwork | Writes network profiling information |
profiler | Utilities for collection profiling data from a variety of sources |
profiling | Enable Unity profiling for 300 frames |
regionresetrr | Resets chunks within a target region, or for the entire map.UsageUsage: rr [-p|-pmode <n>] [-g|-gmode <n>] [-r|-region <x> <z>] Examples: 'rr' - reset all unprotected chunks in all regions (defaults). 'rr -p 2' - all regions, protection mode 2. 'rr -r 1 -2' - only region (1,-2), default modes. 'rr -r 1 -2 -p 0 -g 3' - region (1,-2) with protection mode 0 and grouping mode 3. Protection modes (-p|-pmode, default 0): '0' - Default: All protection statuses are respected, including the dynamic protection of synced chunks around active player position(s). '1' - EXPERIMENTAL: Most protection statuses are respected, excepting the dynamic protection of synced chunks around active player position(s). Chunks whose *only* protection status is "CurrentlySynced" will be treated as unprotected and are subject to being reset. '2' - EXPERIMENTAL: All protection statuses are ignored. Every chunk in the target area will be reset whether protected or not. '3' - EXPERIMENTAL: Most protection statuses are ignored, excepting the dynamic protection of synced chunks around active player position(s). Chunks whose protection status includes "CurrentlySynced" will be treated as protected; all other chunks are subject to being reset. Grouping modes (-g|-gmode, default 3): '1' - NoGrouping: Chunks are reset based on their own protection flags only. '2' - SeparatePOIs: Each POI gets the combined protection flags from all chunks overlapping the POI. '3' - GroupedPOIs: Like SeparatePOIs, but POIs with overlapping chunks also merge into groups. Standard reset; should not cause POI discontinuities. Notes: - Use with caution! This operation permanently deletes all saved data for affected chunks. - The experimental protection modes are provided for debug purposes only. They bypass various protections in order to force chunks to be reset. This can cause a significant hitch whilst any synced chunks are regenerated, and may cause other side effects such as failing to clean up nav markers for land claims, etc. |
reloadentityclassesrec | reloads entityclasses xml data. |
removequest | usage: removequest questname |
repairchunkdensityrcd | check and optionally fix densities of a chunkUsageThis command is used to check if the densities of blocks in a chunk match the actual block type. If there is a mismatch it can lead to the chunk rendering incorrectly or not at all, typically indicated by the error message "Failed setting triangles. Some indices are referencing out of bounds vertices.". It can also fix such mismatches within a chunk. Usage: 1. repairchunkdensity <x> <z> 2. repairchunkdensity <x> <z> fix 1. Just checks the chunk and prints mismatched to the server log. x and z are the coordinates of any block within the chunk to check. 2. Repairs any mismatch found in the chunk. |
resetallstats | Resets all achievement stats (and achievements when parameter is true) |
saveworldsa | Saves the world manually. |
say | Sends a message to all connected clients |
sdcs | Control entity sex, race, and variantUsageChange a player's sex, race, and variant:
Usage:
sdcs : Show current archetype values
sdcs <sex|race|variant> <value> : Set the specified value
Examples :
sdcs sex <male|female>
sdcs race <white|black|asian|native>
sdcs variant <1|2|3|4> |
sdminfo | SaveDataManager InformationUsagesdminfo |
setgameprefsg | sets a game pref |
setgamestatsgs | sets a game stat |
settargetfps | Set the target FPS the game should run at (upper limit)UsageSet the target FPS the game should run at (upper limit). Usage: 1. settargetfps 2. settargetfps <fps> 1. gets the current target FPS. 2. sets the target FPS to the given integer value, 0 disables the FPS limiter. |
sette | Sets the UseTriggerEffects flag, if true controller trigger effects are to be used |
settempunitstu | Set the current temperature units.UsageSet the current temperature units. Usage: 1. settempunit F 2. settempunit C 1. sets the temperature unit to Fahrenheit. 2. sets the temperature unit to Celsius. |
settimest | Set the current game timeUsageSet the current game time. Usage: 1. settime day 2. settime night 3. settime <time> 4. settime <day> <hour> <minute> 1. sets the time to day 1, 12:00 pm. 2. sets the time to day 2, 12:00 am. 3. sets the time to the given value. 1000 is one hour. 4. sets the time to the given day/hour/minute values. |
setwatervalueswv | Sets the water value for all flow-permitting blocks within the current selection area, specified in the range of 0 (empty) to 1 (full).Usage'swv [0.0 - 1.0]' Sets water value between empty (0.0) and full (1.0) for all flow-permitting blocks within the current selection bounds. E.g. 'swv 0.5' will set all affected blocks to be half-full. Blocks which do not permit flow are unchanged. |
show | Shows custom layers of rendering. |
showClouds | Artist command to show one layer of clouds.Usagetype "showClouds myCloudTexture" where "myCloudTexture" is the name of the texture you want to see. type "showClouds" to turn off this view. Note: cloud textures MUST be locasted at ./resources/textures/environment/spectrums/default |
showalbedoalbedo | enables/disables display of albedo in gBuffer |
showchunkdatasc | shows some date of the current chunk |
showhits | Show hit entity infoUsageCommands: damage - toggle damage numbers hits <time> <size> - toggle hits |
shownexthordetime | Displays the wandering horde time |
shownormalsnorms | enables/disables display of normal maps in gBuffer |
showspecularspec | enables/disables display of specular values in gBuffer |
showswings | Show melee swing arc rays |
showtriggers | Sets the visibility of the block triggers. |
shutdown | shuts down the game |
signeditordebugsed | Toggles visibility of the Sign Editor debug panel. UsageNo params: Toggles visibility of the Sign Editor debug panel. |
signtexmanstm | Allows enabling/disabling the Sign Texture Manager and configuring various baking settings.UsageNo params: Toggles the enabled state of SignTextureManager. When enabled (default), signs are baked to textures when close to the camera. When disabled, all signs are rendered dynamically (infinite resolution). Two parameter modes: either (string), or (int, optional int, optional bool). Single string parameter: `stm l` (log) will log debug info. `stm ld` (log disk) will do the same and also save the log to the application directory. First param (integer): Sets sign texture quality level. 0-4 inclusive: Lowest-Ultra. 5: Infinite (no textures). Second param (integer, optional after first param): Sets tile size. Intended to be a neat power of two in the range of 64-1024. Third param (bool, optional after second param): Sets debug visualization of in-progress bakes on/off. |
sleep | Makes the main thread sleep for the given number of seconds (allows decimals) |
sleeper | Drawn or list sleeper infoUsagedraw - toggle drawing for current player prefab list - list for current player prefab listall - list all r - reset all |
smoothpoi | Smoothens the POIUsage
|Usage:
| smoothpoi [mode] [passes]
|Mode defaults to "land", also accepts "air".
|Passes defaults to 1.
|Smoothed area can be restricted with the blue selection.
|
smoothworldallswa | Applies some batched smoothing commands.UsageUsage:
1. smoothworldall [passes] [noregion]
2. smoothworldall <worldname> [passes] [noregion]
Arguments:
passes: Integer number, overriding the default of 5 passes
noregion: If passed in literally it will write the resulting heightmap
to the dtm.raw instead of updating all of the worlds region files
worldname: If specified the command is applied to the given world instead of the currently loaded world |
spawnairdrop | Spawns an air drop |
spawnentityse | spawns an entityUsagese playerId entity# <count> - spawn around playerId (0 for local) entity# of count (1 to 100) |
spawnentityatsea | Spawns an entity at a give positionUsageUsage: 1. spawnentityat 2. spawnentityat <entityidx> <x> <y> <z> 3. spawnentityat <entityidx> <x> <y> <z> <count> 4. spawnentityat <entityidx> <x> <y> <z> <count> <rotX> <rotY> <rotZ> 5. spawnentityat <entityidx> <x> <y> <z> <count> <rotX> <rotY> <rotZ> <stepX> <stepY> <stepZ> 6. spawnentityat <entityidx> <x> <y> <z> <count> <rotX> <rotY> <rotZ> <stepX> <stepY> <stepZ> <spawnerType> 1. Lists the known entity class names 2. Spawns the entity with the given class name at the given coordinates 3. As 2. but spawns <count> instances of that entity type 4. As 3. but also specifies the rotation of the spawned entities 5. As 4. but also specify the step distance between entities 6. As 5. but also specify the spawner source of the entity (Dynamic, StaticSpawner, Biome) |
spawnscouts | Spawns zombie scoutsUsageSpawn scouts near a player.Usage: 1. spawnscouts 2. spawnscouts <player name/steam id/entity id> 3. spawnscouts <x> <y> <z> 1. Will spawn the scouts near the issuing player. Can only be used by a player, not a remote console. 2. Spawn scouts near the given player. 3. Spawn scouts at the given coordinates. |
spawnsupplycrate | Spawns a supply crate where the player is |
spawnwanderingspawnw | Spawn wandering entitiesUsageCommands: b - bandits h - horde |
spectatorspectatormode sm | enables/disables spectator mode |
spectrum | Force a particular lighting spectrum.Usagespectrum <Auto, Biome, BloodMoon, Foggy, Rainy, Stormy, Snowy> |
squarespiralsqs | Move the player chunk by chunk in a square spiral. Will start off paused and required un-pausing. Also gives god mode and flying at the start.Usage<s[tart] [chunks per auto-pause]|p[ause]|r[eset]|waitmode [minimal|meshes|displayed]> |
stab | stability |
starvehungry food | Makes the player starve (optionally specify the amount of food you want to have in percent). |
switchviewsv | Switch between fpv and tpv |
teleporttp | Teleport the local playerUsageUsage: 1. teleport <x> <y> <z> [view direction] 2. teleport <x> <z> [view direction] 3. teleport <target steam id / player name / entity id> 4. teleport offset <inc x> <inc y> <inc z> For 1. and 2.: view direction is an optional specifier to select the direction you want to look into after teleporting. This can be either of n, ne, e, se, s, sw, w, nw or north, northeast, etc. 1. Teleports the local player to the specified location. Use y = -1 to spawn on ground. 2. Same as 1 but always spawn on ground. 3. Teleports to the location of the given player 4. Teleport the local player to the position calculated by his current position and the given offsets |
teleportplayertele | Teleport a given playerUsageUsage: 1. teleportplayer <user id / player name / entity id> <x> <y> <z> [view direction] 2. teleportplayer <user id / player name / entity id> <target user id / player name / entity id> 1. Teleports the player given by his UserID, player name or entity id (as given by e.g. "lpi") to the specified location. Use y = -1 to spawn on ground. Optional argument view direction allows you to speify a direction you want to look in after teleporting. This can be either of n, ne, e, se, s, sw, w, nw or north, northeast, etc. 2. As 1, but destination given by another (online) player |
teleportpoirelativetppr | Teleport the local player within the current POIUsageUsage: | 1. teleportpoirelative <x> <y> <z> [view direction] |1. Teleports the local player to the specified location relative to the bounds of the current POI. View |direction is an optional specifier to select the direction you want to look into after teleporting. This |can be either of n, ne, e, se, s, sw, w, nw or north, northeast, etc. |
testCensortcc | Censorship testing toggle. |
testDismembermenttds | Dismemberment testing toggle. |
testloop | Test code in a loopUsageCommands: p - player |
testoccreporttoccr | Test the occlusion manager self reporting to backtrace, requires Backtrace to be enabled at build creation |
thirsty | Makes the player thirsty (optionally specify the amount of water you want to have in percent). |
tppoi | Open POI Teleporter window |
traderarea | ... |
transformdebugtdbg | Transform DebuggingUsagetdbg - Toggle Transform Debugging |
trees | Switches trees on/offUsagetrees - toggles trees <value> - (off, on) |
twitch | usage: twitch <command> <params> |
twitchadmin | Twitch Admin CommandsUsageUsage: 1. twitchadmin cleanup 2. twitchadmin export <filepath> 3. twitchadmin import <filepath> 4. twitchadmin pointtotals 5. twitchadmin reset all both 6. twitchadmin reset all pp 7. twitchadmin reset all sp 1. Cleans up duplicate Viewer Data. 2. Export users, points, and credits to a file 3. Import users, points, and credits from a file, replacing existing data 4. Prints out the totals for PP, SP, and BitCredit 5. Clears all PP and SP for all users 6. Clears all PP for all users 7. Clears all SP for all users |
uioptionsuio | Allows overriding of some options that control the presentation of the UIUsageCommands: optionsvideowindow <value> - set the options window to use for video settings [no parameters] - toggles video settings between simplified and detailed modes |
version | Get the currently running version of the game and loaded mods |
versionui | Toggle version number display |
visitmap | Visit an given area of the map. Optionally run the density check on each visited chunk.Usage|Usage: | 1. visitmap <x1> <z1> <x2> <z2> [check] | 2. visitmap full [check] | 3. visitmap stop |1. Start visiting the map in the rectangle specified with the two edges defined by | coordinate pairs x1/z1 and x2/z2. If the parameter "check" is added each visited | chunk will be checked for density issues. |2. Start visiting the full map. If the parameter "check" is added each visited | chunk will be checked for density issues. |3. Stop the current visitmap run. |
vpoisvisitpois | No description in the game files.Usage<s[tart] [pois per auto-pause]|p[ause]|r[eset]> |
weather | Control weather settingsUsageClouds [0 to 1 (-1 defaults)] Fog [density (-1 defaults)] [start] [end] FogColor [red (-1 defaults)] [green] [blue] Rain [0 to 1 (-1 defaults)] SnowFall [0 to 1 (-1 defaults)] Temp [-99 to 101 (< -99 defaults)] Wind [0 to 200 (-1 defaults)] SimRand [0 to 1 (-1 defaults)] Storm <duration hours> <biome name> Defaults or d |
weathersurvival | Enables/disables weather survival |
whitelist | Manage whitelist entriesUsageSet/get whitelist entries. Note: If there is at least one entry on the list no user who is not on this list will be able to join the server! Usage: whitelist add <name / entity id / platform + platform user id> [displayname] whitelist remove <name / entity id / platform + platform user id> whitelist addgroup <steam id> [displayname] whitelist removegroup <steam id> whitelist list To use the add/remove sub commands with a name or entity ID the player has to be online, the variant with platform and platform ID can be used for currently offline users too. Displayname can be used to put a descriptive name to the ban list in addition to the user's platform ID. If used on an online user the player name is used by default. |
worldchunkresetwcr | Resets all unprotected chunks across the world.UsageUsage: wcr [-g|-gmode <n>] Examples: 'wcr' - reset all unprotected chunks using the default grouping. 'wcr -g 2' - reset all unprotected chunks, grouping mode 2. Grouping modes (-g|-gmode, default 3): '1' - NoGrouping: Chunks are reset based on their own protection flags only. '2' - SeparatePOIs: Each POI gets the combined protection flags from all chunks overlapping the POI. '3' - GroupedPOIs: Like SeparatePOIs, but POIs with overlapping chunks also merge into groups. Standard reset; should not cause POI discontinuities. Notes: - All chunk protection statuses are respected. To bypass protections, see 'rr'. - Use with caution! This operation permanently deletes all saved data for affected chunks. |
wsmatsworkstationmaterials | Set material counts on workstations.UsageSet the material count for the given material slot on the currently opened workstation to the given value. Usage: wsmats <slot> <count> Slot specifies the index of the material slot in the workstation, e.g. 0 on forge is iron, or "all" to change all slots at once.Count defines to what you want to set the material count with a maximum of 30000. |
xui | Execute XUi operationsUsageUsage: xui open <window group name> [instance] [closeOthers] xui close <window group name> [instance] xui reload [window group name] [instance] xui list <"instances" / "windows"> [instance] |
Extracted from the V3.2 game files. Descriptions and usage text are the game's own. Check entity names on the zombies pages and buff IDs on each buff page.