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Testing commands

The game has a set of console commands that help you test a mod quickly: jump to a day, give yourself money or tools, open a map, hide the HUD for a clean screenshot.

caution

These commands work only in the Creator Kit editor: in Play In Editor, or in a standalone game window launched from the editor. They do not work in the released game.

How to enter a command​

  1. Start Play In Editor (or a standalone game from the editor).
  2. Press the console key: ~ (Tilde). The kit also accepts ^ (Caret), so on layouts without a ~ key use that one.
  3. Type the command and press Enter.

Commands are not case-sensitive. Arguments in <angle brackets> are required, arguments in [square brackets] are optional.

:::note Steam If you launch a standalone window from the editor while Steam is running, AddMoney and CompleteDay may update your own Steam stats and achievements. Keep this in mind if you test on the account you play on. :::

Days and campaign​

CommandEffectExample
GoToDay <Day>Sets the day to jump to. It takes effect after you finish the current day: sleep in the bed, or use CompleteDay.GoToDay 5
CompleteDayEnds the current day immediately.CompleteDay
StartQuest <QuestName>Starts a quest. The name is matched as a substring of the quest Blueprint class name from the quest library. Mod quests are found only if they are registered in that library.StartQuest <part of the quest name>
QuestNextStepSkips the current quest step (sends the "skip step" message to the quest system).QuestNextStep
SkipQuestStepMoves the quest started with StartQuest to its next step.SkipQuestStep
danger

CompleteDay is not safe. It caches data from the previous day and may leave the game in an incorrect state. Use it rarely, and do not trust a save made right after it.

Tools and items​

CommandEffectExample
AddTool <Name>Gives the player a tool. All gives every base tool.AddTool Scanner
UpgradeTool <Name> <Upgrade>Applies a tool upgrade (1 to 4) to a tool. The name is matched like in AddTool.UpgradeTool Scanner 2
AddSyringe [Count]Adds syringes (default 1).AddSyringe 5

AddTool accepts a part of the name (any case): light (flashlight), pistol, scanner, multi (multitool, the thermo-pulsometer), steth (stethoscope), syringe, hammer, shock or electro (electroshock), math (mathiascope), xray, stick (UV stick), uv (UV tower), wanted or notebook (wanted notebook, Miami), and all.

caution

AddTool does not look tools up in a data table. It maps the name to a fixed list of base-game tool tags, so a tool added by a mod cannot be added with it, and an unrecognised name silently gives the flashlight. To test a mod tool, grant it the normal way, from your campaign or day settings (see Testing a mod). Also note that any name containing all adds every base tool.

Money, resources, upgrades​

CommandEffectExample
AddMoney <Amount>Gives the player money.AddMoney 9999
AddResource <Resource> [Count]Adds base resources (default 1). Resource is matched as a case-insensitive substring of the resource tag. The amount is clamped to the resource limit.AddResource food 50
AddUpgrade <Zone> <Upgrade>Buys a base upgrade in a zone for free. Zone is a substring of a zone tag (see below). Upgrade: m1 to m6 (main) or s1 to s6 (side); anything else gives m1.AddUpgrade lab m2
OpenAllUpgrades <Zone>Buys every upgrade available for a zone. Zone names are the same as in AddUpgrade.OpenAllUpgrades lab
AddRP <Amount> [Source]Adds research points (RP). Source is an optional number, default 0.AddRP 1000

Resource and Zone are matched as case-insensitive substrings of gameplay tags. An unknown name only prints a warning to the Output Log.

Resources (tags Base.Resource.*): Food, Water, Medical, Ammo, Fuel, Energy, QuarantineMedical. Use food, water, ammo, fuel, energy, quarantinemedical. For plain Medical use resource.medical: plain medical may also match QuarantineMedical. Example: AddResource food 50.

Zones (tags Base.Zone.*): Canteen, Checkpoint, Defense, Elimination, Energy, Lab, Medical, Quarantine, Recreation, TentCamp, Tower. Use e.g. lab, quarantine, canteen; for Medical use zone.medical. Example: AddUpgrade lab m2.

Symptoms​

CommandEffect
OpenAllSymptomsMarks every symptom as discovered.

Levels and maps​

CommandEffectExample
OpenLevelByTag <Tag>Opens a level by its Level.* gameplay tag. This is the way to open a mod map: the tag comes from your QzLevelDataAsset. An unknown tag prints a warning and does nothing.OpenLevelByTag Level.Chicago
open <MapName>Standard Unreal command: opens a map by name or path. It loads the map directly, without going through a campaign.open L_BuildDLC_Miami
OpenLevelDefenseBaseLoads the Base Defense level, carrying over money and defence data from the current game.OpenLevelDefenseBase
OpenLevelDefenseConvoyLoads the Convoy Defense level, carrying over money.OpenLevelDefenseConvoy

For a mod map, prefer starting your campaign (see Testing a mod) or OpenLevelByTag with your own Level.* tag. open <MapName> skips the campaign setup, so gameplay that depends on the campaign may not initialise.

NPCs and zones​

Zone names in these commands are matched by a part of the word: bl (block), qua (quarantine), liq (liquidation), lab (laboratory).

CommandEffectExample
MoveFreeNPCsToZone <Zone>Teleports all NPCs that have no destination yet to a zone.MoveFreeNPCsToZone block
MoveTo <Zone>Sends the NPC currently in your inspection slot to a zone. An unknown zone means the block.MoveTo qua
ToCagePuts a zombie (a turned NPC) into a cage.ToCage
AddDeadBody [Count]Adds corpses (default 1) to the body bag storage, to feed the zombie in a cage.AddDeadBody 5
ToggleProfileDebugShows or hides the profile debug info (ProfileInfo) on debug NPCs.ToggleProfileDebug
NPC.DisableID <0 or 1>Console variable: 1 hides the NPC ID and state text above NPCs, 0 shows it.NPC.DisableID 1

Laboratory​

CommandEffectExample
ShowLaboratorySlotPrints the state of the current laboratory slot and the NPC ID on screen.ShowLaboratorySlot
KillNPCInLaboratoryInstantly kills the NPC in the laboratory.KillNPCInLaboratory
SendNPCFromLaboratory <Zone>Sends the laboratory NPC to a zone. Accepts quar, liq, blo (or the full word).SendNPCFromLaboratory quar
EndlessLabPuts a body into the laboratory immediately and switches the lab to debug mode.EndlessLab
caution

EndlessLab is unstable and must be entered again after every completed laboratory sequence.

Miami map​

These commands work only on the Miami map.

CommandEffectExample
ToggleDebugWantedShows or hides the "WANTED" debug text over today's wanted NPCs.ToggleDebugWanted
YachtStartRepair <SectionTagPart>Starts repairing the yacht section whose tag contains the text.YachtStartRepair engine
YachtAssignSurvivors <SectionTagPart> <NPCIds>Sends NPCs to repair a section. IDs are separated by commas or spaces.YachtAssignSurvivors engine 12,15
YachtEndDayResolves the yacht repair assignments as at the end of a day.YachtEndDay
AddAllDrugsAdds all drug types to the laboratory (3 of each type).AddAllDrugs
OpenAllWorkbenchesUnlocks all workbenches. Not needed when story mode is off: then all workbenches are unlocked already.OpenAllWorkbenches

The section text in the Yacht commands is a part of the section tag, matched without case. The first section whose tag contains it is used.

Environment​

CommandEffectExample
WeatherNextForces a weather change.WeatherNext
SetTimeOfDay <Time>Sets the time of day, clock style from 0 to 2400.SetTimeOfDay 1800

Utility​

CommandEffectExample
SkipCinematicSkips the current cut-scene.SkipCinematic
DeathKills the player character (for respawn tests).Death
DisableHUDAndDebug <0 or 1>1 hides the HUD, screen messages, NPC IDs and quest markers; 0 brings them back. Handy for clean screenshots.DisableHUDAndDebug 1
slomo <Value>Standard Unreal command: global time speed. 1 is normal, 2 is twice as fast, below 1 is slow motion.slomo 2