# Entities

## <mark style="color:red;">Server Owner</mark>

The table below contains a list of **Entity Commands** available for <mark style="color:red;">**Server Owners**</mark>.

<table data-full-width="true"><thead><tr><th>Type</th><th width="319">Command</th><th width="147">Input</th><th width="386">Description</th><th>Default</th></tr></thead><tbody><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.accuratevisiondistance</mark></td><td><code>"number"</code></td><td>Toggles proximity-based AI detection of players.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.animal_ignore_food</mark></td><td><code>"0/1"</code></td><td>Toggles whether animal NPCs will detect food in their surroundings.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">ai.ignoreplayers</mark></td><td><code>"0/1"</code></td><td>Toggles AI targetting of players.</td><td><code>0</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.move</mark></td><td><code>"0/1"</code></td><td>Toggles AI movement.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.npc_door_trigger_size</mark></td><td><code>"number"</code></td><td>Scales the bounding box for doors/barricades.</td><td><code>1.5</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.npc_enable</mark></td><td><code>"0/1"</code></td><td>Toggles AI spawning on boot. Does not affect Bradley APC.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.npc_families_no_hurt</mark></td><td><code>"0/1"</code></td><td>Toggles whether NPCs of the same family cn damage each other.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.npc_gun_noise_silencer_modifier</mark></td><td><code>"number"</code></td><td>Scales the noise of a player’s weapon silencer for AI detection.</td><td><code>0.15</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">ai.npc_junkpilespawn_chance</mark></td><td><code>"number"</code></td><td>Defines the percentage chance (0 → 1) for scientists to spawn at Junkpiles.</td><td><code>0.1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.npc_patrol_point_cooldown</mark></td><td><code>"number"</code></td><td>Defines how long a scientist NPC will wait (in seconds) before moving to their next patrol point.</td><td><code>5</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.npcswimming</mark></td><td><code>"0/1"</code></td><td>Toggles whether NPCs will detect if they’re swimming.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">ai.printignoredplayers</mark></td><td><code>none</code></td><td>Prints the list of currently ignored players to the console.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">ai.think</mark></td><td><code>"0/1"</code></td><td>Toggles whether AIs should update their position/movement/actions etc.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">attackentity.npc_aimconescale</mark></td><td><code>"number"</code></td><td>Scales the AI aim cone for targetting. This will affect AI accuracy.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">attackentity.npc_attackcooldownscale</mark></td><td><code>"number"</code></td><td>Scales the AI reload and shot time. This will affect AI damage output.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">attackentity.npc_attacklengthscale</mark></td><td><code>"number"</code></td><td>Scales the AI attack lengths per burst. This will affect AI damage output.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">attackentity.npc_attackspacingscale</mark></td><td><code>"number"</code></td><td>Scales the time between AI attack bursts. This will affect AI damage over time.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">attackentity.npc_damagescale</mark></td><td><code>"number"</code></td><td>Scales the raw AI damage.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">attackentity.set_easy_ai</mark></td><td><code>"0/1"</code></td><td>Bulk sets the following convars:<br><code>NPC_damageScale = 0.25</code><br><code>NPC_attackLengthScale = 0.25</code><br><code>NPC_aimConeScale = 0.5</code><br><code>NPC_attackSpacingScale = 4</code><br><code>NPC_attackCooldownScale = 4</code><br>This will result in an overall easier AI experience.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">attackentity.set_normal_ai</mark></td><td><code>"0/1"</code></td><td>Bulk sets the following convars:<br><code>NPC_damageScale = 1</code><br><code>NPC_attackLengthScale = 1</code><br><code>NPC_aimConeScale = 1</code><br><code>NPC_attackSpacingScale = 1</code><br><code>NPC_attackCooldownScale = 1</code><br>This will result in a default AI experience.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">bear.population</mark></td><td><code>"number"</code></td><td>Controls the density of bear spawning per km².</td><td><code>2</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">boar.population</mark></td><td><code>"number"</code></td><td>Controls the density of boar spawning per km².</td><td><code>5</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">chicken.population</mark></td><td><code>"number"</code></td><td>Controls the density of chicken spawning per km².</td><td><code>3</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">global.stopallspawnsdisable</mark></td><td><code>none</code></td><td>Stops new entity from being spawned.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">global.stopallspawnsenable</mark></td><td><code>none</code></td><td>Re-enables new entity spawning.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">heli.bulletaccuracy</mark></td><td><code>"number"</code></td><td>Controls the aim-cone of the Attack Helicopter. See Event Settings for more information.</td><td><code>2</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">heli.bulletdamagescale</mark></td><td><code>"number"</code></td><td>Controls the scale of the damage done by the Attack Heli’s main guns.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">heli.cantargetplayers</mark></td><td><code>"0/1"</code></td><td>Toggles whether the Attack Heli can attack players.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">heli.guns</mark></td><td><code>"0/1"</code></td><td>Toggles the Attack Heli’s ability to fire its weapons.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">heli.lifetimeminutes</mark></td><td><code>"number"</code></td><td>Defines how long before the Patrol Helicopter starts to exit, in minutes.</td><td><code>15</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">heli.napalm</mark></td><td><code>"0/1"</code></td><td>Toggles the Attack Heli’s ability to fire its napalm attack.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">heli.rockets</mark></td><td><code>"0/1"</code></td><td>Toggles the Attack Heli’s ability to fire its rockets.</td><td><code>1</code></td></tr><tr><td><h3><strong>🎮</strong></h3></td><td><mark style="color:red;">heli.strafe</mark></td><td><code>none</code></td><td>Force an active Patrol Helicopter to strafe at the position you are looking at. Client Only.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">heli.strafeatplayer</mark></td><td><code>"player ID"</code></td><td>Force an active Patrol Helicopter to strafe at the provided player, needs to be changed to playername.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">server.corpses</mark></td><td><code>"0/1"</code></td><td>Should a corpse be created when an entity dies.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">server.useminimumplantcondition</mark></td><td><code>"0/1"</code></td><td>Determines if plants should use the minimum quality level.<br>This quality is set from either LightQuality, WaterQuality, GroundQuality, TemperatureQuality, whichever is lowest.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">servermgr.imalumberjack</mark></td><td><code>"A(number)" "B(number)" "C(number)"</code></td><td>Automatically chops “A” amount of trees, every “B” seconds, for a total of “C” trees.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">servermgr.stoplumberjack</mark></td><td><code>none</code></td><td>Stops the lumberjack command.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟💥</strong></h3></td><td><mark style="color:red;">servermgr.therapture</mark></td><td><code>"X(number)"</code></td><td>Culls X sleeping players from the server. Leave blank to cull all sleeping players.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">spawn.fill_groups</mark></td><td><code>none</code></td><td>Forces a respawn on the all the group populations. Oil rig spawners etc.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">spawn.fill_individuals</mark></td><td><code>none</code></td><td>Forces a respawn on the all the individual populations.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">spawn.fill_populations</mark></td><td><code>none</code></td><td>Forces a respawn on the all the spawn populations. Ore nodes, animals etc.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">spawn.respawn_groups</mark></td><td><code>"0/1"</code></td><td>Determines if groups should respawn (Scientist spawners).</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">spawn.respawn_individuals</mark></td><td><code>"0/1"</code></td><td>Determines if individual prefabs from spawn population should respawn.</td><td><code>0</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">spawn.respawn_populations</mark></td><td><code>"0/1"</code></td><td>Determines if populations should respawn.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:red;">spawnhandler.enforcelimits</mark></td><td><code>"0/1"</code></td><td>Ensures that the spawn populations are not exceeding the max limits.<br><code>”1 forceAll”</code> will ensure all populations are enforced regardless of their enforcepopulationlimits setting.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">stag.population</mark></td><td><code>"number"</code></td><td>Controls the density of deer spawning per km².</td><td><code>3</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:red;">wolf.population</mark></td><td><code>"number"</code></td><td>Controls the density of wolf spawning per km².</td><td><code>2</code></td></tr></tbody></table>

## <mark style="color:orange;">Server Admin</mark>

The table below contains a list of **Entity Commands** available for <mark style="color:orange;">**Server Admins**</mark> and above.

<table data-full-width="true"><thead><tr><th></th><th width="261">Command</th><th width="151">Input</th><th width="437">Description</th><th>Default</th></tr></thead><tbody><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:orange;">ai.addignoreplayer</mark></td><td><code>"player ID"</code></td><td>Adds the target ID to the NPCs ignore-list, meaning that they won’t be targetted by hostile AI.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:orange;">ai.brainstats</mark></td><td><code>none</code></td><td>Prints the amount of ‘brains’ on the map. Each AI has 1 brain.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:orange;">ai.clearignoredplayers</mark></td><td><code>none</code></td><td>Clears the ignore-list, meaning everyone is targettable by the AI.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:orange;">ai.removeignoreplayer</mark></td><td><code>"player ID"</code></td><td>Removes the target ID from the NPCs ignore-list, meaning that they will be targetted by hostile AI.</td><td><code>N/A</code></td></tr><tr><td><h3><strong>📟</strong>🌌</h3></td><td><mark style="color:orange;">bradley.respawndelayminutes</mark></td><td><code>"number"</code></td><td>Controls the amount of time after the Bradley APC is destroyed, that it respawns. Time is measured in real-world minutes.</td><td><code>60</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:orange;">bradley.respawndelayvariance</mark></td><td><code>"number"</code></td><td>Defines the variance at which the Bradley APC spawns. Smaller is less variance.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:orange;">cargoshipdynamic.</mark><br><mark style="color:orange;">cargoship_speed_scale</mark></td><td><code>"number"</code></td><td>Controls the speed of the Cargo Ship. Clamped to 5.</td><td><code>1</code></td></tr><tr><td><h3><strong>📟</strong></h3></td><td><mark style="color:orange;">supply.maxcargoplanes</mark></td><td><code>"number"</code></td><td>Defines the maximum amount of Supply Planes permitted on the server at one time. Max 50.</td><td><code>50</code></td></tr></tbody></table>


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