196 Девблог
Список всех команд и айди предметов 196 девблога
Команды 196 девблога
bear.population Population active on the server, per square km (2)
boar.population Population active on the server, per square km (5)
chicken.population Population active on the server, per square km (3)
ai.frametime (5)
ai.ignoreplayers (False)
ai.move (True)
ai.sensetime (1)
ai.think (True)
ai.tickrate (5)
antihack.admincheat (True)
antihack.debuglevel (1)
antihack.enforcementlevel (1)
antihack.eye_clientframes (2)
antihack.eye_forgiveness (0.5)
antihack.eye_penalty (0)
antihack.eye_protection (2)
antihack.eye_serverframes (2)
antihack.flyhack_extrusion (2)
antihack.flyhack_forgiveness_horizontal (1.5)
antihack.flyhack_forgiveness_vertical (1.5)
antihack.flyhack_margin (0.05)
antihack.flyhack_maxsteps (15)
antihack.flyhack_penalty (100)
antihack.flyhack_protection (3)
antihack.flyhack_reject (False)
antihack.flyhack_stepsize (0.1)
antihack.maxdeltatime (1)
antihack.maxdesync (1)
antihack.maxviolation (100)
antihack.melee_clientframes (2)
antihack.melee_forgiveness (0.5)
antihack.melee_penalty (0)
antihack.melee_protection (3)
antihack.melee_serverframes (2)
antihack.modelstate (True)
antihack.noclip_backtracking (0.01)
antihack.noclip_margin (0.09)
antihack.noclip_maxsteps (15)
antihack.noclip_penalty (0)
antihack.noclip_protection (3)
antihack.noclip_reject (True)
antihack.noclip_stepsize (0.1)
antihack.objectplacement (True)
antihack.projectile_clientframes (2)
antihack.projectile_forgiveness (0.5)
antihack.projectile_penalty (0)
antihack.projectile_protection (3)
antihack.projectile_serverframes (2)
antihack.relaxationpause (10)
antihack.relaxationrate (0.1)
antihack.reporting (True)
antihack.speedhack_deltatime (0.1)
antihack.speedhack_forgiveness (0.5)
antihack.speedhack_history (20)
antihack.speedhack_penalty (0)
antihack.speedhack_protection (1)
antihack.speedhack_reject (True)
antihack.speedhack_slopespeed (10)
antihack.speedhack_tickets (15)
antihack.userlevel (2)
batching.collider_capacity (30000)
batching.collider_submeshes (1)
batching.collider_threading (True)
batching.collider_vertices (1000)
batching.colliders (True)
batching.verbose (0)
bradley.enabled (True)
bradley.respawndelayminutes (60)
bradley.respawndelayvariance (1)
chat.enabled (True)
chat.serverlog (True)
construct.frameminutes (30)
craft.instant (False)
debug.checktriggers (False)
debug.disablecondition Do not damage any items (False)
debug.log (True)
decay.bracket_0_blockcount Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain (15)
decay.bracket_0_costfraction blocks within bracket 0 will cost this fraction per upkeep period to maintain (0.1)
decay.bracket_1_blockcount Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain (50)
decay.bracket_1_costfraction blocks within bracket 1 will cost this fraction per upkeep period to maintain (0.15)
decay.bracket_2_blockcount Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain (125)
decay.bracket_2_costfraction blocks within bracket 2 will cost this fraction per upkeep period to maintain (0.2)
decay.bracket_3_blockcount Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain (200)
decay.bracket_3_costfraction blocks within bracket 3 will cost this fraction per upkeep period to maintain (0.333)
decay.debug (False)
decay.delay_metal How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.delay_override When set to a value above 0 everything will decay with this delay (0)
decay.delay_stone How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.delay_toptier How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.delay_twig How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.delay_wood How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.duration_metal How long should this building grade take to decay when not protected by upkeep, in hours (8)
decay.duration_override When set to a value above 0 everything will decay with this duration (0)
decay.duration_stone How long should this building grade take to decay when not protected by upkeep, in hours (5)
decay.duration_toptier How long should this building grade take to decay when not protected by upkeep, in hours (12)
decay.duration_twig How long should this building grade take to decay when not protected by upkeep, in hours (1)
decay.duration_wood How long should this building grade take to decay when not protected by upkeep, in hours (3)
decay.outside_test_range Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings (50)
decay.scale (1)
decay.tick (600)
decay.upkeep Is upkeep enabled (True)
decay.upkeep_heal_scale Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay (1)
decay.upkeep_inside_decay_scale Scale at which objects decay when they are inside, default of 0.1 (0.1)
decay.upkeep_period_minutes How many minutes does the upkeep cost last? default : 1440 (24 hours) (1440)
env.day (10)
env.month (5)
env.progresstime (True)
env.time (11.03222)
env.year (2024)
fps.limit (256)
global.developer (0)
global.maxthreads (8)
global.perf (0)
global.timewarning (False)
halloween.enabled (False)
halloween.murdererpopulation Population active on the server, per square km (0)
net.visdebug (False)
heli.bulletaccuracy (2)
heli.bulletdamagescale (1)
heli.guns (1)
heli.lifetimeminutes (15)
physics.bouncethreshold (2)
physics.droppedmode The physics mode that dropped items and corpses should use. good, tempgood or fast. fast + tempgood might cause objects to fall through other objects. (good)
physics.gravity Gravity multiplier (1)
physics.minsteps The slowest physics steps will operate (2)
physics.sendeffects Send effects to clients when physics objects collide (True)
physics.sleepthreshold (0.005)
physics.solveriterationcount The default solver iteration count permitted for any rigid bodies (default 7). Must be positive (3)
physics.steps The amount of physics steps per second (16)
pool.collider_batches (False)
pool.mode (2)
sentry.hostileduration how long until something is considered hostile after it attacked (120)
sentry.targetall target everyone regardless of authorization (False)
server.arrowarmor (1)
server.arrowdamage (1)
server.authtimeout (60)
server.bleedingarmor (1)
server.bleedingdamage (1)
server.branch ()
server.bulletarmor (1)
server.bulletdamage (1)
server.combatlogsize (30)
server.compression (False)
server.corpsedespawn (300)
server.corpses (True)
server.cycletime (500)
server.description (Hosted By HKSHOST)
server.dropitems (True)
server.encryption (2)
server.entityrate (16)
server.events (True)
server.globalchat (True)
server.headerimage (https://api.hkshost.ru/images/header_image_1024_512.jpg)
server.hostname (HOSTED BY HKSHOST)
server.identity (rust)
server.idlekick (30)
server.idlekickadmins (0)
server.idlekickmode (1)
server.ip ()
server.ipqueriespermin (30)
server.itemdespawn (300)
server.level (Barren)
server.maxcommandspersecond (100)
server.maxpacketspersecond (1500)
server.maxplayers (100)
server.maxreceivetime (20)
server.maxrpcspersecond (200)
server.maxtickspersecond (300)
server.maxunack (4)
server.meleearmor (1)
server.meleedamage (1)
server.metabolismtick (1)
server.netcache (True)
server.netcachesize (0)
server.netlog (False)
server.official (False)
server.plantlightdetection (True)
server.planttick (60)
server.planttickscale (1)
server.playertimeout (60)
server.port (35003)
server.pve (False)
server.queriespersecond (2000)
server.queryport (0)
server.radiation (True)
server.respawnresetrange (50)
server.salt (1583668411)
server.savecachesize (22860)
server.saveinterval (60)
server.schematime (1800)
server.secure (True)
server.seed (1)
server.showholstereditems (True)
server.stability (True)
server.stats (False)
server.tickrate (10)
server.updatebatch (512)
server.updatebatchspawn (1024)
server.url (https://hkshost.ru)
server.worldsize (1000)
server.woundingenabled (True)
spawn.max_density (1)
spawn.max_rate (1)
spawn.min_density (0.5)
spawn.min_rate (0.5)
spawn.player_base (100)
spawn.player_scale (2)
spawn.respawn_groups (True)
spawn.respawn_populations (True)
stability.accuracy (0.001)
stability.collapse (0.05)
stability.stabilityqueue (9)
stability.strikes (10)
stability.surroundingsqueue (3)
stability.verbose (0)
time.fixeddelta (0.0625)
time.maxdelta (0.5)
time.pausewhileloading (True)
time.timescale (1)
vis.attack (False)
vis.damage (False)
vis.hitboxes (False)
vis.lineofsight (False)
vis.protection (False)
vis.sense (False)
vis.triggers (False)
vis.weakspots (False)
world.cache (True)
xmas.enabled (False)
xmas.giftsperplayer (2)
xmas.spawnattempts (5)
xmas.spawnrange (40)
rcon.ip ()
rcon.port (28016)
rcon.print If true, rcon commands etc will be printed in the console (False)
rcon.web If set to true, use websocket rcon. If set to false use legacy, source engine rcon. (True)
horse.population Population active on the server, per square km (2)
aimanager.ai_dormant If 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. (True)
aimanager.ai_dormant_max_wakeup_per_tick ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 20) (20)
aimanager.ai_to_player_distance_wakeup_range If an agent is beyond this distance to a player, it's flagged for becoming dormant. (160)
aimanager.nav_disable If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move (False)
aimanager.nav_grid If set to true the ai manager will control a navmesh grid, only building navmesh patches in those areas where it's needed and for those agent types. If this is false, we bake a single huge navmesh for the entire island, and can only support a single agent type. (False)
aimanager.nav_grid_agents_expand_domain_enabled If nav_grid_agents_expand_domain_enabled is true, agents add new cells for baking as they walk around the world, as needed. (True)
aimanager.nav_grid_cell_height nav_grid_cell_height adjust how much vertical difference within a cell we can cope with when generating navmesh. (100)
aimanager.nav_grid_cell_width nav_grid_cell_width adjust how large each cell in the navmesh grid is. Larger cells take longer to bake, but we need fewever of them to cover the map. (80)
aimanager.nav_grid_kill_dormant_cells If nav_grid_kill_dormant_cells is true, when a navigation grid cell is out of range from active players for a certain time, we unload it to save memory (but comes with extra performance hit since we have to regenerate that navmesh then next time it's activated again). (False)
aimanager.nav_grid_links_enabled If nav_grid_links_enabled is true, agents can walk between navmesh grid cells, otherwise they can only walk on the navmesh grid cell they spawn (faster pathfiding). (True)
aimanager.nav_grid_max_bakes_per_frame nav_grid_max_bakes_per_frame adjust how many rebakes of navmesh grid cells we will start each frame. The higher the number, the heavier performance impact. (1)
aimanager.nav_grid_max_links_generated_per_frame nav_grid_max_links_generated_per_frame adjust how many navmesh links can generate within a frame. The higher the number, the heavier performance impact. (4)
aimanager.nav_grid_rebake_cells_enabled If nav_grid_rebake_cells_enabled is true, we rebake cells in player areas to adapt to construction and destruction. (True)
aimanager.nav_grid_rebake_cooldown nav_grid_rebake_cooldown defines how long a navmesh grid cell must wait between rebakes. Higher number means a cell will rebake less often. (30)
aimanager.nav_obstacles_carve_state nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. (2)
aimanager.nav_wait If 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. (True)
aimanager.pathfindingiterationsperframe The 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. (100)
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height defines 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). (default: 2.0) (2)
coverpointvolume.cover_point_sample_step_size cover_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). (default: 6.0) (6)
squadmanager.squad_cover_compromised_cooldown squad_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10) (10)
squadmanager.squad_cover_path_vs_straight_dist_max_diff squad_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. (default: 2) (2)
squadmanager.squad_cover_use_path_distance If squad_cover_use_path_distance is set to true then squads will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance. (True)
squadmanager.squad_disable If squad_disable is set to true then squads won't spawn.. which means there will not spawn any scientists. (default: true) (True)
squadmanager.squad_door_trigger_size squad_door_trigger_size defines the size of the trigger box on doors that opens the door as NPCs walk close to it (default: 1.5) (1.5)
squadmanager.squad_max_population_military_tunnels squad_max_population_military_tunnels defines the size of the squad population at military tunnels. (default: 10) (10)
squadmanager.squad_min_delay_individual_speak squad_min_delay_individual_speak defines the minimum interval between each time a single individual is allowed to speak. (default: 5) (5)
squadmanager.squad_min_delay_topic_speak squad_min_delay_topic_speak defines the minimum interval between each time a topic is allowed to be spoken about. (default: 11) (11)
squadmanager.squad_radius squad_radius defines the max distance from the squad center a unit can be to be considered a member. (default: 15) (15)
squadmanager.squad_respawn_delay_max_military_tunnels squad_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 480) (480)
squadmanager.squad_respawn_delay_min_military_tunnels squad_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 240) (240)
squadmanager.squad_spawn_per_tick_max_military_tunnels squad_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 4) (4)
squadmanager.squad_spawn_per_tick_min_military_tunnels squad_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 2) (2)
squadmanager.squad_tick_rate squad_tick_rate defines how often we tick a squad to manage its members. (default: 0.5) (0.5)
squadmanager.squad_try_spawn_intelligently If squad_try_spawn_intelligently is set to true then squads will try to prevent spawning right next to players. (True)
squadmanager.squad_valid_aim_cone squad_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 5) (0.8)
stag.population Population active on the server, per square km (3)
wolf.population Population active on the server, per square km (2)
zombie.population Population active on the server, per square km (0)
Commands:
commands.echo( )
commands.find( )
global.ban( )
global.banid( )
global.banlist( ) List of banned users (sourceds compat)
global.banlistex( ) List of banned users - shows reasons and usernames
global.bans( ) List of banned users
global.buildinfo( ) Get information about this build
global.clientperf( )
global.entid( )
global.kick( )
global.kickall( )
global.listid( ) List of banned users, by ID (sourceds compat)
global.moderatorid( )
global.mutechat( )
global.mutevoice( )
global.ownerid( )
global.playerlist( ) Get a list of players
global.players( ) Print out currently connected clients etc
global.removemoderator( )
global.removeowner( )
global.say( ) Sends a message in chat
global.serverinfo( ) Get a list of information about the server
global.skipqueue( )
global.stats( ) Print out stats of currently connected clients
global.status( ) Print out currently connected clients
global.unban( )
global.unmutechat( )
global.unmutevoice( )
global.users( ) Show user info for players on server.
batching.print_colliders( )
batching.refresh_colliders( )
bradley.quickrespawn( )
chat.say( )
chat.search( )
chat.tail( )
console.search( )
console.tail( )
craft.add( )
craft.cancel( )
craft.canceltask( )
data.export( )
debug.breakheld( ) Break the current held object
debug.breakitem( ) Break all the items in your inventory whose name match the passed string
debug.drink( )
debug.eat( )
debug.flushgroup( ) Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.hurt( )
debug.renderinfo( )
entity.debug_toggle( )
entity.deleteby( ) Destroy all entities created by this user
entity.find_entity( )
entity.find_group( )
entity.find_id( )
entity.find_parent( )
entity.find_radius( )
entity.find_self( )
entity.nudge( )
entity.spawnlootfrom( )
entity.spawn( )
entity.spawnitem( )
env.addtime( )
gc.collect( )
gc.unload( )
global.breakitem( )
global.colliders( )
global.error( )
global.free( )
global.injure( )
global.kill( )
global.objects( )
global.queue( )
global.quit( )
global.report( )
global.respawn( )
global.respawn_sleepingbag( )
global.respawn_sleepingbag_remove( )
global.restart( )
global.setinfo( )
global.sleep( )
global.spectate( )
global.status_sv( )
global.subscriptions( )
global.sysinfo( )
global.sysuid( )
global.teleport( )
global.teleport2me( )
global.teleportany( )
global.teleportpos( )
global.textures( )
global.version( )
hierarchy.cd( )
hierarchy.del( )
hierarchy.ls( )
inventory.endloot( )
inventory.give( )
inventory.giveall( )
inventory.givearm( )
inventory.giveid( )
inventory.giveto( )
inventory.lighttoggle( )
inventory.resetbp( )
inventory.unlockall( )
manifest.printmanifest( )
manifest.printmanifestraw( )
heli.call( )
heli.calltome( )
heli.drop( )
heli.strafe( )
pool.clear_assets( )
pool.clear_memory( )
pool.clear_prefabs( )
pool.print_assets( )
pool.print_memory( )
pool.print_prefabs( )
profile.start( )
profile.stop( )
server.backup( ) Backup server folder
server.cheatreport( )
server.combatlog( ) Get the player combat log
server.fps( )
server.printeyes( ) Print the current player eyes.
server.printpos( ) Print the current player position.
server.printrot( ) Print the current player rotation.
server.readcfg( )
server.save( ) Force save the current game
server.sendnetworkupdate( ) Send network update for all players
server.setshowholstereditems( ) Show holstered items on player bodies
server.snapshot( ) This sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
server.start( ) Starts a server
server.stop( ) Stops a server
server.writecfg( ) Writes config files
spawn.fill_groups( )
spawn.fill_populations( )
spawn.report( )
spawn.scalars( )
stability.refresh_stability( )
supply.call( )
supply.drop( )
weather.clouds( )
weather.fog( )
weather.rain( )
weather.wind( )
xmas.refill( )
cui.endtest( )
cui.test( )
global.dump( )
note.update( )
oxide.plugins( )
o.plugins( )
oxide.load( )
o.load( )
plugin.load( )
oxide.reload( )
o.reload( )
plugin.reload( )
oxide.unload( )
o.unload( )
plugin.unload( )
oxide.grant( )
o.grant( )
perm.grant( )
oxide.group( )
o.group( )
perm.group( )
oxide.revoke( )
o.revoke( )
perm.revoke( )
oxide.show( )
o.show( )
perm.show( )
oxide.usergroup( )
o.usergroup( )
perm.usergroup( )
oxide.lang( )
o.lang( )
oxide.version( )
o.version( )
Айди предметов
itemid: 2115555558, shortname: "ammo.handmade.shell", displayName: {"token":"\"ammo.handmade.shell","english":" "}
itemid: 590532217, shortname: "ammo.nailgun.nails", displayName: {"token":"\"ammo.nailgun.nails","english":" "}
itemid: 1621541165, shortname: "ammo.pistol.fire", displayName: {"token":"\"ammo.pistol.fire","english":" "}
itemid: -422893115, shortname: "ammo.pistol.hv", displayName: {"token":"\"ammo.pistol.hv","english":" "}
itemid: -533875561, shortname: "ammo.pistol", displayName: {"token":"\"ammo.pistol","english":" "}
itemid: 805088543, shortname: "ammo.rifle.explosive", displayName: {"token":"\"ammo.rifle.explosive","english":" "}
itemid: 1152393492, shortname: "ammo.rifle.hv", displayName: {"token":"\"ammo.rifle.hv","english":" "}
itemid: 449771810, shortname: "ammo.rifle.incendiary", displayName: {"token":"\"ammo.rifle.incendiary","english":" "}
itemid: 815896488, shortname: "ammo.rifle", displayName: {"token":"\"ammo.rifle","english":" "}
itemid: 1578894260, shortname: "ammo.rocket.basic", displayName: {"token":"\"ammo.rocket.basic","english":" "}
itemid: 1436532208, shortname: "ammo.rocket.fire", displayName: {"token":"\"ammo.rocket.fire","english":" "}
itemid: 542276424, shortname: "ammo.rocket.hv", displayName: {"token":"\"ammo.rocket.hv","english":" "}
itemid: 1594947829, shortname: "ammo.rocket.smoke", displayName: {"token":"\"ammo.rocket.smoke","english":" "}
itemid: 1819281075, shortname: "ammo.shotgun.slug", displayName: {"token":"\"ammo.shotgun.slug","english":" "}
itemid: -1035059994, shortname: "ammo.shotgun", displayName: {"token":"\"ammo.shotgun","english":" "}
itemid: 1685058759, shortname: "antiradpills", displayName: {"token":"\"antiradpills","english":" "}
itemid: -1565095136, shortname: "apple.spoiled", displayName: {"token":"\"apple.spoiled","english":" "}
itemid: 93029210, shortname: "apple", displayName: {"token":"\"apple","english":" "}
itemid: -1775362679, shortname: "arrow.bone", displayName: {"token":"\"bone arrow","english":" "}
itemid: -1775249157, shortname: "arrow.fire", displayName: {"token":"\"arrow.fire","english":" "}
itemid: -1280058093, shortname: "arrow.hv", displayName: {"token":"\"arrow.hv","english":" "}
itemid: -420273765, shortname: "arrow.wooden", displayName: {"token":"\"arrow.wooden","english":" "}
itemid: -148163128, shortname: "attire.hide.boots", displayName: {"token":"\"attire.hide.boots","english":" "}
itemid: 936777834, shortname: "attire.hide.helterneck", displayName: {"token":"\"attire.hide.halterneck","english":" "}
itemid: -135651869, shortname: "attire.hide.pants", displayName: {"token":"\"attire.hide.pants","english":" "}
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