2022年RUST管理员和控制台命令列表

官方英文翻译过来的,可能有点问题,下面复制了英文版,如果对不上自己对照翻译研究一下吧,太多了懒得看了。

  RUST 管理命令列表、服务器控制台命令和服务器变量

  什么是 RUST 管理命令?

  RUST 管理员命令和服务器变量由RUST 服务器管理员和版主使用。管理员命令可以在游戏内外使用来启动操作,例如踢或禁止玩家,以及其他相关的管理任务。这些管理命令,也称为服务器命令,可以从不同的位置发出,例如:

  RUST 的游戏内控制台(登录游戏后按 F1 访问)

  运行服务器的命令行控制台

  第三方应用程序,例如 RUST Admin 或 RUST Server Manager

  第三方 RCON 平台,如rcon.io或Battlemetrics

  下面的数据表包含所有 RUST 管理和服务器命令的更新列表。使用数据表上方的搜索字段,快速搜索和过滤列表中的特定术语。

  什么是 RUST 服务器变量?

  除了管理命令之外,还有服务器变量,也称为 CVAR 或简称为服务器设置。这些服务器变量也可以通过各种控制台类型发出,并且会像管理命令一样立即生效。但是请注意,当服务器变量通过控制台发出时,它们不会自动保存,并且可能在下次服务器重新启动时丢失。

  要保存服务器设置,管理员必须使用适当的服务器变量和相应的值手动更新其服务器的配置文件。这可能需要管理员手动保存服务器的状态,然后停止服务器进程以调整配置文件。完成后,可以安全地重新启动服务器,并使用新的配置。否则,如果服务器意外停止或重新启动,服务器设置将丢失。

  如果您正在寻找RUST 预制列表或RUST 项目列表,我们也有这些。

中文版

管理命令默认描述
应用程序.publicip
player.printpresence
天气.atmosphere_directionality-1
ai.准确的视觉距离真的
ai.allowdesigning真的
ai.animal_ignore_food真的如果 animal_ignore_food 为真,动物将不会感知食物来源或与它们互动(服务器优化)。
ai.brainstats
ai.frametime5
ai.groups真的
ai.ignoreplayers错误的
ai.killscientists
爱动真的
ai.nav_carve_height2雕刻体积的高度。
ai.nav_carve_min_base_size2我们允许雕刻体积的最小尺寸。
ai.nav_carve_min_building_blocks_to_apply_optimization25要应用此优化,建筑物需要包含的最小构建块数。
ai.nav_carve_size_multiplier4应用于雕刻体积大小的大小乘数。值越小,围绕基础边缘的裙边越紧,但太小,动物可以穿过墙壁攻击。
ai.nav_carve_use_building_optimization错误的如果 nav_carve_use_building_optimization 为真,我们会尝试减少建筑物的导航网格雕刻数量。
ai.navthink真的
ai.npc_alertness_drain_rate0.01npc_alertness_drain_rate 定义了我们在看不到敌人时消耗 NPC 警觉级别的速率。
ai.npc_alertness_to_aim_modifier0.5这乘以当前的警觉性(0-10)来决定NPC故意再次错过需要多长时间。
ai.npc_alertness_zero_detection_mod0.5npc_alertness_zero_detection_mod 定义当警觉性为零时检测敌人所需的能见度阈值。
ai.npc_cover_compromised_cooldown10npc_cover_compromised_cooldown 定义覆盖点在被再次清除以供选择之前被标记为受损的时间。
ai.npc_cover_info_tick_rate_multiplier20我们收集有关可用掩护点信息的速率。最小值为 1,因为它乘以固定 AI 滴答速率 0.1 的滴答速率
ai.npc_cover_path_vs_straight_dist_max_diff2npc_cover_path_vs_straight_dist_max_diff 定义了在评估覆盖点时直线距离和路径距离之间的最大差异。
ai.npc_cover_use_path_distance真的如果 npc_cover_use_path_distance 设置为 true,则 npcs 将使用两者之间的路径而不是直线距离来查看覆盖点与其目标之间的距离。
ai.npc_deliberate_hit_randomizer0.85在射击以故意击中目标时,随机化器允许移动的最大未命中百分比(我们不希望每次射击都能完美命中)。
ai.npc_deliberate_miss_offset_multiplier1.25NPC 将最大程度地错过目标的偏移量。
ai.npc_deliberate_miss_to_hit_alignment_timeNPC 故意错过 NPC 试图击中目标所需的时间。(默认值:1.5) (1.5)
ai.npc_door_trigger_size1.5npc_door_trigger_size 定义门上触发框的大小,当 NPC 走近时打开门
ai.npc_enable真的如果 npc_enable 设置为 false,则不会生成 npcs。
ai.npc_families_no_hurt真的如果 npc_families_no_hurt 为真,同一家族的 npc 将无法互相伤害。
ai.npc_gun_noise_silencer_modifier0.15消音器用来减少枪支射击时发出的噪音的修饰符。
ai.npc_htn_player_base_damage_modifier1.15与旧 NPC 相比,新 HTN 播放器 NPC 的基线伤害修正可削弱他们的伤害。
ai.npc_htn_player_frustration_threshold3npc_htn_player_frustration_threshold 定义了 NPC 的挫败阈值在哪里,他们有机会改变为更具侵略性的策略。
ai.npc_ignore_chairs真的如果 npc_ignore_chairs 为真,则 npc 不会关心寻找和坐在椅子上。
ai.npc_junkpile_a_spawn_chance0.1npc_junkpile_a_spawn_chance 定义科学家在垃圾堆 a 生成的机会。
ai.npc_junkpile_dist_aggro_gate8npc_junkpile_dist_aggro_gate 定义一个垃圾堆科学家会在什么范围内(或更接近)变得具有攻击性。
ai.npc_junkpile_g_spawn_chance0.1npc_junkpile_g_spawn_chance 定义科学家在垃圾堆 g 生成的机会。
ai.npc_max_junkpile_count30npc_max_junkpile_count 定义可以在垃圾堆中同时生成多少个 npc(不包括纪念碑)
ai.npc_max_population_military_tunnels3npc_max_population_military_tunnels 定义了军事隧道中 npc 人口的规模。
ai.npc_max_roam_multiplier3这与 NPC 的最大漫游范围统计数据相乘,以确定允许 NPC 漫游到离其生成点多远的距离。
ai.npc_only_hurt_active_target_in_safezone真的如果 npc_only_hurt_active_target_in_safezone 为 true,则 npc 在安全区域内不会出现除主动目标玩家之外的任何玩家。
ai.npc_patrol_point_cooldown5npc_patrol_point_cooldown 定义巡逻点的冷却时间,直到它再次可用
ai.npc_reasoning_system_tick_rate_multiplier1我们勾选推理系统的速率。最小值为 1,因为它乘以固定 AI 滴答速率 0.1 的滴答速率
ai.npc_respawn_delay_max_military_tunnels1920npc_respawn_delay_max_military_tunnels 定义了军事隧道中生成时间间隔的最大延迟。
ai.npc_respawn_delay_min_military_tunnels480npc_respawn_delay_min_military_tunnels 定义了军事隧道中生成时间间隔的最小延迟。
ai.npc_sensory_system_tick_rate_multiplier5我们打勾感觉系统的速率。最小值为 1,因为它乘以固定 AI 滴答速率 0.1 的滴答速率
ai.npc_spawn_on_cargo_ship真的在货船上生成 NPC。
ai.npc_spawn_per_tick_max_military_tunnels1npc_spawn_per_tick_max_military_tunnels 定义了在军事隧道中一次最多可以生成多少个。
ai.npc_spawn_per_tick_min_military_tunnels1npc_spawn_per_tick_min_military_tunnels 定义显示许多将在军事隧道中一次最少生成。
ai.npc_speed_crouch_run0.25npc_speed_crouch_run 定义 npc 在蹲下运行状态时的速度,应该是一个介于 0 和 1 之间的数字。
ai.npc_speed_crouch_walk0.1npc_speed_crouch_walk 定义 npc 在蹲伏行走状态下的速度,应该是一个介于 0 和 1 之间的数字。
ai.npc_speed_run0.4npc_speed_walk 定义 npc 在运行状态时的速度,应该是一个介于 0 和 1 之间的数字。
ai.npc_speed_sprint1npc_speed_walk 定义 npc 在 sprint 状态下的速度,应该是一个介于 0 和 1 之间的数字。
ai.npc_speed_walk0.18npc_speed_walk 定义 npc 在行走状态下的速度,应该是一个介于 0 和 1 之间的数字。
ai.npc_use_new_aim_system真的如果 npc_use_new_aim_system 为真,NPC 有时会故意错过,旧系统会随机分配瞄准锥。
ai.npc_use_throw_weapons真的如果 npc_use_thrown_weapons 为真,npcs 会投掷手榴弹等。这是一个实验性功能。
ai.npc_valid_aim_cone0.8npc_valid_aim_cone 定义了他们的目标需要多接近目标才能开火。
ai.npc_valid_mounted_aim_cone0.92npc_valid_mounted_aim_cone 定义了他们的目标需要多接近目标才能在安装时开火。
ai.npcswimming真的
ai.ocean_patrol_path_iterations100000
ai.selectnpclookatserver
感觉时间1
ai.setdestinationsamplenavmesh真的
ai.sleepwake真的
ai.sleepwakestats
ai.spliceupdates真的
ai.think真的
滴答率5
ai.usecalculatepath真的
ai.usegrid真的
ai.usesetdestinationfallback真的
ai.wakesleepingai
aibrainsenses.humanknownplayerslosupdateinterval0.2
aibrainsenses.knownplayerslosupdateinterval0.5
aibrainsenses.updateinterval0.5
aimanager.ai_dormant真的如果 ai_dormant 为真,则玩家范围之外的任何 npc 都会使自己处于休眠状态并占用更少的资源,但野生动物也不会模拟。
aimanager.ai_dormant_max_wakeup_per_tick30ai_dormant_max_wakeup_per_tick 定义了我们将在单个滴答中唤醒的最大休眠代理数。
aimanager.ai_htn_animal_tick_budget4ai_htn_animal_tick_budget 定义允许 htn 动物代理消耗的最大毫秒数。
aimanager.ai_htn_player_junkpile_tick_budget4ai_htn_player_junkpile_tick_budget 定义允许 htn 播放器垃圾堆代理消耗的最大毫秒数。
aimanager.ai_htn_player_tick_budget4ai_htn_player_tick_budget 定义了 htn 播放器代理允许消耗的最大毫秒数。
aimanager.ai_htn_use_agency_tick真的如果 ai_htn_use_agency_tick 为真,ai 经理的代理系统将在 ai_htn_player_tick_budget 和 ai_htn_animal_tick_budget 中定义的 ms 预算中勾选 htn 代理。如果它是假的,每个代理单独注册到调用系统,没有框架预算限制。
aimanager.ai_to_player_distance_wakeup_range160如果代理与玩家之间的距离超出此距离,则将其标记为处于休眠状态。
aimanager.nav_disable错误的如果设置为 true,则不会生成导航网格。这意味着使用导航网格的 Ai 将无法移动
aimanager.nav_obstacles_carve_state nav_obstacles_carve_state2定义哪些障碍物可以雕刻地形。0 – 无雕刻,1 – 只有玩家建筑雕刻,2 – 所有障碍物雕刻。(2)
aimanager.nav_wait真的如果为 true,我们将在完全启动服务器之前等待 navmesh 生成。这可能会导致您的服务器在后台生成时出现故障和滞后。
amanager.pathfindingiterationsperframe100异步寻路过程中每帧处理的最大节点数。增加此值将导致路径处理得更快,但可能会导致帧速率出现一些问题。默认值是 100,一个很好的调整范围是在 50 到 500 之间。
aimanager.setdestination_navmesh_failsafe错误的如果设置为 true,则当调用 set destination 时,如果不在导航网格上,NPC 将尝试将自己放置在导航网格上。
aithinkmanager.animalframebudgetms2.5
aithinkmanager.framebudgetms2.5
aithinkmanager.petframebudgetms1
antihack.admincheat真的
antihack.build_losradius0.01
antihack.build_terraincheck真的
antihack.debuglevel1
反黑客执法级别1
antihack.eye_clientframes2
antihack.eye_forgiveness0.5
antihack.eye_history_forgiveness0.1
antihack.eye_history_penalty100
antihack.eye_losradius0.2
antihack.eye_noclip_backtracking0.01
antihack.eye_noclip_cutoff0.01
antihack.eye_noclip_margin0.21
antihack.eye_penalty0
antihack.eye_protection4
antihack.eye_serverframes2
antihack.eye_terraincheck真的
antihack.flyhack_extrusion2
antihack.flyhack_forgiveness_horizo​​ntal1.5
antihack.flyhack_forgiveness_horizo​​ntal_inertia10
antihack.flyhack_forgiveness_vertical1.5
antihack.flyhack_forgiveness_vertical_inertia10
antihack.flyhack_margin0.05
antihack.flyhack_maxsteps15
antihack.flyhack_penalty100
antihack.flyhack_protection3
antihack.flyhack_rejec错误的
antihack.flyhack_stepsize0.1
反黑客强制定位真的
antihack.maxdeltatime1
antihack.maxdesync1
antihack.maxviolation100
antihack.melee_clientframes2
antihack.melee_forgiveness0.5
antihack.melee_losforgiveness0.2
antihack.melee_penalty0
antihack.melee_protection4
antihack.melee_serverframes2
antihack.melee_terraincheck真的
反黑客模型状态真的
antihack.noclip_backtracking0.01
antihack.noclip_margin0.09
antihack.noclip_maxsteps15
antihack.noclip_penalty0
antihack.noclip_protection3
antihack.noclip_reject真的
antihack.noclip_stepsize0.1
antihack.objectplacement真的
antihack.projectile_anglechange60
antihack.projectile_backtracking0.01
antihack.projectile_clientframes2
antihack.projectile_desync1
antihack.projectile_forgiveness0.5
antihack.projectile_losforgiveness0.2
antihack.projectile_penalty0
antihack.projectile_protection6
antihack.projectile_serverframes2
antihack.projectile_terraincheck真的
antihack.projectile_trajectory1
antihack.projectile_velocitychange1.1
antihack.relaxationpause10
反黑客放松率0.1
反黑客报告真的
antihack.speedhack_forgiveness2
antihack.speedhack_forgiveness_inertia10
antihack.speedhack_penalty0
antihack.speedhack_protection2
antihack.speedhack_reject真的
antihack.speedhack_slopespeed10
antihack.terrain_kill真的
antihack.terrain_padding0.3
antihack.terrain_penalty100
antihack.terrain_protection1
antihack.terrain_timeslice64
antihack.tickhistory 宽恕0.1
antihack.tickhistorytime5
antihack.userlevel2
app.alarmcooldown30警报可以发送另一个通知之前的冷却时间(以秒为单位)
应用程序连接
app.info
app.info
app.listenip
app.maxconnections500
app.maxconnectionsperip5
程序通知真的启用发送推送通知
应用程序对
应用程序端口28083
app.queuelimit100排队消息的最大数量 – 设置为 0 以禁用消息处理
app.resetlimiter
应用程序服务器
应用程序更新真的完全禁用更新 – 仅限紧急使用
baseboat.generate_paths真的
basefirework.maxactivefireworks25
basefishingrod.forcefail错误的
basefishingrod.forcesuccess错误的
basefishingrod.immediatehook错误的
basemission.missionsenabled真的
basenavigator.basenavmovementframeinterval2基本导航移动更新之间的帧数
basenavigator.maxstepupdistance1.7宠物基地导航的最大台阶高度差
basenavigator.navtypedistance1
basenavigator.navtypeheightoffset0.5
basenavigator.stucktriggerduration10在触发卡住事件之前我们没有移动多长时间
basepet.movementupdatebudgetms1
basepet.onlyqueuebasenavmovements真的
basepet.queuedmovementsallowed真的
baseplayer.lifestoryframebudgetms0.25
baseridableanimal.decayminutes180一匹马在无人看管的情况下死去多久
baseridableanimal.dungtimescale1
baseridableanimal.framebudgetms1
basesubmarine.deepwaterdecayminutes120潜艇在深水中多久会失去所有生命值
basesubmarine.outsidedecayminutes180潜艇在室外多久会失去所有生命值。如果它在深水中,则使用 deepwaterdecayminutes
basesubmarine.oxygenminutes10潜艇可以在水下停留多长时间,直到玩家开始因低氧而受到伤害
批处理.详细0
熊种群2服务器上的活跃人口,每平方公里
bigwheelgame.spinfrequencyseconds45
公猪种群5服务器上的活跃人口,每平方公里
Boombox.backtracklength30
音箱.serverurllist在此服务器上有效的广播电台列表。格式:名称、网址、名称、网址等
布拉德利启用真的
布拉德利.quickrespawn
bradley.respawndelayminutes60
bradley.respawndelay方差1
cargoship.egress_duration_minutes10
cargoship.event_duration_minutes50
cargoship.event_enabled真的
cargoship.loot_round_spacing_minutes10
cargoship.loot_rounds3
盒式磁带.max盒式磁带文件大小mb5
chat.cardgamesay
启用聊天真的
聊天说
chat.search
聊天服务器日志真的
聊天.tail
聊天.teamsay
鸡群3服务器上的活跃人口,每平方公里 (3)
Cinematicity.hideobjects错误的隐藏电影光源网格(保持灯光可见)
布料.clothloddist20距离布将模拟直到
codelock.lockoutcooldown900
codelock.maxfailedattempts8
命令.echo
命令.查找
console.search
控制台.tail
构造.frameminutes30
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height2定义我们为覆盖点体积的覆盖点生成垂直执行的步骤的高度(较小的步骤提供更准确的覆盖点,但处理成本更高)。
coverpointvolume.cover_point_sample_step_size6cover_point_sample_step_size 定义了我们为覆盖点体积的覆盖点生成水平执行的步骤的大小(较小的步骤可以提供更准确的覆盖点,但处理成本更高)。
工艺.add
工艺.取消
工艺.取消任务
工艺.fasttracktask
工艺即时错误的
cui.endtest
cui.test
数据导出
调试.breakheld打破当前持有的对象
调试.breakitem破坏库存中名称与传递的字符串匹配的所有项目
调试回调错误的
debug.checkparentingtriggers真的
调试检查触发器错误的
debug.debugdismounts错误的显示卸载尝试的一些调试信息。
debug.disablecondition错误的不要损坏任何物品
调试.drink
debug.eat
调试.flushgroup带您进出当前网络组,导致您删除并再次下载 PVS 中的所有实体
调试.heal
调试伤害
调试日志真的
调试.noclip切换管理员无剪辑
debug.puzzleprefabrespawn从他们的预制件中重生所有谜题
debug.puzzlereset重置所有谜题
debug.refillvitals
调试.renderinfo
debug.resetsleepingbagtimers
调试.stall
衰减.bracket_0_blockcount15介于 0 和此值之间的值被视为括号 0,并且每个维护期将花费括号_0_costfraction 来维护
衰减.bracket_0_costfraction0.1括号 0 内的块将在每个维护期花费这一部分来维护
衰减.bracket_1_blockcount50在bracket_0_blockcount 和该值之间被认为是bracket 1,并且每个维护期将花费bracket_1_costfraction 来维护
衰减.bracket_1_costfraction0.15括号 1 中的块将在每个维护期花费这一部分来维护
衰减.bracket_2_blockcount125在bracket_1_blockcount 和该值之间被认为是bracket 2,并且每个维护期将花费bracket_2_costfraction 来维护
衰减.bracket_2_costfraction0.2括号 2 中的块将在每个维护期花费这一部分来维护
衰变.bracket_3_blockcount200在bracket_2_blockcount 和这个值之间(及以上)被认为是bracket 3,并且每个维护期将花费bracket_3_costfraction 来维护
衰减.bracket_3_costfraction0.333括号 3 中的块将在每个维护期花费这一部分来维护
衰减.debug错误的
衰变延迟金属0在没有维护保护的情况下,该建筑等级衰减应该延迟多长时间,以小时为单位
衰减.delay_override0当设置为高于 0 的值时,一切都会随着这个延迟而衰减
衰变延迟石0在没有维护保护的情况下,该建筑等级衰减应该延迟多长时间,以小时为单位
衰减.delay_toptier0在没有维护保护的情况下,该建筑等级衰减应该延迟多长时间,以小时为单位
衰变.delay_twig0在没有维护保护的情况下,该建筑等级衰减应该延迟多长时间,以小时为单位
衰变.delay_wood0在不受维护保护的情况下,该建筑等级衰减应延迟多长时间,以小时为单位 (0)
衰变.duration_metal8在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位
衰变.duration_override0当设置为高于 0 的值时,一切都将在此持续时间内衰减
衰变.duration_stone5在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位
衰变.duration_toptier12在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位
衰变.duration_twig1在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位
衰变.duration_wood3在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位
衰变.outside_test_range50测试结构是否在外面的最大距离,对于大型建筑物,较高的值较慢但准确
衰变尺度1
衰减.tick600
衰变维护真的是否启用维护
衰变.upkeep_grief_protection1440(24 小时)橱柜被破坏后,维护费用可以持续多少分钟?
衰变.upkeep_heal_scale1满足维护条件时对象愈合的比例,默认值 1 与它们衰减的速率相同
衰减.upkeep_inside_decay_scale0.1物体在内部时衰减的比例,默认为
衰变.upkeep_period_minutes1440(24 小时)保养费用持续多少分钟?
演示记录
演示记录列表
demo.recordlistmode0控制记录列表的行为,0=白名单,1=黑名单
demo.splitmegabytes200
演示.splitseconds3600
演示停止
dungeonnavmesh.use_baked_terrain_mesh真的
dynamicnavmesh.use_baked_terrain_mesh错误的
entity.debug_toggle
entity.deleteby销毁由提供的用户创建的所有实体(按空格分隔用户)
entity.deletebytextblock销毁用户在提供的文本块中创建的所有实体(可以与从 ent auth 复制的结果一起使用)
entity.find_entity
entity.find_group
entity.find_id
entity.find_parent
entity.find_radius
entity.find_self
entity.find_status
实体轻推
实体.spawn
实体.spawnat
entity.spawnhere
实体.spawnitem
entity.spawnlootfrom
环境添加时间
env.day1月31日
环境月1月12日
env.oceanlevel0
env.progresstime真的
环境时间
环境年2024
挖掘机信号计算机。600
fps.limit256
科学怪人大脑.movetowardsrate1
frankensteinpet.decayminutes180弗兰肯斯坦宠物在不受控制且不在桌子上睡着之前多久会死去
游戏模式.set
游戏模式.setteam
gamemodesoftcore.reclaim_fraction_belt0.5
gamemodesoftcore.reclaim_fraction_main0.5
gamemodesoftcore.reclaim_fraction_wear0
gc.alloc
gc.collect
gc.enabled真的
gc.incremental_enabled真的
gc.incremental_milliseconds3
gc.卸载
全局.admintime-1如果 > 1,一天中的时间(小时)将被迫这样做。
global.adminui_requestplayerlist
global.adminui_requestserverconvars
global.adminui_requestserverinfo
全局.allowadminui真的控制是否向管理员显示游戏内管理 UI
全球禁令禁止 <玩家> <原因> [可选持续时间]
全局.banidbanid <steamid> <用户名> <原因> [可选持续时间]
全球禁令列表禁止用户列表(来源兼容)
global.banlistex禁止用户列表 – 显示原因和用户名
全球禁令被禁用户列表
global.breakclothing
全局.breakitem
global.buildinfo获取有关此构建的信息
全局.carstats获取有关世界上所有汽车的信息
global.clientperf
global.colliders
全球开发者0
全局转储
全局.entid
全局错误
global.free
全球之神错误的
全球伤害
全局踢
全球踢球
全局杀戮
global.killplayer
全局.listid禁止用户列表,按 ID(来源兼容)
全局.maxthreads8
全局.moderatorid
全局静音
全球静音列表打印当前静音玩家的列表
全局对象
global.ownerid
全局性能0-9
全局播放器列表获取玩家列表
全球玩家打印当前连接的客户端等
全局队列
全球退出
global.removemoderator
global.removeowner
global.report
全球重生
global.respawn_sleepingbag
global.respawn_sleepingbag_remove
全局重启
全球说在聊天中发送消息
全球服务器信息获取有关服务器的信息列表
全局设置信息
global.skipassetwarmup错误的
全局.skipqueue
全局.sleep
global.sleepingusers在服务器上显示玩家的用户信息。
global.sleepingusersinrange在玩家范围内的服务器上显示休眠玩家的用户信息。
全球.看看
全局.sprayinauthduration30在玩家 TC auth 内喷洒时,喷洒将持续多长时间
全局.spraynoauthduration30在玩家 TC auth 外喷洒时,喷洒将持续多长时间
全球统计数据打印当前连接客户端的统计信息
全局状态打印当前连接的客户端
global.status_sv
global.steamnetdebug0打开 Steam 网络的不同级别的调试输出。这会影响性能。(0 = 关闭,8 = 最大值)
global.steamsendbuffer524288要发送的缓冲未决字节的上限
global.steamsendverify真的
全局.steamstatus
全球订阅
全球系统信息
全局.sysuid
全球团队信息
全球.teleport
global.teleport2autheditem
global.teleport2death
global.teleport2marker
global.teleport2me
global.teleport2owneditem
global.teleportany
global.teleportlos
全球.teleportpos
全局纹理
全球解禁
全局取消静音
全球用户在服务器上显示玩家的用户信息。
全局用户范围显示玩家范围内服务器上玩家的用户信息。
全局版本
可增长实体.framebudgetms0.25
可增长实体.growall
hackablelockedcrate.decayseconds7200在没有任何黑客尝试的情况下摧毁箱子需要多少秒
hackablelockedcrate.requiredhackseconds900箱子解锁多少秒
万圣节.启用错误的
万圣节杀人犯人口0服务器上的活跃人口,每平方公里
万圣节.scarecrow_beancan_vs_player_dmg_modifier0.1修正了 beancan 爆炸对玩家造成的伤害
万圣节.scarecrow_body_dmg_modifier0.25修改稻草人对身体造成的伤害。
万圣节.scarecrow_chase_stopping_distance0.5追逐目标时设定的目的地的停车距离
万圣节.scarecrow_throw_beancan_global_delay8(秒)每次稻草人扔 beancan 之间的服务器全局延迟
万圣节.稻草人人口0服务器上的活跃人口,每平方公里
万圣节.scarecrows_throw_beancans真的稻草人可以扔豆罐
heli.bulletaccuracy2
直升机子弹伤害量表1
heli.call
直升机
直升机降落
直升机炮1
heli.lifetimeminutes15
直升飞机
heli.test拼图
hierarchy.cd
层次结构.del
hierarchy.ls
马群0服务器上的活跃人口,每平方公里
hotairballoon.outsidedecayminutes180HAB在户外多久会失去所有健康
热气球.population1服务器上的活跃人口
hotairballoon.serviceceiling200
库存.copyto将玩家物品栏复制到他们面前的玩家
库存.defs
库存.部署加载将给定的负载部署到目标玩家。例如。inventory.deployLoadout testloadout jim
inventory.deployloadoutinrange向半径范围内的玩家部署负载,例如。库存.deployLoadoutInRange testloadout 30
库存.endloot
库存.装备槽
库存.equipslottarget
库存.给
库存.giveall
库存.givearm
库存.giveid
库存.giveto
库存.lighttoggle打印所有保存的库存装载
库存.listloadouts
库存.reloaddefs
库存.resetbp
库存.saveloadout保存调用玩家当前装备的装备。例如。inventory.saveLoadout loaduoutname
库存.unlockall
实体回溯8
ioentity.framebudgetms1
ioentity.responsetime0.1
junkpilewater.framebudgetms0.25
manifest.printmanifest
manifest.printmanifestraw
扩音器.megaphonevoicerange100
memsnap.full
memsnap.managed
内存快照.native
元添加add <convar> <amount> – 将数量添加到 convar
minicopter.insidedecayminutes2880微型直升机在室内失去所有健康需要多长时间
minicopter.outsidedecayminutes480微型直升机在户外失去所有健康需要多长时间
微型直升机种群0服务器上的活跃人口
mlrs.brokendownminutes10多长时间后 MLRS 从使用中恢复并可再次使用
模块化汽车.outsidedecayminutes864ModularCar在外面失去所有生命值之前需要多少分钟
模块化汽车人口3服务器上的活跃人口
Monumentnavmesh.use_baked_terrain_mesh真的
摩托艇.deepwaterdecayminutes120船在深水中失去所有健康需要多长时间
motorrowboat.outsidedecayminutes180一艘船在外面失去所有健康需要多长时间。如果它在深水中,则使用deepwaterdecayminutes
摩托艇人口1服务器上的活跃人口
net.visdebug错误的
net.visibilityradiusfaroverride-1
net.visibilityradiusnearoverride-1
注意更新
npcautoturret.sleeperhostiledelay1200睡着的玩家被认为是敌对玩家还有多少秒
petbrain.controldistance100
petbrain.drowinindeepwater真的
petbrain.drowtimer15
petbrain.idlewhenownermounted真的
petbrain.idlewhenownerofflineordead真的
物理.autosynctransforms真的
物理.batchsynctransforms真的
物理.bouncethreshold2
物理.droppedmode2掉落物品和尸体的碰撞检测模式应该使用(2)
物理.重力1重力倍增器
物理.groundwatch调试错误的
物理.groundwatchdelay0.1
物理.groundwatch失败1
物理.minsteps8最慢的物理步骤将运行
物理.sendeffects真的当物理对象碰撞时向客户端发送效果
物理.睡眠阈值0.005
物理求解迭代计数3任何刚体允许的默认求解器迭代次数。必须是正面的
物理.steps16每秒物理步数
player.abandonmission
player.cinematic_gesture
player.cinematic_play
player.cinematic_stop
播放器.copyrotation
player.createskull
player.dismount
player.fillwater
player.gotosleep
player.markhostile
播放器.mount
player.noclipspeed10
player.noclipspeedfast50
player.noclipspeedslow2
播放器.printstats
player.resetstate重置给定玩家的 PlayerState
player.swapseat
player.swapseat
player.tickrate_cl20
player.tickrate_sv16
player.wakeupall
playerinventory.forcebirthday错误的
北极熊种群1服务器上的活跃人口,每平方公里
pool.clear_assets
pool.clear_memory
pool.clear_prefabs
池调试错误的
pool.enabled真的
pool.export_prefabs
池.mod2
pool.prewarm真的
pool.print_assets
pool.print_memory
pool.print_prefabs
profile.start
profile.stop
rcon.ip
rcon.port28016
rcon.print错误的如果为真,rcon 命令等将在控制台中打印
rcon.web真的如果设置为 true,则使用 websocket rcon。如果设置为 false 使用 legacy,源引擎 rcon。
reclaimmanager.reclaim_expire_minutes120
关系管理器.acceptinvite
关系管理器.addtoteam
关系管理器.联系人真的
关系管理器.fakeinvite
关系管理器.forgetafterminutes960
关系管理器.kickmember
关系管理器离开团队
关系管理器.maxplayer 关系128
关系管理器.maxteamsize8
关系管理器.mugshotupdateinterval300
关系管理器.promote
关系管理器.rejectinvite
关系管理器.seendistance10
关系管理器.sendinvite
关系管理器.sleeptoggle
关系管理器.trycreateteam
关系管理器.wipe_all_contacts
关系管理器.wipecontacts
rhib.rhibpopulation0服务器上的活跃人口
骑马人口2服务器上的活跃人口,每平方公里
ridablehorse.sethorsebreed
samsite.staticrepairseconds1200到静态山姆网站自动修复多长时间
圣塔斯莱高海拔50
santasleigh.desiredaltitude60
santasleigh.drop
废料运输直升机人口0服务器上的活跃人口
sentry.hostileduration120攻击后多久才会被认为是敌对的
sentry.targetall错误的无论授权如何,都针对所有人
server.arrowarmor1
server.arrowdamage1
server.artificialtemperaturegrowablerange4
server.authtimeout60
服务器备份备份服务器文件夹
server.bansserverendpoint用于集中禁止的 HTTP API 端点(参见 wiki)
server.bansserverfailuremode0集中禁止的失败模式,设置为 1 以拒绝玩家加入,如果它关闭(参见 wiki)
server.bansservertimeout5集中禁止 Web 服务器请求的超时(以秒为单位)
server.bleedingarmor1
server.bleedingdamage1
服务器分支
服务器.bulletarmor1
server.bulletdamage1
server.ceilinglightgrowablerange3
server.ceilinglightheight 偏移量3
server.censorplayerlist真的审查 Steam 玩家列表,使玩家追踪更加困难
server.cheatreport
服务器.电影错误的
服务器战斗日志获取玩家战斗日志
server.combatlog_outgoing获取玩家战斗日志,只显示输出伤害
server.combatlogdelay10
server.combatlogsize30
server.composterupdateinterval300
server.compression错误的
server.corpsedespawn300
服务器.尸体真的
server.crawlingmaximumhealth12玩家死亡并进入爬行受伤状态时给予的最大初始生命值
server.crawlingminimumhealth7当玩家死亡并进入爬行受伤状态时给予的最低初始生命值
server.cycletime500
server.debrisdespawn30
服务器描述
server.dropitems真的
服务器.加密2
server.entitybatchsize100
server.entitybatchtime1
server.entityrate16
server.events真的
服务器.fps
server.funwaterdamagethreshold0.8
server.funwaterwetnessgain0.05
server.gamemode
服务器.globalchat真的
server.headerimage
服务器.主机名
server.identity
server.idlekick30分钟)
server.idlekickadmins0
server.idlekickmode1
server.incapacitatedrecoverchance0.1伤残状态后恢复的基本几率
服务器.ip
server.ipqueriespermin30
server.itemdespawn300
服务器级别程序图
server.leveltransfer真的
server.levelurl
server.logoimage
server.maxcommandpacketsize1000000
server.maxcommandspersecond100
server.maxconnectionsperip5
server.maxpacketssize5000000
server.maxpacketssize_command100000
server.maxpacketspersecond1500
server.maxpacketspersecond_command100
server.maxpacketspersecond_rpc200
server.maxpacketspersecond_rpc_signal50
server.maxpacketspersecond_tick300
server.maxpacketspersecond_voice100
server.maxpacketspersecond_world1
服务器.maxplayers10
server.maxreceivetime20
server.maxrpcspersecond200
server.maxtickspersecond300
服务器.maxunack4
server.meleearmor1
server.meleedamage1
server.metabolismtick1
server.modifiertickrate1
服务器.motd
服务器.netcache真的
server.netcachesize0
服务器.netlog错误的
server.nonplanterdeathchancepertick0.005
server.official错误的
server.optimalplanterqualitysaturation0.6
server.packetlog
server.packetlog_enabled错误的
server.plantlightdetection真的
服务器.planttick60
server.planttickscale1
server.playerlistpos打印服务器上所有玩家的位置
server.playerserverfall真的
server.playertimeout60
服务器端口28015
服务器.printeyes打印当前玩家的眼睛。
服务器.printpos打印当前玩家位置。
服务器.printrot打印当前玩家轮换。
服务器.pve错误的
server.queriespersecond2000
server.queryport0
server.radiation真的
服务器.readcfg
server.respawnresetrange50
server.rewounddelay60
服务器.rpclog
server.rpclog_enabled错误的
服务器.salt1
server.save强制保存当前游戏
server.savebackupcount2
server.savecachesize367218
server.saveinterval600
服务器.schematime1800
server.secure真的
服务器种子真的
server.sendnetworkupdate为所有玩家发送网络更新
server.setshowholstereditems在玩家身上显示被套上的物品
server.showholstereditems真的
服务器.snapshot这会发送客户端 pv 中所有实体的快照。这主要是多余的,但是当客户开始录制演示时我们会要求这样做……所以他们可以获得所有信息。
server.sprinklereyeheightoffset3
server.sprinklerradius3
服务器稳定性真的
server.start启动服务器
服务器.stats错误的
服务器.stop停止服务器
服务器标签逗号分隔的服务器浏览器标记值(参见 wiki)()
server.tickrate10
server.updatebatch512
server.updatebatchspawn1024
服务器.url
server.useminimumplantcondition真的
服务器.worldsize
server.woundedmaxfoodandwaterbonus0.25根据玩家的食物和水位,增加基础受伤/丧失行动能力恢复机会的最大百分比
server.woundedrecoverchance0.2爬行受伤状态后的基础恢复几率
server.woundingenabled真的
服务器.writecfg写入配置文件
simpleshark.disable错误的
simpleshark.forcesurfaceamount0
slotmachine.forcepayoutindex-1
snowmobile.allowpassengeronly错误的在没有司机的情况下允许作为乘客安装
雪地摩托.allterrain错误的如果为真,雪地摩托在所有地形类型上都能快速行驶
snowmobile.outsidedecayminutes1440雪地摩托在户外多久会失去所有健康
spawn.cargoshipevent
spawn.fill_groups
spawn.fill_individuals
spawn.fill_populations
spawn.max_density1
spawn.max_rate1
spawn.min_density0.5
spawn.min_rate0.5
spawn.player_base100
spawn.player_scale2
spawn.report
spawn.respawn_groups真的
spawn.respawn_individuals真的
spawn.respawn_populations真的
spawn.scalars
spawn.tick_individuals300
spawn.tick_populations60
稳定性.准确度0.001
稳定性.collapse0.05
稳定性.refresh_stability
稳定性.稳定性队列9
稳定打击10
稳定性.周围队列3
稳定性.详细0
雄鹿种群3服务器上的活跃人口,每平方公里
supply.call
供应.drop
电话管理器.maxcalllength120
电话管理器.maxconcurrentcalls10
电话管理器.printallphones
time.fixeddelta0.0625
time.maxdelta0.125
time.pausewhileloading真的
时间.时间尺度1
tree.global_broadcast错误的
tree.global_broadcast错误的
上传签名
vehicle.boat_corpse_seconds300
车辆残骸真的确定模块化汽车在被摧毁时是否会变成残骸,或者只是立即变成废品。
车辆.电影火车错误的如果为真,火车总是在被摧毁时爆炸,撞到障碍物总是会立即摧毁火车。
车辆.fixcars
车辆交换座位
vehicle.vehiclesdroploot真的确定车辆被摧毁时是否掉落存储物品。
访问攻击错误的
视力损害错误的
访问命中框错误的
vis.lineofight错误的
vis.protection错误的
粘感错误的
访问触发器错误的
可见弱点错误的
天气.atmosphere_brightness-1
天气.atmosphere_contrast-1
天气.atmosphere_mie-1
天气.atmosphere_rayleigh-1
天气.clear_chance 0.8
天气.cloud_attenuation-1
天气.cloud_brightness-1
天气.cloud_coloring-1
天气.cloud_coverage-1
天气.cloud_opacity-1
天气.cloud_saturation-1
天气.cloud_scattering-1
天气.cloud_sharpness-1
天气.cloud_size-1
天气.dust_chance0.05
天气.fog-1
天气.fog_chance0.05
天气.load
天气.overcast_chance0
天气.雨-1
天气.rain_chance0.2
天气.彩虹-1
weather.report
天气重置
天气.storm_chance0.1
天气.雷-1
天气.wetness_rain0.4
天气.wetness_snow0.2
天气.风-1
狼群2服务器上的活跃人口,每平方公里
Workshop.print_approved_skins为特定楼层渲染当前地图的水下实验室的 PNG
世界缓存真的
world.renderlabs
world.rendermap渲染当前地图的高分辨率 PNG
world.rendertunnels渲染当前地图隧道网络的 PNG
启用圣诞节错误的
xmas.giftsperplayer2
xmas.refill
xmas.spawnattempts5
圣诞节.spawnrange40
僵尸人口0服务器上的活跃人口,每平方公里

英文版:

Admin CommandDefaultDescription
app.publicip
player.printpresence
weather.atmosphere_directionality-1
ai.accuratevisiondistanceTRUE
ai.allowdesigningTRUE
ai.animal_ignore_foodTRUEIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
ai.brainstats
ai.frametime5
ai.groupsTRUE
ai.ignoreplayersFALSE
ai.killscientists
ai.moveTRUE
ai.nav_carve_height2The height of the carve volume.
ai.nav_carve_min_base_size2The minimum size we allow a carving volume to be.
ai.nav_carve_min_building_blocks_to_apply_optimization25The minimum number of building blocks a building needs to consist of for this optimization to be applied.
ai.nav_carve_size_multiplier4The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls.
ai.nav_carve_use_building_optimizationFALSEIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.
ai.navthinkTRUE
ai.npc_alertness_drain_rate0.01npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
ai.npc_alertness_to_aim_modifier0.5This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again.
ai.npc_alertness_zero_detection_mod0.5npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero.
ai.npc_cover_compromised_cooldown10npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it’s cleared again for selection.
ai.npc_cover_info_tick_rate_multiplier20The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
ai.npc_cover_path_vs_straight_dist_max_diff2npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points.
ai.npc_cover_use_path_distanceTRUEIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.
ai.npc_deliberate_hit_randomizer0.85The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don’t want perfect hits with every shot).
ai.npc_deliberate_miss_offset_multiplier1.25The offset with which the NPC will maximum miss the target.
ai.npc_deliberate_miss_to_hit_alignment_timeThe time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5)
ai.npc_door_trigger_size1.5npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it
ai.npc_enableTRUEIf npc_enable is set to false then npcs won’t spawn.
ai.npc_families_no_hurtTRUEIf npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.
ai.npc_gun_noise_silencer_modifier0.15The modifier by which a silencer reduce the noise that a gun makes when shot.
ai.npc_htn_player_base_damage_modifier1.15Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.
ai.npc_htn_player_frustration_threshold3npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic.
ai.npc_ignore_chairsTRUEIf npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs.
ai.npc_junkpile_a_spawn_chance0.1npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a.
ai.npc_junkpile_dist_aggro_gate8npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.
ai.npc_junkpile_g_spawn_chance0.1npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g.
ai.npc_max_junkpile_count30npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)
ai.npc_max_population_military_tunnels3npc_max_population_military_tunnels defines the size of the npc population at military tunnels.
ai.npc_max_roam_multiplier3This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam.
ai.npc_only_hurt_active_target_in_safezoneTRUEIf npc_only_hurt_active_target_in_safezone is true, npcs won’t any player other than their actively targeted player when in a safe zone.
ai.npc_patrol_point_cooldown5npc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again
ai.npc_reasoning_system_tick_rate_multiplier1The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
ai.npc_respawn_delay_max_military_tunnels1920npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.
ai.npc_respawn_delay_min_military_tunnels480npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.
ai.npc_sensory_system_tick_rate_multiplier5The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
ai.npc_spawn_on_cargo_shipTRUESpawn NPCs on the Cargo Ship.
ai.npc_spawn_per_tick_max_military_tunnels1npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels.
ai.npc_spawn_per_tick_min_military_tunnels1npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels.
ai.npc_speed_crouch_run0.25npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1.
ai.npc_speed_crouch_walk0.1npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
ai.npc_speed_run0.4npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1.
ai.npc_speed_sprint1npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1.
ai.npc_speed_walk0.18npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1.
ai.npc_use_new_aim_systemTRUEIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.
ai.npc_use_thrown_weaponsTRUEIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.
ai.npc_valid_aim_cone0.8npc_valid_aim_cone defines how close their aim needs to be on target in order to fire.
ai.npc_valid_mounted_aim_cone0.92npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted.
ai.npcswimmingTRUE
ai.ocean_patrol_path_iterations100000
ai.selectnpclookatserver
ai.sensetime1
ai.setdestinationsamplenavmeshTRUE
ai.sleepwakeTRUE
ai.sleepwakestats
ai.spliceupdatesTRUE
ai.thinkTRUE
ai.tickrate5
ai.usecalculatepathTRUE
ai.usegridTRUE
ai.usesetdestinationfallbackTRUE
ai.wakesleepingai
aibrainsenses.humanknownplayerslosupdateinterval0.2
aibrainsenses.knownplayerslosupdateinterval0.5
aibrainsenses.updateinterval0.5
aimanager.ai_dormantTRUEIf ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won’t simulate as well.
aimanager.ai_dormant_max_wakeup_per_tick30ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick.
aimanager.ai_htn_animal_tick_budget4ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume.
aimanager.ai_htn_player_junkpile_tick_budget4ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.
aimanager.ai_htn_player_tick_budget4ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume.
aimanager.ai_htn_use_agency_tickTRUEIf ai_htn_use_agency_tick is true, the ai manager’s agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it’s false, each agent registers with the invoke system individually, with no frame-budget restrictions.
aimanager.ai_to_player_distance_wakeup_range160If an agent is beyond this distance to a player, it’s flagged for becoming dormant.
aimanager.nav_disableFALSEIf set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to move
aimanager.nav_obstacles_carve_state nav_obstacles_carve_state2defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve. (2)
aimanager.nav_waitTRUEIf true we’ll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.
aimanager.pathfindingiterationsperframe100The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.
aimanager.setdestination_navmesh_failsafeFALSEIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.
aithinkmanager.animalframebudgetms2.5
aithinkmanager.framebudgetms2.5
aithinkmanager.petframebudgetms1
antihack.admincheatTRUE
antihack.build_losradius0.01
antihack.build_terraincheckTRUE
antihack.debuglevel1
antihack.enforcementlevel1
antihack.eye_clientframes2
antihack.eye_forgiveness0.5
antihack.eye_history_forgiveness0.1
antihack.eye_history_penalty100
antihack.eye_losradius0.2
antihack.eye_noclip_backtracking0.01
antihack.eye_noclip_cutoff0.01
antihack.eye_noclip_margin0.21
antihack.eye_penalty0
antihack.eye_protection4
antihack.eye_serverframes2
antihack.eye_terraincheckTRUE
antihack.flyhack_extrusion2
antihack.flyhack_forgiveness_horizontal1.5
antihack.flyhack_forgiveness_horizontal_inertia10
antihack.flyhack_forgiveness_vertical1.5
antihack.flyhack_forgiveness_vertical_inertia10
antihack.flyhack_margin0.05
antihack.flyhack_maxsteps15
antihack.flyhack_penalty100
antihack.flyhack_protection3
antihack.flyhack_rejecFALSE
antihack.flyhack_stepsize0.1
antihack.forcepositionTRUE
antihack.maxdeltatime1
antihack.maxdesync1
antihack.maxviolation100
antihack.melee_clientframes2
antihack.melee_forgiveness0.5
antihack.melee_losforgiveness0.2
antihack.melee_penalty0
antihack.melee_protection4
antihack.melee_serverframes2
antihack.melee_terraincheckTRUE
antihack.modelstateTRUE
antihack.noclip_backtracking0.01
antihack.noclip_margin0.09
antihack.noclip_maxsteps15
antihack.noclip_penalty0
antihack.noclip_protection3
antihack.noclip_rejectTRUE
antihack.noclip_stepsize0.1
antihack.objectplacementTRUE
antihack.projectile_anglechange60
antihack.projectile_backtracking0.01
antihack.projectile_clientframes2
antihack.projectile_desync1
antihack.projectile_forgiveness0.5
antihack.projectile_losforgiveness0.2
antihack.projectile_penalty0
antihack.projectile_protection6
antihack.projectile_serverframes2
antihack.projectile_terraincheckTRUE
antihack.projectile_trajectory1
antihack.projectile_velocitychange1.1
antihack.relaxationpause10
antihack.relaxationrate0.1
antihack.reportingTRUE
antihack.speedhack_forgiveness2
antihack.speedhack_forgiveness_inertia10
antihack.speedhack_penalty0
antihack.speedhack_protection2
antihack.speedhack_rejectTRUE
antihack.speedhack_slopespeed10
antihack.terrain_killTRUE
antihack.terrain_padding0.3
antihack.terrain_penalty100
antihack.terrain_protection1
antihack.terrain_timeslice64
antihack.tickhistoryforgiveness0.1
antihack.tickhistorytime5
antihack.userlevel2
app.alarmcooldown30Cooldown time before alarms can send another notification (in seconds)
app.connections
app.info
app.info
app.listenip
app.maxconnections500
app.maxconnectionsperip5
app.notificationsTRUEEnables sending push notifications
app.pair
app.port28083
app.queuelimit100Max number of queued messages – set to 0 to disable message processing
app.resetlimiter
app.serverid
app.updateTRUEDisables updating entirely – emergency use only
baseboat.generate_pathsTRUE
basefirework.maxactivefireworks25
basefishingrod.forcefailFALSE
basefishingrod.forcesuccessFALSE
basefishingrod.immediatehookFALSE
basemission.missionsenabledTRUE
basenavigator.basenavmovementframeinterval2How many frames between base navigation movement updates
basenavigator.maxstepupdistance1.7The max step-up height difference for pet base navigation
basenavigator.navtypedistance1
basenavigator.navtypeheightoffset0.5
basenavigator.stucktriggerduration10How long we are not moving for before trigger the stuck event
basepet.movementupdatebudgetms1
basepet.onlyqueuebasenavmovementsTRUE
basepet.queuedmovementsallowedTRUE
baseplayer.lifestoryframebudgetms0.25
baseridableanimal.decayminutes180How long before a horse dies unattended
baseridableanimal.dungtimescale1
baseridableanimal.framebudgetms1
basesubmarine.deepwaterdecayminutes120How long before a submarine loses all its health while in deep water
basesubmarine.outsidedecayminutes180How long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
basesubmarine.oxygenminutes10How long a submarine can stay underwater until players start taking damage from low oxygen
batching.verbose0
bear.population2Population active on the server, per square km
bigwheelgame.spinfrequencyseconds45
boar.population5Population active on the server, per square km
boombox.backtracklength30
boombox.serverurllistA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
bradley.enabledTRUE
bradley.quickrespawn
bradley.respawndelayminutes60
bradley.respawndelayvariance1
cargoship.egress_duration_minutes10
cargoship.event_duration_minutes50
cargoship.event_enabledTRUE
cargoship.loot_round_spacing_minutes10
cargoship.loot_rounds3
cassette.maxcassettefilesizemb5
chat.cardgamesay
chat.enabledTRUE
chat.say
chat.search
chat.serverlogTRUE
chat.tail
chat.teamsay
chicken.population3Population active on the server, per square km (3)
cinematicentity.hideobjectsFALSEHides cinematic light source meshes (keeps lights visible)
clothlod.clothloddist20distance cloth will simulate until
codelock.lockoutcooldown900
codelock.maxfailedattempts8
commands.echo
commands.find
console.search
console.tail
construct.frameminutes30
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height2defines the height of the steps we do vertically for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).
coverpointvolume.cover_point_sample_step_size6cover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).
craft.add
craft.cancel
craft.canceltask
craft.fasttracktask
craft.instantFALSE
cui.endtest
cui.test
data.export
debug.breakheldBreak the current held object
debug.breakitemBreak all the items in your inventory whose name match the passed string
debug.callbacksFALSE
debug.checkparentingtriggersTRUE
debug.checktriggersFALSE
debug.debugdismountsFALSEShows some debug info for dismount attempts.
debug.disableconditionFALSEDo not damage any items
debug.drink
debug.eat
debug.flushgroupTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.heal
debug.hurt
debug.logTRUE
debug.noclipToggle admin no clipping
debug.puzzleprefabrespawnrespawn all puzzles from their prefabs
debug.puzzleresetreset all puzzles
debug.refillvitals
debug.renderinfo
debug.resetsleepingbagtimers
debug.stall
decay.bracket_0_blockcount15Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
decay.bracket_0_costfraction0.1blocks within bracket 0 will cost this fraction per upkeep period to maintain
decay.bracket_1_blockcount50Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain
decay.bracket_1_costfraction0.15blocks within bracket 1 will cost this fraction per upkeep period to maintain
decay.bracket_2_blockcount125Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain
decay.bracket_2_costfraction0.2blocks within bracket 2 will cost this fraction per upkeep period to maintain
decay.bracket_3_blockcount200Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain
decay.bracket_3_costfraction0.333blocks within bracket 3 will cost this fraction per upkeep period to maintain
decay.debugFALSE
decay.delay_metal0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_override0When set to a value above 0 everything will decay with this delay
decay.delay_stone0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood0How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.duration_metal8How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_override0When set to a value above 0 everything will decay with this duration
decay.duration_stone5How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier12How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig1How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood3How long should this building grade take to decay when not protected by upkeep, in hours
decay.outside_test_range50Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
decay.scale1
decay.tick600
decay.upkeepTRUEIs upkeep enabled
decay.upkeep_grief_protection1440 (24 hours)How many minutes can the upkeep cost last after the cupboard was destroyed?
decay.upkeep_heal_scale1Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
decay.upkeep_inside_decay_scale0.1Scale at which objects decay when they are inside, default of
decay.upkeep_period_minutes1440 (24 hours)How many minutes does the upkeep cost last?
demo.record
demo.recordlist
demo.recordlistmode0Controls the behavior of recordlist, 0=whitelist, 1=blacklist
demo.splitmegabytes200
demo.splitseconds3600
demo.stop
dungeonnavmesh.use_baked_terrain_meshTRUE
dynamicnavmesh.use_baked_terrain_meshFALSE
entity.debug_toggle
entity.deletebyDestroy all entities created by provided users (separate users by space)
entity.deletebytextblockDestroy all entities created by users in the provided text block (can use with copied results from ent auth)
entity.find_entity
entity.find_group
entity.find_id
entity.find_parent
entity.find_radius
entity.find_self
entity.find_status
entity.nudge
entity.spawn
entity.spawnat
entity.spawnhere
entity.spawnitem
entity.spawnlootfrom
env.addtime
env.day1月31日
env.month1月12日
env.oceanlevel0
env.progresstimeTRUE
env.time
env.year2024
excavatorsignalcomputer.chargeneededforsupplies600
fps.limit256
frankensteinbrain.movetowardsrate1
frankensteinpet.decayminutes180How long before a Frankenstein Pet dies un controlled and not asleep on table
gamemode.set
gamemode.setteam
gamemodesoftcore.reclaim_fraction_belt0.5
gamemodesoftcore.reclaim_fraction_main0.5
gamemodesoftcore.reclaim_fraction_wear0
gc.alloc
gc.collect
gc.enabledTRUE
gc.incremental_enabledTRUE
gc.incremental_milliseconds3
gc.unload
global.admintime-1If > 1 the time of day (hour) will be forced to this.
global.adminui_requestplayerlist
global.adminui_requestserverconvars
global.adminui_requestserverinfo
global.allowadminuiTRUEControls whether the in-game admin UI is displayed to admins
global.banban <player> <reason> [optional duration]
global.banidbanid <steamid> <username> <reason> [optional duration]
global.banlistList of banned users (sourceds compat)
global.banlistexList of banned users – shows reasons and usernames
global.bansList of banned users
global.breakclothing
global.breakitem
global.buildinfoGet information about this build
global.carstatsGet information about all the cars in the world
global.clientperf
global.colliders
global.developer0
global.dump
global.entid
global.error
global.free
global.godFALSE
global.injure
global.kick
global.kickall
global.kill
global.killplayer
global.listidList of banned users, by ID (sourceds compat)
global.maxthreads8
global.moderatorid
global.mute
global.mutelistPrint a list of currently muted players
global.objects
global.ownerid
global.perf0-9
global.playerlistGet a list of players
global.playersPrint out currently connected clients etc
global.queue
global.quit
global.removemoderator
global.removeowner
global.report
global.respawn
global.respawn_sleepingbag
global.respawn_sleepingbag_remove
global.restart
global.saySends a message in chat
global.serverinfoGet a list of information about the server
global.setinfo
global.skipassetwarmupFALSE
global.skipqueue
global.sleep
global.sleepingusersShow user info for players on server.
global.sleepingusersinrangeShow user info for sleeping players on server in range of the player.
global.spectate
global.sprayinauthduration30How long sprays will last when sprayed inside a players TC auth
global.spraynoauthduration30How long sprays will last when sprayed outside a players TC auth
global.statsPrint out stats of currently connected clients
global.statusPrint out currently connected clients
global.status_sv
global.steamnetdebug0Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 8 = max)
global.steamsendbuffer524288Upper limit of buffered pending bytes to be sent
global.steamsendverifyTRUE
global.steamstatus
global.subscriptions
global.sysinfo
global.sysuid
global.teaminfo
global.teleport
global.teleport2autheditem
global.teleport2death
global.teleport2marker
global.teleport2me
global.teleport2owneditem
global.teleportany
global.teleportlos
global.teleportpos
global.textures
global.unban
global.unmute
global.usersShow user info for players on server.
global.usersinrangeShow user info for players on server in range of the player.
global.version
growableentity.framebudgetms0.25
growableentity.growall
hackablelockedcrate.decayseconds7200How many seconds until the crate is destroyed without any hack attempts
hackablelockedcrate.requiredhackseconds900How many seconds for the crate to unlock
halloween.enableFALSE
halloween.murdererpopulation0Population active on the server, per square km
halloween.scarecrow_beancan_vs_player_dmg_modifier0.1Modified damage from beancan explosion vs players
halloween.scarecrow_body_dmg_modifier0.25Modifier to how much damage scarecrows take to the body.
halloween.scarecrow_chase_stopping_distance0.5Stopping distance for destinations set while chasing a target
halloween.scarecrow_throw_beancan_global_delay8 (seconds)The delay globally on a server between each time a scarecrow throws a beancan
halloween.scarecrowpopulation0Population active on the server, per square km
halloween.scarecrows_throw_beancansTRUEScarecrows can throw beancans
heli.bulletaccuracy2
heli.bulletdamagescale1
heli.call
heli.calltome
heli.drop
heli.guns1
heli.lifetimeminutes15
heli.strafe
heli.testpuzzle
hierarchy.cd
hierarchy.del
hierarchy.ls
horse.population0Population active on the server, per square km
hotairballoon.outsidedecayminutes180How long before a HAB loses all its health while outside
hotairballoon.population1Population active on the server
hotairballoon.serviceceiling200
inventory.copytoCopies the players inventory to the player in front of them
inventory.defs
inventory.deployloadoutDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
inventory.deployloadoutinrangeDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30
inventory.endloot
inventory.equipslot
inventory.equipslottarget
inventory.give
inventory.giveall
inventory.givearm
inventory.giveid
inventory.giveto
inventory.lighttogglePrints all saved inventory loadouts
inventory.listloadouts
inventory.reloaddefs
inventory.resetbp
inventory.saveloadoutSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
inventory.unlockall
ioentity.backtracking8
ioentity.framebudgetms1
ioentity.responsetime0.1
junkpilewater.framebudgetms0.25
manifest.printmanifest
manifest.printmanifestraw
megaphone.megaphonevoicerange100
memsnap.full
memsnap.managed
memsnap.native
meta.addadd <convar> <amount> – adds amount to convar
minicopter.insidedecayminutes2880How long before a minicopter loses all its health while indoors
minicopter.outsidedecayminutes480How long before a minicopter loses all its health while outside
minicopter.population0Population active on the server
mlrs.brokendownminutes10How many minutes before the MLRS recovers from use and can be used again
modularcar.outsidedecayminutes864How many minutes before a ModularCar loses all its health while outside
modularcar.population3Population active on the server
monumentnavmesh.use_baked_terrain_meshTRUE
motorrowboat.deepwaterdecayminutes120How long before a boat loses all its health while in deep water
motorrowboat.outsidedecayminutes180How long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
motorrowboat.population1Population active on the server
net.visdebugFALSE
net.visibilityradiusfaroverride-1
net.visibilityradiusnearoverride-1
note.update
npcautoturret.sleeperhostiledelay1200How many seconds until a sleeping player is considered hostile
petbrain.controldistance100
petbrain.drownindeepwaterTRUE
petbrain.drowntimer15
petbrain.idlewhenownermountedTRUE
petbrain.idlewhenownerofflineordeadTRUE
physics.autosynctransformsTRUE
physics.batchsynctransformsTRUE
physics.bouncethreshold2
physics.droppedmode2The collision detection mode that dropped items and corpses should use (2)
physics.gravity1Gravity multiplier
physics.groundwatchdebugFALSE
physics.groundwatchdelay0.1
physics.groundwatchfails1
physics.minsteps8The slowest physics steps will operate
physics.sendeffectsTRUESend effects to clients when physics objects collide
physics.sleepthreshold0.005
physics.solveriterationcount3The default solver iteration count permitted for any rigid bodies. Must be positive
physics.steps16The amount of physics steps per second
player.abandonmission
player.cinematic_gesture
player.cinematic_play
player.cinematic_stop
player.copyrotation
player.createskull
player.dismount
player.fillwater
player.gotosleep
player.markhostile
player.mount
player.noclipspeed10
player.noclipspeedfast50
player.noclipspeedslow2
player.printstats
player.resetstateResets the PlayerState of the given player
player.swapseat
player.swapseat
player.tickrate_cl20
player.tickrate_sv16
player.wakeupall
playerinventory.forcebirthdayFALSE
polarbear.population1Population active on the server, per square km
pool.clear_assets
pool.clear_memory
pool.clear_prefabs
pool.debugFALSE
pool.enabledTRUE
pool.export_prefabs
pool.mod2
pool.prewarmTRUE
pool.print_assets
pool.print_memory
pool.print_prefabs
profile.start
profile.stop
rcon.ip
rcon.port28016
rcon.printFALSEIf true, rcon commands etc will be printed in the console
rcon.webTRUEIf set to true, use websocket rcon. If set to false use legacy, source engine rcon.
reclaimmanager.reclaim_expire_minutes120
relationshipmanager.acceptinvite
relationshipmanager.addtoteam
relationshipmanager.contactsTRUE
relationshipmanager.fakeinvite
relationshipmanager.forgetafterminutes960
relationshipmanager.kickmember
relationshipmanager.leaveteam
relationshipmanager.maxplayerrelationships128
relationshipmanager.maxteamsize8
relationshipmanager.mugshotupdateinterval300
relationshipmanager.promote
relationshipmanager.rejectinvite
relationshipmanager.seendistance10
relationshipmanager.sendinvite
relationshipmanager.sleeptoggle
relationshipmanager.trycreateteam
relationshipmanager.wipe_all_contacts
relationshipmanager.wipecontacts
rhib.rhibpopulation0Population active on the server
ridablehorse.population2Population active on the server, per square km
ridablehorse.sethorsebreed
samsite.staticrepairseconds1200how long until static sam sites auto repair
santasleigh.altitudeaboveterrain50
santasleigh.desiredaltitude60
santasleigh.drop
scraptransporthelicopter.population0Population active on the server
sentry.hostileduration120how long until something is considered hostile after it attacked
sentry.targetallFALSEtarget everyone regardless of authorization
server.arrowarmor1
server.arrowdamage1
server.artificialtemperaturegrowablerange4
server.authtimeout60
server.backupBackup server folder
server.bansserverendpointHTTP API endpoint for centralized banning (see wiki)
server.bansserverfailuremode0Failure mode for centralized banning, set to 1 to reject players from joining if it’s down (see wiki)
server.bansservertimeout5Timeout (in seconds) for centralized banning web server requests
server.bleedingarmor1
server.bleedingdamage1
server.branch
server.bulletarmor1
server.bulletdamage1
server.ceilinglightgrowablerange3
server.ceilinglightheightoffset3
server.censorplayerlistTRUECensors the Steam player list to make player tracking more difficult
server.cheatreport
server.cinematicFALSE
server.combatlogGet the player combat log
server.combatlog_outgoingGet the player combat log, only showing outgoing damage
server.combatlogdelay10
server.combatlogsize30
server.composterupdateinterval300
server.compressionFALSE
server.corpsedespawn300
server.corpsesTRUE
server.crawlingmaximumhealth12Maximum initial health given when a player dies and moves to crawling wounded state
server.crawlingminimumhealth7Minimum initial health given when a player dies and moves to crawling wounded state
server.cycletime500
server.debrisdespawn30
server.description
server.dropitemsTRUE
server.encryption2
server.entitybatchsize100
server.entitybatchtime1
server.entityrate16
server.eventsTRUE
server.fps
server.funwaterdamagethreshold0.8
server.funwaterwetnessgain0.05
server.gamemode
server.globalchatTRUE
server.headerimage
server.hostname
server.identity
server.idlekick30 (minutes)
server.idlekickadmins0
server.idlekickmode1
server.incapacitatedrecoverchance0.1Base chance of recovery after incapacitated wounded state
server.ip
server.ipqueriespermin30
server.itemdespawn300
server.levelProcedural Map
server.leveltransferTRUE
server.levelurl
server.logoimage
server.maxcommandpacketsize1000000
server.maxcommandspersecond100
server.maxconnectionsperip5
server.maxpacketsize5000000
server.maxpacketsize_command100000
server.maxpacketspersecond1500
server.maxpacketspersecond_command100
server.maxpacketspersecond_rpc200
server.maxpacketspersecond_rpc_signal50
server.maxpacketspersecond_tick300
server.maxpacketspersecond_voice100
server.maxpacketspersecond_world1
server.maxplayers10
server.maxreceivetime20
server.maxrpcspersecond200
server.maxtickspersecond300
server.maxunack4
server.meleearmor1
server.meleedamage1
server.metabolismtick1
server.modifiertickrate1
server.motd
server.netcacheTRUE
server.netcachesize0
server.netlogFALSE
server.nonplanterdeathchancepertick0.005
server.officialFALSE
server.optimalplanterqualitysaturation0.6
server.packetlog
server.packetlog_enabledFALSE
server.plantlightdetectionTRUE
server.planttick60
server.planttickscale1
server.playerlistposPrints the position of all players on the server
server.playerserverfallTRUE
server.playertimeout60
server.port28015
server.printeyesPrint the current player eyes.
server.printposPrint the current player position.
server.printrotPrint the current player rotation.
server.pveFALSE
server.queriespersecond2000
server.queryport0
server.radiationTRUE
server.readcfg
server.respawnresetrange50
server.rewounddelay60
server.rpclog
server.rpclog_enabledFALSE
server.salt1
server.saveForce save the current game
server.savebackupcount2
server.savecachesize367218
server.saveinterval600
server.schematime1800
server.secureTRUE
server.seedTRUE
server.sendnetworkupdateSend network update for all players
server.setshowholstereditemsShow holstered items on player bodies
server.showholstereditemsTRUE
server.snapshotThis sends a snapshot of all the entities in the client’s pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
server.sprinklereyeheightoffset3
server.sprinklerradius3
server.stabilityTRUE
server.startStarts a server
server.statsFALSE
server.stopStops a server
server.tagsComma-separated server browser tag values (see wiki) ()
server.tickrate10
server.updatebatch512
server.updatebatchspawn1024
server.url
server.useminimumplantconditionTRUE
server.worldsize
server.woundedmaxfoodandwaterbonus0.25Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level
server.woundedrecoverchance0.2Base chance of recovery after crawling wounded state
server.woundingenabledTRUE
server.writecfgWrites config files
simpleshark.disableFALSE
simpleshark.forcesurfaceamount0
slotmachine.forcepayoutindex-1
snowmobile.allowpassengeronlyFALSEAllow mounting as a passenger when there’s no driver
snowmobile.allterrainFALSEIf true, snowmobile goes fast on all terrain types
snowmobile.outsidedecayminutes1440How long before a snowmobile loses all its health while outside
spawn.cargoshipevent
spawn.fill_groups
spawn.fill_individuals
spawn.fill_populations
spawn.max_density1
spawn.max_rate1
spawn.min_density0.5
spawn.min_rate0.5
spawn.player_base100
spawn.player_scale2
spawn.report
spawn.respawn_groupsTRUE
spawn.respawn_individualsTRUE
spawn.respawn_populationsTRUE
spawn.scalars
spawn.tick_individuals300
spawn.tick_populations60
stability.accuracy0.001
stability.collapse0.05
stability.refresh_stability
stability.stabilityqueue9
stability.strikes10
stability.surroundingsqueue3
stability.verbose0
stag.population3Population active on the server, per square km
supply.call
supply.drop
telephonemanager.maxcalllength120
telephonemanager.maxconcurrentcalls10
telephonemanager.printallphones
time.fixeddelta0.0625
time.maxdelta0.125
time.pausewhileloadingTRUE
time.timescale1
tree.global_broadcastFALSE
tree.global_broadcastFALSE
uploadsign
vehicle.boat_corpse_seconds300
vehicle.carwrecksTRUEDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib.
vehicle.cinematictrainsFALSEIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately.
vehicle.fixcars
vehicle.swapseats
vehicle.vehiclesdroplootTRUEDetermines whether vehicles drop storage items when destroyed.
vis.attackFALSE
vis.damageFALSE
vis.hitboxesFALSE
vis.lineofsightFALSE
vis.protectionFALSE
vis.senseFALSE
vis.triggersFALSE
vis.weakspotsFALSE
weather.atmosphere_brightness-1
weather.atmosphere_contrast-1
weather.atmosphere_mie-1
weather.atmosphere_rayleigh-1
weather.clear_chance 0.8
weather.cloud_attenuation-1
weather.cloud_brightness-1
weather.cloud_coloring-1
weather.cloud_coverage-1
weather.cloud_opacity-1
weather.cloud_saturation-1
weather.cloud_scattering-1
weather.cloud_sharpness-1
weather.cloud_size-1
weather.dust_chance0.05
weather.fog-1
weather.fog_chance0.05
weather.load
weather.overcast_chance0
weather.rain-1
weather.rain_chance0.2
weather.rainbow-1
weather.report
weather.reset
weather.storm_chance0.1
weather.thunder-1
weather.wetness_rain0.4
weather.wetness_snow0.2
weather.wind-1
wolf.population2Population active on the server, per square km
workshop.print_approved_skinsRenders a PNG of the current map’s underwater labs, for a specific floor
world.cacheTRUE
world.renderlabs
world.rendermapRenders a high resolution PNG of the current map
world.rendertunnelsRenders a PNG of the current map’s tunnel network
xmas.enabledFALSE
xmas.giftsperplayer2
xmas.refill
xmas.spawnattempts5
xmas.spawnrange40
zombie.population0Population active on the server, per square km
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