Console commands
All 191 commands of the 3.3 console, read from the game's own code: what each does, its short forms, its usage text, and who may run it. Click a command to copy it.
Using the console
Press F1 in a game to open the console, type a command and press Enter. Upper and lower case do not matter, and most commands have a short form (dm for debugmenu, cm for creativemenu, tp for teleport, st for settime).
In single player every command works without turning on cheats. On a dedicated server each command has a permission level: admins (level 0) may run all of them, ordinary players (level 1000) only the 28 marked Everyone. Server owners change levels with admin and commandpermission, or in serveradmin.xml. 43 commands also work on PS5 and Xbox.
Most used commands
| Command | What it does | Example |
|---|---|---|
debugmenu dm | Turns debug mode on or off. With it on, the pause menu gets god mode, flying and the other debug toggles. | dm |
creativemenu cm | Turns the creative menu on or off: every item and block of the game, free to take from the inventory screen. | cm |
giveself | Drops an item at your feet, at the quality you ask for. The item IDs page builds this command for any item or block. Item IDs | giveself gunRifleT3SniperRifle 6 |
giveselfxp | Adds experience to your character, to level up and get skill points. | giveselfxp 50000 |
settime st | Sets the clock: "st day", "st night", or a day, hour and minute (here: day 7 at 21:30, the blood moon evening). | settime 7 21 30 |
teleport tp | Moves you to a map position (x, height, z; a height of -1 puts you on the ground) or to another player. | tp 1200 -1 -850 |
spawnentity se | Spawns zombies or animals around a player. Typed alone it lists the entity numbers to use. | se |
spawnairdrop | Sends a supply plane that drops a crate near you right now. | spawnairdrop |
spawnwandering spawnw | Sends a wandering horde (h) or a group of bandits (b) towards you. | spawnw h |
killall | Kills every enemy that is loaded; players are never touched. | killall |
weather | Sets rain, snow, fog, clouds, wind and temperature, or starts a storm in a biome. | weather rain 1 |
buff | Gives you a status effect by its ID; every buff page shows the ID. Buffs | buff buffDrugSteroids |
gamestage | Shows your gamestage, the number behind blood moon hordes and loot quality. | gamestage |
listplayers lp | Lists the players online with their entity IDs, for kick, ban and teleportplayer. | lp |
kick | Removes a player from the server, with an optional reason they see. | kick "Player Name" "Take a break" |
ban | Bans a player for a time (minutes to years), with a reason. | ban add "Player Name" 1 day "Griefing" |
admin | Sets a player's permission level: 0 is full admin, 1000 an ordinary player. | admin add "Player Name" 0 |
saveworld sa | Saves the world and the players right away. | saveworld |
All commands A to Z
| Command | What it does |
|---|---|
AccDecay 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 |
admin | Manage user permission levels UsageSet/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. |
AdminSpeed as | AdminSpeed |
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 commands UsageAI 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 stats UsageJust type audio and hit enter for the info. |
automation auto | Automation Script Runner UsageType 'auto' in the console or see source XML doc for full usage. |
automove | Player auto movement UsageParameters: 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 entries UsageSet/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 them UsageUse 'on' or 'off', or 'info' to count |
buff | Applies a buff to the local player |
buffplayer | Apply a buff to a player UsageUsage: 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"). |
camera cam | Lock/unlock camera movement or load/save a specific camera position UsageUsage: 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 challenges UsageUsage: 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. |
chunkcache cc | shows all loaded chunks in cache |
chunkobserver 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 |
chunkreset cr | resets the specified chunks UsageUsage:
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. |
commandpermission cp | Manage command permission levels UsageSet/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 file UsageImports/exports config data from/to external file Usage: config import [filename] config export [filename] |
createwebuser | Create a web dashboard user account |
creativemenu cm | 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 POI UsageUsage:
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 player UsageUsage: 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 |
debugjiggle dgj | – |
debugmenu dm | enables/disables the debugmenu |
debugpanels | allows usage of debug display panels (F3 menu) via command console Usagedebugpanels - 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) |
debugshot dbs | Creates a screenshot with some debug information UsageUsage: 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. |
discord dc | Toggle Discord debug window |
dms | Gives control over Dynamic Music functionality. UsageNo commands available for dms at the moment. |
dynamicproperties dprop | Dynamic Properties debugging |
enablerendering | Disable live map rendering UsageUsage: 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! |
exhausted | Makes the player exhausted. |
expiryinfo | 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. |
exportcurrentconfigs | Exports the current game config XMLs UsageExports 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. |
exportprefab | Exports a prefab from a world area UsageUsage: 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 |
fallingblocks fb | FallingBlocks WIP Settings |
floatingorigin fo | – |
ForceEventDate | Specify date for testing event dates |
fov | Camera field of view |
ftw fellthroughworld | Log the fell through world debug information for testing purposes. |
gamestage | Shows the gamestage of the local player |
getgamepref gg | Gets game preferences UsageGet all game preferences or only those matching a given substring |
getgamestat ggs | Gets game stats UsageGet all game stats or only those matching a given substring |
getlogpath glp | Get the path of the logfile the game currently writes to |
getoptions | Gets game options UsageGet all game options on the local game |
getsandboxoptions gso | Gets the current game's Sandbox Options UsageUsage: 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". |
gettime gt | Get the current game time |
gfx | Graphics commands UsageGraphics 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 |
give | 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. |
givequest | Gives a quest to the player or add to quest tier Usagegivequest 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=6] [count=1] [putInInventory=false] [spawnWithMods=true] |
giveselfxp | usage: giveselfxp 10000 UsageGive yourself experience Usage: giveselfxp <number> [1 (use xp bonuses)] |
givexp | Give XP to a player UsageGive a player experience points Usage: givexp <entity id / player name / user id> <number> |
graph | Draws graphs on screen UsageGraph 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 commands UsageUsage: 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 |
invalidatecaches | Invalidate contents of web file caches UsageTODO |
jds | 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 |
junkDrone jd | 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 entity UsageKill 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 entities UsageKills all matching entities (but never players) Usage: killall (all enemies) killall alive (all EntityAlive types except vehicles and turrets) killall all (all types) |
lgo listgameobjects | List all active game objects |
lights | Light debugging UsageLight 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) |
listdlc dlcs | List the available DLC and their current entitlement status. UsageList DLCs and their entitlement states. Usage: listdlc dlcs |
listents le | lists all entities |
listitems li | lists all items that contain the given substring UsageList all available item names Usage: 1. listitems <searchString> 2. listitems * 1. List only names that contain the given string. 2. List all names. |
listplayerids lpi | Lists all players with their IDs for ingame commands |
listplayers lp | lists all players |
listthreads lt | lists all threads |
logenv | Log the process environment variables |
loggamestate lgs | Log the current state of the game UsageWrites 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 shown UsageSelect 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 commands UsageLoot commands: container [name] <count> <stage> <abundance> - list loot from named container for count times |
mapdata | Writes some map data to an image UsageUsage: 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 collector UsageCommands: 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 UsageCommands: 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 |
memprofile mprof | Toggles screen Memory Profiler UI |
meshdatamanager mdm | Toggle the MeshDataManager Usagemdm |
mumblepositionalaudio mpa | Mumble Positional Audio related tools UsageUsage: 1. mpa enable 2. mpa disable 3. mpa reinit |
na | Test new HD stuff. UsageUsage: 1. na |
networkclient netc | Client side network commands UsageCommands: latencysim <min> <max> - sets simulation in millisecs (0 min disables) packetlosssim <chance> - sets simulation in percent (0 - 50) |
networkserver nets | Server side network commands UsageCommands: 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 |
openiddebug | enable/disable OpenID debugging |
overlap | Toggle LocalPlayer's Character Controller Overlap Recovery |
overridemaxplayercount | Override Max Server Player Count |
pathtest | enable a path testing utility mode |
performanceprofiler pp | Performance Profiling Utility UsageType 'pp' to toggle capture, or 'pp start [fps]' / 'pp stop'. |
permissionsallowed pallowed pa | Apply a mask to permissions for testing purposes (respects the existing conditions though). |
pirs | tbd |
placeblockrotations pbr | Places all rotations of the currently held block UsagePlaces 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. |
placeblockshapes pbs | Places all shapes of the currently held variant helper block UsagePlaces 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. |
playerOwnedEntities 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]) |
playervisitmap pvm | Teleports the player through a rectangular area with optional memory logging Usage<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/off UsageUse on or off or only the command to toggle |
poiwaypoints 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. |
pplist | Lists all PersistentPlayer data |
prefab | Prefab commands UsageUsage:
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. |
prefabeditor prefabedit predit | Open the Prefab Editor Usageprefabeditor |
prefabupdater | – 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 |
regionreset 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. |
reloadentityclasses rec | reloads entityclasses xml data. |
removequest | usage: removequest questname |
rendermap | render the current map to a file |
repairchunkdensity rcd | check and optionally fix densities of a chunk UsageThis 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) |
saveworld sa | Saves the world manually. |
say | Sends a message to all connected clients |
ScreenEffect | Sets a screen effect UsageScreenEffect [name] [intensity] [fade time] ScreenEffect clear ScreenEffect reload |
sdcs | Control entity sex, race, and variant UsageChange 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 Information Usagesdminfo |
setgamepref sg | sets a game pref |
setgamestat sgs | 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 |
settempunit 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. |
settime st | Set the current game time UsageSet 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. |
setwatervalue 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. |
show | Shows custom layers of rendering. |
showalbedo albedo | enables/disables display of albedo in gBuffer |
showchunkdata sc | shows some date of the current chunk |
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 |
showhits | Show hit entity info UsageCommands: damage - toggle damage numbers hits <time> <size> - toggle hits |
shownexthordetime | Displays the wandering horde time |
shownormals norms | enables/disables display of normal maps in gBuffer |
showspecular spec | 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 |
signeditordebug sed | Toggles visibility of the Sign Editor debug panel. UsageNo params: Toggles visibility of the Sign Editor debug panel. |
signtexman 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. |
sleep | Makes the main thread sleep for the given number of seconds (allows decimals) |
sleeper | Drawn or list sleeper info Usagedraw - toggle drawing for current player prefab list - list for current player prefab listall - list all r - reset all |
smoothpoi | Smoothens the POI UsageUsage: smoothpoi [mode] [passes] Mode defaults to "land", also accepts "air". Passes defaults to 1. Smoothed area can be restricted with the blue selection. |
smoothworldall 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 |
spawnairdrop | Spawns an air drop |
spawnentity se | spawns an entity Usagese playerId entity# <count> - spawn around playerId (0 for local) entity# of count (1 to 100) |
spawnentityat sea | Spawns an entity at a give position UsageUsage: 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 scouts UsageSpawn 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. |
SpawnScreen | Display SpawnScreen UsageSpawnScreen on/off |
spawnsupplycrate | Spawns a supply crate where the player is |
spawnwandering spawnw | Spawn wandering entities UsageCommands: b - bandits h - horde |
spectator spectatormode sm | enables/disables spectator mode |
spectrum | Force a particular lighting spectrum. Usagespectrum <Auto, Biome, BloodMoon, Foggy, Rainy, Stormy, Snowy> |
squarespiral 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]> |
stab | stability |
starve hungry food | Makes the player starve (optionally specify the amount of food you want to have in percent). |
switchview sv | Switch between fpv and tpv |
SystemInfo | List SystemInfo |
teleport tp | Teleport the local player UsageUsage: 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 |
teleportplayer tele | Teleport a given player UsageUsage: 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 |
teleportpoirelative tppr | Teleport the local player within the current POI UsageUsage: 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. |
testCensor tcc | Censorship testing toggle. |
testDismemberment tds | Dismemberment testing toggle. |
testloop | Test code in a loop UsageCommands: p - player |
testoccreport toccr | 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 | ... |
transformdebug tdbg | Transform Debugging Usagetdbg - Toggle Transform Debugging |
trees | Switches trees on/off Usagetrees - toggles trees <value> - (off, on) |
twitch | usage: twitch <command> <params> |
twitchadmin | Twitch Admin Commands UsageUsage: 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 |
uioptions uio | Allows overriding of some options that control the presentation of the UI UsageCommands: optionsvideowindow <value> - set the options window to use for video settings [no parameters] - toggles video settings between simplified and detailed modes |
unlock | Force unlock inventories for everyone or a specific player. UsageUsage: unlock unlock <player id> |
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. 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. |
vpois visitpois | – Usage<s[tart] [pois per auto-pause]|p[ause]|r[eset]> |
weather | Control weather settings UsageClouds [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 |
webpermission | Manage web permission levels UsageSet/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. |
webtokens | Manage web tokens UsageSet/get webtoken permission levels. A level of 0 is maximum permission. Usage: webtokens add <tokenname> <tokensecret> <level> webtokens remove <tokenname> webtokens list |
whitelist | Manage whitelist entries UsageSet/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. |
worldchunkreset 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. |
wsmats 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. |
xui | Execute XUi operations UsageUsage: xui open <window group name> [instance] [closeOthers] xui close <window group name> [instance] xui reload [window group name] [instance] xui list <"instances" / "windows"> [instance] |
zd | Dynamic mesh debug |
zz | Dynamic mesh |
Questions
How do I open the console in 7 Days to Die?
Press F1 (on some keyboard layouts the key left of 1). Type a command and press Enter; commands do not care about upper or lower case.
Do console commands need cheats turned on?
No. In single player every command works as it is. On a dedicated server each command has a permission level, and you need a level at or below it (0 is a full admin).
How do I spawn items with the console?
Type giveself followed by the item ID and a quality from 1 to 6, for example giveself gunHandgunT1Pistol 6. The item IDs page lists every ID with a ready-made command.