~ (Tilde) - Toggle the debug console which many commands are run from. Use
list to see a list of commands. Use
help someCommand to get info about a command. The
list command can also be provided with a filter like so:
F3 - Toggle the debug overlay. Has a lot of useful info on networking, rendering, and other game state. Mouse over entities and areas to see things like entity id, grid id, coordinates and more.
F5 - Toggle entity spawn window
F6 - Toggle tile spawn window
B - Toggle sandbox window
Shift + F4 - Toggle UI
View Variables or VV for short is a tool to view and modify the variables of things. You can VV an object with the
vv command or using the right-click verb.
vv command takes:
vv <IoC Interface>, eg
vv IPlayerManager, will VV a client-side IoC thing.
vv S<IoC Interface>, eg
vv SIPlayerManager, will VV a server-side IoC thing.
vv <EntityUid> will VV an entity. Both client and server, at once.
vv guihover will VV the current GUI control under the mouse.
devwindow opens a secondary window that contains a growing number of useful debugging and development tools:
I recommend you enable server GC to run SS14 tests, especially integration tests (it cuts integration test times in half).
To enable this in various editors:
Unit Testing -> Test Runner and add an environment variable for
-e COMPlus_gcServer=1 to the
dotnet test command
Somebody who uses VS please fill this in
Scripting allows you to run a C# Interactive REPL inside the game! You can run scripts on both server and client. Note that scripting is disabled for release client builds due to size and security concerns, and you obviously need host level permissions to do it on the server.
To open scripting, there are two commands:
scsi. The former is on the client and the latter on the server. There is also
watch which shows the output of a list of commands each frame (like your debugger's watch window).
See this link for an introduction (I guess).
Default globals you can use are defined in
IScriptGlobals on both client and server. Useful ones are
vv on the client,
res<T>() for quick IoC resolve, etc...
By default the server is ran in "no lobby" mode. This means that the lobby is disabled and you're sent straight into the game when you connect to the server. This is convenient for testing of course, but if you want to actually test the lobby you can image why it's annoying.
To enable the lobby you need to set the config variable
game.lobbyenabled to true. There are multiple ways to do this:
--cvar game.lobbyenabled=trueto the command you're using to launch the game.
cvar game.lobbyenabled truein the server console. You will have to respawn your character to reach the lobby if you connected before doing this.
If you are using Rider, I would recommend making a separate run configuration (see below) with
sudoallows you to execute commands as the server console from your client. Most admin commands (like
ban) are automatically sent to server if you have permission to use them, but certain server management commands like
cvarcan only be executed from the server console normally. That's where you use
sudo. Of course, this requires
exec <file>allows you to execute script files in the user data directory (
%appdata%/space station 14/datafor client or similar depending on OS,
datafolder next to executable for server). You could make a
lobbyscript that automatically restarts the round into lobby and then run it like
sudo cvar game.lobbyenabled 1 restartroundnow
These are a few useful console commands and what they do. This is by no means an extensive list. To see all console commands use
guidump- dumps a complete dump of the GUI tree to a text file in
%APPDATA%/Space Station 14/guidump.txt(Windows),
~/Library/Application Support/Space Station 14/guidump.txt(macOS), or
~/.local/share/Space Station 14/guidump.txt(Linux, yes it uses XDG base dir env variables).
showrays- toggles debug drawing of physics rays. It takes a parameter for the lifetime of the rays.
showbb- Visualizes bounding boxes and grids. Grids are shown as blue volumes, with their bounds being red lines. Bounding boxes are shown as red lines.
dumpentities- dumps entity list of UIDs and prototypes.
debugai- used for the tooltips above mob heads (currently covers thinking as well as pathfinder for that specific mob).
pathfindercovers off overall pathfinding, which is currently the graph, routes, nodes (especially useful for JPS).
togglelight- toggles light rendering. Useful for mapping.
net_graph- Turn on with
net_graph 1, off with
net_graph 0. Shows graph of network usage.
tp- Teleports a player to any location. Usage:
tp <x> <y> [<MapId>].
aghost- Toggles admin ghost mode for quickly exploring map.
restartround- Restarts the round, sending players back to the pre-round lobby.
restart- Completely restarts the server.
launchauth- Loads authentication tokens from your launcher settings when ran from the client. You can run this before connecting to a server to easily enable and test authentication from dev builds.
If you are using Rider, make the most out of run configurations to quickly switch between scenarios you are testing. This is more necessary if you need to alternate between testing various scenarios such as different database backends, but get creative. For example these are the run configurations I have at the time of writing:
You can use
+command to modify server configuration and automatically execute commands to set up your test environments easily. Look around the rest of this page for some ideas if you want.