Run these commands from a hosted web console. - 7 Days to Die hosting plans with web admin + telnet →
help · gso (sandbox options, added in V3.0) · teleport / tp · giveselfxp · spawnentity · settime · ban · kick · saveworld · shutdownVerified against V 3.2.0 (b9). The command table on this page was not copied from another site. It was read out of a running dedicated server by asking the server for its own command registry, which returned 192 commands and 86 aliases, and then asking it again with help outputdetailed for the full syntax of each one. The descriptions and the usage blocks are the game's own help text, kept verbatim; 113 commands have real usage detail and the other 79 are ones the game itself answers with "No detailed help available". Provenance: the server reported its own version as V 3.2.0 (b9) on 12 September 2026, from Steam branch v3.2.0, build id 24911252. Scope matters: this is the dedicated-server registry. It is the right list for anyone running a server or using a web console, and it is very close to what a PC client exposes, but the two are not identical. A handful of entries here are server-and-web only (createwebuser, webtokens, webpermission, loglevel), and a handful only do something when there is a local player or a camera to act on (camera, fov, buff, gamestage). If a command is missing here it is not in that build; if you run mods, type help on your own server, because mods can register commands of their own.
How to actually open the command console on each platform - the part that's different per platform:
| Platform | How to open the console | What works there |
|---|---|---|
| PC (Windows / Mac / Linux) | Press F1 in-game (some keyboards: ~, @, or Ö - depends on layout) | All commands below. Full admin access if you set cm creative mode or are logged in as admin via serveradmin.xml. |
| PlayStation 5 (PS5) | Console Edition exposes cheat and Creative options through the in-game menus, not through a PC-style developer console. What is available and how you reach it has moved between console builds, so check your own build's settings rather than trusting a controller combination printed on a website. | A subset of cheat behaviour, not the command list below. For kick, ban, shutdown and the rest of the admin set, administer a PC dedicated server instead. |
| Xbox Series X|S | Same as PlayStation: cheat and Creative options live in the in-game menus rather than in a command console. | Same subset. Crossplay onto a PC dedicated server gives you the full command set through that server's console, not through the Xbox client. |
| Cross-play on a PC dedicated (any platform) | Use the web admin console on your hosted server - not the in-game one | Full command set including kick, ban, setlandclaimsize, removelandclaim, shutdown, buff, debuff. |
There are three ways to send commands to the server:
In-Game console - run it from inside the game, with a local player and camera available. It can change a lot of runtime state, including settings commands such as setgamepref, setgamestat and getsandboxoptions. What it does not do is replace the persistent startup configuration: values you want to survive a restart still belong in serverconfig.xml.
Web console gives you the dedicated server's permitted command set from our web panel, including operations as far-reaching as shutting the server down. It is not literally every command in the table below: anything that needs a local player, a camera, or client UI state has nothing to act on in a headless console, so those entries are in-game only.
You may also get access via telnet service (you need to use telnet client program for that). You can enable telnet in the configuration panel - you will be given a port and password. Using telnet, you can run the same set of commands as through the web console. Server management tools like RAT use the telnet protocol to connect to your server. Unless you use a program like RAT we recommend using a web console instead of telnet.
The hard part of giveself is not the syntax, it is that the game wants an internal item name and the menus never show you one. A Sniper Rifle is gunRifleT3SniperRifle. Search below by the name you see in game and it builds the command for you.
giveself <pick an item above>
Item names read from the V3.2.0 dedicated server's own items.xml and Localization.csv: 946 items. On a server you have admin on, use give <player> <item> ... instead to hand it to someone else, and listitems <filter> to search from inside the console.
Every description below is the game's own help text, left exactly as the server returned it. The scope, category and risk badges are ours: the game does not tell you that worldchunkreset will take someone's base with it, so we say it rather than reinterpreting the help string.
chunkreset, regionreset and worldchunkreset reset terrain and everything built on it; resetallstats wipes achievement stats; smoothworldall reshapes terrain in bulk; killall kills every entity. Take a backup first, every time.shutdown.| Command | Shortcut | Description | Example |
|---|---|---|---|
AccDecayClientDebugCheat |
SetAccDecay, 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 |
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adminServerAdminServer-wide |
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. |
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AdminSpeedClientPlayersCheat |
as | AdminSpeed | |
agemapServerWorld |
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. |
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aiServerDebug |
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 |
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aiddebugClientDebug |
Toggles AIDirector debug output. | ||
audioClientDebug |
Watch audio statsusageJust type audio and hit enter for the info. |
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automationServerDebug |
auto | Automation Script RunnerusageType 'auto' in the console or see source XML doc for full usage. |
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automoveClientPlayers |
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 |
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banServerPlayersServer-wide |
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" |
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bentsClientWorld |
Switches block entities on/off or counts themusageUse 'on' or 'off', or 'info' to count |
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buffClientPlayersCheat |
Applies a buff to the local player | ||
buffplayerServerPlayersCheat |
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"). |
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cameraClientGraphics |
cam | 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. |
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ccphysicsClientDebug |
Enables or disables changes to CCPhysics layer interactions. Reloading the game session may be necessary to fully apply if changed. | ||
challengesClientPlayersCheat |
Complete certain challengesusageUsage: 1. challenges list [group name] 2. challenges complete all ["redeem"/"r"] 3. challenges complete first ["redeem"/"r"] 4. challenges complete challenge <challenge name> ["redeem"/"r"] 5. challenges complete group <group name> ["redeem"/"r"] 6. challenges complete category <category name> ["redeem"/"r"] 7. challenges 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. |
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chunkcacheClientWorld |
cc | shows all loaded chunks in cache | |
chunkobserverServerWorldWorld |
co | 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 |
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chunkresetServerWorldDestructive |
cr | 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. |
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commandpermissionServerAdminServer-wide |
cp | 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 |
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configServerSandboxServer-wide |
Import/export config data from/to external fileusageImports/exports config data from/to external file Usage: config import [filename] config export [filename] |
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createwebuserWeb/TelnetWeb/TelnetServer-wide |
Create a web dashboard user account | ||
creativemenuClientDebugCheat |
cm | enables/disables the creativemenu | |
cvarBothSandbox |
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> |
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damageresetServerWorldWorld |
Reset damage on all blocks in the currently loaded POIusageUsage:
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. |
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debuffClientPlayersCheat |
Removes a buff from the local player | ||
debuffplayerServerPlayersCheat |
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"). |
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debuggamestatsBothDebug |
GameStats commands | ||
debugjiggleClientDebug |
dgj | No description given by the game. | |
debugmenuClientDebugCheat |
dm | enables/disables the debugmenu | |
debugpanelsClientDebug |
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) |
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debugshotClientLogging |
dbs | 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 |
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debugweatherClientWorld |
Dumps internal weather state to the console. | ||
decomgrClientGraphics |
"decomgr": Saves a debug texture visualising the DecoOccupiedMap. | ||
discordClientDebug |
dc | Toggle Discord debug window | |
dmsClientDebug |
Gives control over Dynamic Music functionality.usageNo commands available for dms at the moment. No command or topic found by "Dynamic mesh" No command or topic found by "Dynamic mesh debug" |
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dynamicpropertiesClientDebug |
dprop | Dynamic Properties debugging | |
enablerenderingClientWorld |
Disable live map renderingusageUsage: 1. enablerendering 2. enablerendering <0/1> 1. Show current state of renderer 2. Disable/enable renderer NOTE: This command can only turn the renderer off, it can not turn it on if it is not enabled in the serverconfig! |
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exceptionBothLogging |
Throw an exception / log messages | ||
exhaustedClientPlayersCheat |
Makes the player exhausted. | ||
expiryinfoServerWorld |
Prints location and expiry day/time for the next [x] chunks set to expire.usageexpiryinfo [x] Prints location and expiry day/time for the next [x] chunks set to expire. |
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exportcurrentconfigsServerSandbox |
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. |
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exportprefabServerWorldWorld |
Exports a prefab from a world areausageUsage: exportprefab <name> <x1> <y1> <z1> <x2> <y2> <z2> [part] Exports a prefab with the given name from a box defined by the coordinate pair of two corners If the optional parameter 'part' is 'true' it will export into the 'Parts' subfolder of the prefabs folder |
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fallingblocksClientDebug |
fb | FallingBlocks WIP Settings | |
floatingoriginClientDebug |
fo | No description given by the game. | |
ForceEventDateServerWorldWorld |
Specify date for testing event dates | ||
fovClientGraphics |
Camera field of view | ||
ftwClientDebug |
fellthroughworld | Log the fell through world debug information for testing purposes. | |
gamestageClientPlayers |
Shows the gamestage of the local player | ||
getgameprefServerSandbox |
gg | Gets game preferencesusageGet all game preferences or only those matching a given substring |
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getgamestatServerSandbox |
ggs | Gets game statsusageGet all game stats or only those matching a given substring |
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getlogpathBothLogging |
glp | Get the path of the logfile the game currently writes to | |
getoptionsServerSandbox |
Gets game optionsusageGet all game options on the local game |
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getsandboxoptionsServerSandbox |
gso | Gets the current game's Sandbox OptionsusageUsage: getsandboxoptions [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". |
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gettimeServerWorld |
gt | Get the current game time | |
gfxClientGraphics |
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 |
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giveServerItemsCheat |
give an item to a player (entity id or name)usageGive an item to a player by dropping it in front of that player Usage: give <name / entity id> <item name> <amount> give <name / entity id> <item name> <amount> <quality> Either pass the full name of a player or his entity id (given by e.g. "lpi"). Item name has to be the exact name of an item as listed by "listitems". Amount is the number of instances of this item to drop (as a single stack). Quality is the quality of the dropped items for items that have a quality. |
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givequestClientPlayersCheat |
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 |
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giveselfClientItemsCheat |
See the usage form in the Example column. | giveself itemName [qualityLevel=6] [count=1] [putInInventory=false] [spawnWithMods=true] |
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giveselfxpClientPlayersCheat |
See the usage form in the Example column.usageGive yourself experience Usage: giveselfxp <number> [1 (use xp bonuses)] |
giveselfxp 10000 |
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givexpServerPlayersCheat |
Give XP to a playerusageGive a player experience points Usage: givexp <entity id / player name / user id> <number> |
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graphClientGraphics |
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) |
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helpBothDebug |
Help on console and specific commandsusageUsage: 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 |
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invalidatecachesWeb/TelnetWeb/TelnetServer-wide |
Invalidate contents of web file cachesusageTODO |
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jdsServerDebug |
Server junk drone commands.usageJunkDrone help: [Server/Host Commands] jds, log man - logs out drone manager data clear - clears drone data for player (ex. clear [PlayerName]) unstuck [playerId] - triggers teleport to player |
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junkDroneClientDebug |
jd | Local player junk drone commands.usageJunkDrone help: [Client Commands] jd, log - logs out local player owned drones unstuck - triggers teleport to player |
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kickServerPlayersServer-wide |
Kicks user with optional reason. "kick playername reason" | ||
kickallServerPlayersServer-wide |
Kicks all users with optional reason. "kickall reason" | ||
killServerPlayersCheat |
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. |
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killallServerPlayersDestructive |
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) |
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lgoClientDebug |
listgameobjects | List all active game objects | |
lightsClientGraphics |
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) |
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listdlcBothDebug |
dlcs | List the available DLC and their current entitlement status.usageList DLCs and their entitlement states. Usage: listdlc dlcs |
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listentsServerDebug |
le | lists all entities | |
listitemsBothItems |
li | lists all items that contain the given substringusageList all available item names Usage: 1. listitems <searchString> 2. listitems * 1. List only names that contain the given string. 2. List all names. |
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listplayeridsServerPlayers |
lpi | Lists all players with their IDs for ingame commands | |
listplayersServerPlayers |
lp | lists all players | |
listthreadsBothPerformance |
lt | lists all threads | |
logenvBothLogging |
Log the process environment variables | ||
loggamestateBothLogging |
lgs | 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. |
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loglevelWeb/TelnetWeb/Telnet |
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 |
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lootServerItemsWorld |
Loot commandsusageLoot commands: container [name] <count> <stage> <abundance> - list loot from named container for count times |
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mapdataClientWorld |
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 |
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memBothPerformance |
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 |
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memclClientPerformance |
Prints memory information on client and calls 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 |
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memprofileClientPerformance |
mprof | Toggles screen Memory Profiler UI | |
meshdatamanagerClientGraphics |
mdm | Toggle the MeshDataManagerusagemdm |
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mumblepositionalaudioClientDebug |
mpa | Mumble Positional Audio related toolsusageUsage: 1. mpa enable 2. mpa disable 3. mpa reinit |
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naClientGraphics |
Test new HD stuff.usageUsage: 1. na |
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networkclientClientDebug |
netc | Client side network commandsusageCommands: latencysim <min> <max> - sets simulation in millisecs (0 min disables) packetlosssim <chance> - sets simulation in percent (0 - 50) |
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networkserverServerDebug |
nets | Server side network commandsusageCommands: latencysim <min> <max> - sets simulation in millisecs (0 min disables) packetlosssim <chance> - sets simulation in percent (0 - 50) |
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newweathersurvivalServerWorldWorld |
Enables/disables new weather survival | ||
occlusionClientGraphics |
Control OcclusionManager | ||
openiddebugClientDebug |
enable/disable OpenID debugging | ||
overlapClientDebug |
Toggle LocalPlayer's Character Controller Overlap Recovery | ||
overridemaxplayercountServerAdminServer-wide |
Override Max Server Player Count | ||
pathtestClientDebug |
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 |
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performanceprofilerClientPerformance |
pp | Performance Profiling UtilityusageType 'pp' to toggle capture, or 'pp start [fps]' / 'pp stop'. |
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permissionsallowedServerAdminServer-wide |
pallowed, pa | Apply a mask to permissions for testing purposes (respects the existing conditions though).usagepa i[nfo] - Prints info about the current permissions. pa g[rant] <Multiplayer|Communication|Crossplay|HostMultiplayer|All> - Adds the given permissions to the current debug permissions mask (still respects existing permissions though). pa rev[oke] <Multiplayer|Communication|Crossplay|HostMultiplayer|All> - Removes the given permissions from the current debug permissions mask. pa res[olve] <Multiplayer|Communication|Crossplay|HostMultiplayer|All> <true|false> - Attempt to resolve the specified permissions. True allows prompting the user for input, otherwise it is a silent resolution. |
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pirsBothDebug |
tbdusagetbd |
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placeblockrotationsClientDebugCheat |
pbr | 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. |
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placeblockshapesClientDebugCheat |
pbs | 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 25 blocks. Spaces out each block by 1m meter. |
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playerOwnedEntitiesServerPlayers |
poe | Lists player owned entities.usagePlayer Owned Entities help: [Client Commands] poe - Lists owned entities for the local player [Server/Host Commands] poe - Lists owned entities for all players online [PlayerName] - Lists the owned entities for passed online player (ex. poe [PlayerName]) |
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playervisitmapClientTeleportWorld |
pvm | 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 |
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poisClientWorld |
Switches distant POIs on/offusageUse on or off or only the command to toggle |
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poiwaypointsClientWorldCheat |
pwp | Adds waypoints for specified POIs.usageAdds waypoints for specified POIs. pwp * - 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. |
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pplistServerPlayers |
Lists all PersistentPlayer data | ||
prefabServerWorldWorld |
Prefab commandsusageUsage:
1. prefab load [prefab name]
Load given prefab. If no prefab is given show prefab explorer window.
2. prefab save
Save current prefab.
3. prefab clear
Clear prefab editor contents.
4. prefab thumbnail [name]
Update prefab thumbnail of given prefab. If no prefab is given applies to the loaded prefab.
5. prefab thumbnail bulk
Create thumbnails for all prefabs that do not have one yet.
6. prefab stats
Create CSV file with basic stats of all prefabs.
7. prefab convert <name>
Load, simplify, combine and export named prefab.
8. prefab bulk [count]
Do "convert" on all prefabs (optionally limited to first "count" prefabs).
9. prefab bulkins
Update inside information (.ins) for all prefabs.
10. prefab density <needle> <set>
Change density of all non-air blocks in current pefab that have <needle> density to <set>.
11. prefab simplify
Simplify current prefab for imposter generation.
12. prefab simplify1
Simplify current prefab for imposter generation, keep more complex blocks.
13. prefab combine
Combine meshes of current prefab into one.
14. prefab export
Export combined meshes as imposter for current prefab. |
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prefabeditorClientWorld |
prefabedit, predit | Open the Prefab Editorusageprefabeditor |
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prefabupdaterServerWorldWorld |
Update prefabs for newer game builds.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. |
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profilenetworkClientPerformance |
Writes network profiling information | ||
profilerBothPerformance |
Utilities for collection profiling data from a variety of sources | ||
profilingClientPerformance |
Enable Unity profiling for 300 frames | ||
regionresetServerWorldDestructive |
rr | 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. |
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reloadentityclassesServerSandboxServer-wide |
rec | reloads entityclasses xml data. | |
removequestClientPlayersCheat |
See the usage form in the Example column. | removequest questname |
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rendermapClientWorld |
render the current map to a file | ||
repairchunkdensityServerWorldWorld |
rcd | 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. |
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replyServerPlayers |
re | send a message to the player who last sent you a PMusageUsage: reply <message> Send the given message to the user you last received a PM from. |
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resetallstatsServerPlayersDestructive |
Resets all achievement stats (and achievements when parameter is true) | ||
saveworldServerWorldServer-wide |
sa | Saves the world manually. | |
sayServerPlayersServer-wide |
Sends a message to all connected clients | ||
sayplayerServerPlayers |
pm | send a message to a single playerusageUsage: pm <player name / steam id / entity id> <message> Send a PM to the player given by the player name or entity id (as given by e.g. "lpi"). |
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ScreenEffectClientGraphics |
Sets a screen effectusageScreenEffect [name] [intensity] [fade time] ScreenEffect clear ScreenEffect reload |
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sdcsClientDebugCheat |
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> |
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sdminfoServerPerformance |
SaveDataManager Informationusagesdminfo |
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setgameprefServerSandboxServer-wide |
sg | sets a game pref | |
setgamestatServerSandboxServer-wide |
sgs | sets a game stat | |
settargetfpsClientGraphics |
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. |
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settempunitBothSandbox |
stu | 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. |
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settimeServerWorldWorld |
st | 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. |
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setwatervalueServerWorldWorld |
swv | 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. |
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showClientGraphics |
Shows custom layers of rendering. | ||
showalbedoClientGraphics |
albedo | enables/disables display of albedo in gBuffer | |
showchunkdataClientWorld |
sc | shows some date of the current chunk | |
showCloudsClientGraphics |
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 |
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showhitsClientGraphics |
Show hit entity infousageCommands: damage - toggle damage numbers hits <time> <size> - toggle hits |
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shownexthordetimeClientWorld |
Displays the wandering horde time | ||
shownormalsClientGraphics |
norms | enables/disables display of normal maps in gBuffer | |
showspecularClientGraphics |
spec | enables/disables display of specular values in gBuffer | |
showswingsClientGraphics |
Show melee swing arc rays | ||
showtriggersClientGraphics |
Sets the visibility of the block triggers. | ||
shutdownServerAdminServer-wide |
shuts down the game | ||
signeditordebugClientGraphics |
sed | Toggles visibility of the Sign Editor debug panel.usageNo params: Toggles visibility of the Sign Editor debug panel. |
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signtexmanClientGraphics |
stm | 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. |
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sleepBothPerformance |
Makes the main thread sleep for the given number of seconds (allows decimals) | ||
sleeperClientWorldWorld |
Drawn or list sleeper infousagedraw - toggle drawing for current player prefab list - list for current player prefab listall - list all r - reset all |
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smoothpoiClientWorldWorld |
Smoothens the POIusageUsage: smoothpoi [mode] [passes] Mode defaults to "land", also accepts "air". Passes defaults to 1. Smoothed area can be restricted with the blue selection. |
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smoothworldallServerWorldDestructive |
swa | 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 |
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spawnairdropServerSpawnCheat |
Spawns an air drop | ||
spawnentityServerSpawnCheat |
se | spawns an entityusagese playerId entity# <count> - spawn around playerId (0 for local) entity# of count (1 to 100) |
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spawnentityatServerSpawnCheat |
sea | 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) |
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spawnscoutsServerSpawnCheat |
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. |
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SpawnScreenClientSpawn |
Display SpawnScreenusageSpawnScreen on/off |
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spawnsupplycrateServerSpawnCheat |
Spawns a supply crate where the player is | ||
spawnwanderingServerSpawnCheat |
spawnw | Spawn wandering entitiesusageCommands: b - bandits h - horde |
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spectatorClientPlayersCheat |
spectatormode, sm | enables/disables spectator mode | |
spectrumClientGraphics |
Force a particular lighting spectrum.usagespectrum <Auto, Biome, BloodMoon, Foggy, Rainy, Stormy, Snowy> |
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squarespiralClientTeleportWorld |
sqs | 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]> |
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stabClientDebug |
stability | ||
starveClientPlayersCheat |
hungry, food | Makes the player starve (optionally specify the amount of food you want to have in percent). | |
switchviewClientPlayers |
sv | Switch between fpv and tpv | |
SystemInfoBothPerformance |
List SystemInfo | ||
teleportClientTeleportCheat |
tp | 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 |
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teleportplayerServerTeleportCheat |
tele | 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 |
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teleportpoirelativeClientTeleportCheat |
tppr | 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. |
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testCensorClientDebug |
tcc | Censorship testing toggle. | |
testDismembermentClientDebug |
tds | Dismemberment testing toggle. | |
testloopBothPerformance |
Test code in a loopusageCommands: p - player |
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testoccreportBothPerformance |
toccr | Test the occlusion manager self reporting to backtrace, requires Backtrace to be enabled at build creation | |
thirstyClientPlayersCheat |
Makes the player thirsty (optionally specify the amount of water you want to have in percent). | ||
tlsBothPerformance |
Spams the log with until stoppedusageUsage: 1. tls <N> ['second'] 2. tls stop 1. Start spamming with N messages per frame - or per second if the second argument is the word 'second' 2. Stop spamming |
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tppoiClientTeleportCheat |
Open POI Teleporter window | ||
traderareaServerWorldWorld |
... | ||
transformdebugClientDebug |
tdbg | Transform Debuggingusagetdbg - Toggle Transform Debugging |
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treesClientWorld |
Switches trees on/offusagetrees - toggles trees <value> - (off, on) |
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twitchClientDebug |
See the usage form in the Example column. | twitch <command> <params> |
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twitchadminServerAdmin |
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 |
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uioptionsClientSandbox |
uio | 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 |
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unlockServerPlayersServer-wide |
Force unlock inventories for everyone or a specific player.usageUsage: unlock unlock <player id> |
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versionBothDebug |
Get the currently running version of the game and loaded mods | ||
versionuiClientGraphics |
Toggle version number display | ||
visitmapClientTeleportWorld |
Visit an given area of the map. Optionally run the density check on each visited chunk.usageUsage: 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. |
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vpoisClientTeleportCheat |
visitpois | No description given by the game.usage<s[tart] [pois per auto-pause]|p[ause]|r[eset]> |
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weatherServerWorldWorld |
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 |
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weathersurvivalServerWorldWorld |
Enables/disables weather survival | ||
webpermissionWeb/TelnetWeb/TelnetServer-wide |
Manage web permission levelsusageSet/get permission levels required to access a given web functionality. Default level required for functions that are not explicitly specified is 0. Usage: 1. webpermission add <webfunction> <method> <level> 2. webpermission remove <webfunction> 3. webpermission list [includedefaults] 1. Add a new override (or replace the existing one) for the given function. Method must be a HTTP method (like 'GET', 'POST') supported by the function or the keyword 'global' for a per-API permission level. Use the permission level keyword 'inherit' to use the per-API permission level for the specified method instead of a custom one for just the single method. 2. Removes any custom overrides for the specified function. 3. List all permissions. Pass in 'true' for the includedefaults argument to also show functions that do not have a custom override defined. |
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webtokensWeb/TelnetWeb/TelnetServer-wide |
Manage web tokensusageSet/get webtoken permission levels. A level of 0 is maximum permission. Usage: webtokens add <tokenname> <tokensecret> <level> webtokens remove <tokenname> webtokens list |
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whitelistServerAdminServer-wide |
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. |
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worldchunkresetServerWorldDestructive |
wcr | 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. |
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wsmatsClientItemsWorld |
workstationmaterials | 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. |
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xuiClientGraphics |
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] The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! WARNING: Shader Unsupported: '7DTD/TorchGlow' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader 7DTD/TorchGlow shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: '7DTD/TorchGlow' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game Particles/Unlit' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game Particles/Unlit shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game Particles/Unlit' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/TorchFire' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/TorchFire shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/TorchFire' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/TorchFire' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/TorchFire shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/TorchFire' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: '7DTD/7DTD_Cobweb' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader 7DTD/7DTD_Cobweb shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: '7DTD/7DTD_Cobweb' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/EntityTintMaskSSS' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/EntityTintMaskSSS shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/EntityTintMaskSSS' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/EntityTintMaskSSS' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/EntityTintMaskSSS shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/EntityTintMaskSSS' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/CharacterPlayerOutfit' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/CharacterPlayerOutfit shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/CharacterPlayerOutfit' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game Particles/Lit' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game Particles/Lit shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game Particles/Lit' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: '7DTD/7DTD_Sign_Illuminated' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader 7DTD/7DTD_Sign_Illuminated shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: '7DTD/7DTD_Sign_Illuminated' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Custom/SignTextShader' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Custom/SignTextShader shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Custom/SignTextShader' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/SignTech/Standard' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/SignTech/Standard shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/SignTech/Standard' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/SignTech/CutoutFallback' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/SignTech/CutoutFallback shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/SignTech/CutoutFallback' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/SignTech/Cutout' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/SignTech/Cutout shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/SignTech/Cutout' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/Cloth Sign' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/Cloth Sign shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/Cloth Sign' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/Cloth' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/Cloth shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/Cloth' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/Entity Tint Mask Sign' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/Entity Tint Mask Sign shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/Entity Tint Mask Sign' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/SpeedTree' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/SpeedTree shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/SpeedTree' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/SpeedTree Billboard' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/SpeedTree Billboard shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/SpeedTree Billboard' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Standard' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Standard shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Standard' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/EntityTintMaskSSS' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/EntityTintMaskSSS shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/EntityTintMaskSSS' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Nature/SpeedTree Billboard' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Nature/SpeedTree Billboard shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Nature/SpeedTree Billboard' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Nature/SpeedTree' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Nature/SpeedTree shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Nature/SpeedTree' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? WARNING: Shader Unsupported: 'Game/Autodesk XFade' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? ERROR: Shader Game/Autodesk XFade shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'Game/Autodesk XFade' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off? Unloading 5 Unused Serialized files (Serialized files now loaded: 52) |
How do I open the console in 7 Days to Die? Press F1 (or @ on some keyboards) in single-player or on a server you have admin permissions for. The in-game console opens at the bottom of the screen. On dedicated servers you can also send commands via the web console (panel) or via telnet using the password set in serverconfig.xml.
What permission level do I need to use admin commands in 7 Days to Die? Permission levels run from 0, which is full access, upward, and a higher number means less privilege. 0 is the server owner or full admin, 1000 is the level used for an authenticated player and 2000 for anyone at all. Add yourself with 'admin add <name or entity id or platform id> 0' to get full access, and use 'lpi' to list players with their ids. Important for security: a command that is not explicitly listed in serveradmin.xml defaults to permission level 0, meaning only full admins can run it.
What are the most-used 7 Days to Die admin commands? teleport (move a player), giveselfxp, spawnentity (zombies/animals), settime (skip to morning/horde night), debugmenu (creative-mode style toolbox), ban / kick / lpi / lp (list player info / list players), chunkcache (refresh broken chunks), and shutdown for graceful server stops.
Are 7 Days to Die console commands available on PS5 and Xbox? Not the full PC command set. Console Edition on PS5 and Xbox Series X|S exposes cheat and Creative options through the in-game menus rather than a PC-style developer console, and what is available has moved between console builds, so check your own build's settings. If you need the full admin command set, including kick, ban and shutdown, run or rent a PC dedicated server and use its console; console players can still join it through crossplay.
Do console commands disable achievements in 7 Days to Die? Spawning items, giving XP, or enabling debugmenu does not lock achievements on dedicated servers (servers do not award Steam achievements anyway). In single-player, certain commands flag the save as cheated and disable some progression-style achievements until a fresh save.
How many console commands does 7 Days to Die have? A V3.2.0 dedicated server registers 192 commands plus 86 aliases. That is the list on this page, read directly from a running server rather than copied from another reference. Mods can register additional commands, so typing 'help' on your own server is always the authoritative answer for that server.
What is the gso command in 7 Days to Die? gso, short for getsandboxoptions, prints the sandbox options the current world is running. It was added in V3.0 alongside the SandboxCode system, which is where much of the gameplay configuration moved, so it is the command to reach for when you want to know what a world is actually set to rather than what serverconfig.xml says.