7- Console commands

Updated 5 days ago

Console commands

Press F5 for the console. None of these is a cheat; they do not need devcommands.

Blueprints

inn.bp.capture <name> [radius]

Write the building you are looking at out as a blueprint.

With no radius it takes the building itself: whatever is joined to the piece under your crosshair, and nothing that merely stands near it. With a radius it takes everything built within that many metres of you, which is the blunt way and useful for a scattered site.

The Builder's Hammer does the same thing with B and no typing - see Hammer and blueprints.

inn.bp.place [blueprint|clear]

Lay a blueprint out in front of you, facing the way you face. clear pulls the nearest stake and everything belonging to it; clear all does the lot within range.

inn.bp.dump [blueprint]

With no argument, list the library. With one, read that blueprint and report its pieces and the materials it will cost.

inn.bp.measure [blueprint|prefab ...]

Report where each piece's origin sits inside it. For working out why a plan lands offset.

inn.bp.cleanup [radius] [fix]

Find pieces stacked exactly on top of each other. Add fix to remove the duplicates.

inn.bp.mend

Re-plan whatever is missing from the plan-built structure you are standing in. The plan still knows where every piece goes and at what angle; this is how you get a broken wall put back properly rather than by eye.

Settlement

inn.navtest [label|on|off]

Records a labelled navigation marker and queues detailed snapshots for loaded residents. For example, use inn.navtest door, inn.navtest stairs or inn.navtest stuck while reproducing the problem. Captures include movement before/after crowd avoidance, route points, floor heights, nearby colliders, door leaves and an independent NavMesh query. The 0.2.2 working diagnostic build follows Debug.VerboseLog by default; this command enables its extra logging for the session, and inn.navtest off stops the extra logging. It changes no NPC destinations or world objects. Keep the full BepInEx LogOutput.log after testing; the startup build= field identifies the exact diagnostic build.

inn.navtest passage Havard checks the nearest three doors within 40 metres of the named loaded resident. For open doors, it reports whether the centre and two side lanes have ground and clear the resident's actual capsule, including the blocking collider's bounds. It leaves the resident and door states unchanged.

inn.navtest segment Ottar 479.235 50.455 -334.131 480.112 50.455 -334.438 checks the first two metres of a heading from the supplied position using the named resident's actual capsule. It reports the blocking collider without moving anyone. This local corner check does not validate ground, fire avoidance or a complete route.

inn.navtest ground 477.341 61.997 -289.683 asks the physical planner whether it can project walkable ground at a point. Steep terrain cannot become walkable through the height-only fallback. This probe changes no destinations or world objects.

inn.net

Logs network queues, connection statistics, loaded resident ownership and resident data sizes. Run it several times while interactions or structures are failing to load, on each client and the server, and keep their full LogOutput.log files. Read only; it works with VerboseLog off. Available from the 0.2.2 working build.

inn.frith.adopt [radius]

Residents nearby whose own Frithstone is gone join the one nearest you and become yours. Default 60m.

For a settlement whose stone was destroyed, or residents inherited from an older save.

inn.follower.home

Send any followers left behind in the world back to the Frithstone. For the one that did not make it through the portal.

inn.world.backups

List the copies of this world taken before each session, and print the folder they are in.

Restoring is manual and deliberately so - close the game, then copy a backup's contents back over the save.

inn.cloudrestore <folder-with-%20-for-spaces> [worldName]

Writes files from the named folder into Steam Cloud through Steam's API, registering them as worlds/<worldName>/. If worldName is omitted, the folder's name is used. Run it from the main menu with no world loaded, and only point it at a complete set of known-good world files. A space in the folder path must be written %20. Restart the game afterward so the world list refreshes. This recovery tool overwrites matching cloud files.

Chest and field diagnostics

inn.chests

Lists settlement chests, their sorting rules and how full they are.

inn.debug [on|off]

Unlocks Innangard's diagnostic commands for the current session. It does not turn on VerboseLog by itself.

inn.reach [resident]

Look at a chest and run this command to see whether residents can reach and use it, and why not if they cannot.

inn.footprint [on|off]

Shows or hides the settlement footprint overlay on the map.

inn.ground

Reports the ground type under the player, including whether Innangard recognizes it as a road.