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7- Console commands
Updated 5 days agoConsole 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.