Console Commands

This is a list of console commands that can be used. F1 is the default key to bring up the console. Commands can also be executed with `rcon` and autoexec.cfg

## Client Commands

These are commands that all clients, regardless of permissions, can execute.

## Server Commands

These commands can only be executed on the server. Some can only be executed before loading a savegame. If you are on the client, and are an administrator, you can execute these commands on the server by prepending `rcon` in your console, or put them in your autoexec.cfg. ANY commands not in the autoexec will be deleted upon server restart.

### Modding

* You should never remove a workshop mod unless you are prepared to wipe, as doing so mid-save often results in broken save states. To remove a workshop mod, simple delete the loadmod entry from your autoexec when you wipe your server.
* Adding workshop mods mid-wipe is somewhat less risky, however always make sure you have a recent backup of your save state before trying.. as there is a couple of instances of this, too, corrupting save states.
* This is for STEAM WORKSHOP mods ONLY, not oxide mods.
 ignoresharedenvironment
 bakenavmesh

## CVARS

### Save Management

 savepath | <path> | Sets where the save file for the server will go. By default this is the same location as the executable. | savepath "C:/MySaveFolder/"

### Gameplay

1. Drop nothing ever (playerlootmode 0)
2. Drop backpack only (playerlootmode 1)
3. Drop backpack, and use infamy (playerlootmode 2)
4. Drop everything (playerlootmode 3)
5. Destroy everything (playerlootmode 4)
 stakedeauthtime | <seconds> | Sets the time in seconds a full ownership stake will take to deauthorise. | stakedeauthtime 7200

### Chat

 mute
 unmute

### Performance

Below is how you might improve performance using this command. It is not dangerous to your save state, however may provide variable results, or even no result at all.
* It is good idea to increase this, testing it in increments however it does require a server restart to take effect. You can't just do it in in-game console.
* In console, use the command "serverstatus" and make sure your load balancer cycle rate is always above 1.0, especially once your server becomes populated server and has many structures. CHECK DAILY to make sure the cycle rate has not fallen below 1.0. If it does, then it's time to raise the loadbalancerframebudget again.
* Don't worry about the second "average" cycle rate. This is none of our concern.
* You can also see your server's average fps with serverstatus. If you see it drop too much, your loadbalanceframebudget arg is set too high.
* If you have a high performance server you may find it extremely useful to increase this to 10000 or more
* You may see significant lag/ping improvements by increasing this setting, however - results may vary greatly depending on hardware, server configuration, build limits, what kind of loot and spawn tables your server has, and many other factors. There is always a limit. If you have any unresolved issues using this just go back to default.
* Depending on hardware, server configuration, build limits, what kind of loot and spawn tables your server has, and many other factors - it may be impossible to get the desired cycle rate. You may find that you have to compromise a bit in other areas that affect how much you are stressing Hurtworld's current capabilities.
* It seems that values above 30000 are either ineffective or start having negative results on frame and cycle rates, even on a high performance server.
 targetfps | <value> | Sets the target fps for a server. A negative value will make this unlimited
* For most servers, it is not recommended to have unlimited targetfps. 80 to 120 seems to be the way to go. This does not always mean a player will max out at the chosen frames.
 monitorloadbalancer
 spawnercellupdatesperframe