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.
Loads a mod by its workshop ID. You can specify multiple mods by separating ids with whitespace.
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.
loadmod 714026119 704019543
Tells the server to not load the shared environment. Use this command to speed up connection times and reduce memory usage, if you aren't using any in-built assets in your map. NOTE THAT THIS INCLUDES ANY WORKSHOP MOD!!! You can not use this if you use any workshop mods (loadmod 12345)
Attempts to bake out a navmesh for the current level. Use for creating navmeshes for custom maps.
Sets how often the server should backup its autosave
Sets the server wipe schedule, as displayed in the server browser, in seconds. A negative value will show no wipe. The value is the number of seconds, from when the save was created to when you will wipe.
Sets whether to autosave the server.
Sets where the save file for the server will go. By default this is the same location as the executable.
Setting this too high may induce excessive lag on a highly populated server which has many structures
structurecomplexitylimit 0 50000
This is a throttle on how many packets the initial structure sync will use per frame. Increase this if players take too long to download the structures on your server. Decrease this if you notice lag when players are connecting. The default value is 200.
The default value is usually fine. Adjusting either higher or lower seems to only have negative results both ways.
Turn structure decay on and off.
How often a structure will be damaged by decay. Low values may have a performance impact. Default is 600.
<damage> OR <minDamage> <maxDamage>
How much damage will be done when a structure decays. If you give one value, the damage is set to that value. If you give two, it will be a range between those two values. Default is 5 - 10.
structuredecaydamage 5 10
How long a structure must be both unclaimed and unmodified, before it begins to decay. Default is 24 hours.
Sets how many resources the Loadbalancer can use per frame. The default is 100. Increase this number if you have high server FPS but slowupdate cycle rates.
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.
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.
Use to debug and see what is taking up time in the Load Balancer. After enabling monitoring, wait 1 minute and then run the `dumploadbalancer` command. Do not leave this enabled, as it has significant overhead.
Determines how much time spawners can take. If you think the spawner is running too slowly and players aren't getting the spawns you would expect, try increasing this number. Default is 10.
This page was last edited on 25 December 2019, at 20:03.
Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. All rights reserved.
This site is a part of Fandom, Inc. and is not affiliated with the game publisher.