Creativerse

Creativerse

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Creativerse Chat Commands
By entuland
List of commands and preferences that can be run in the Creativerse chat
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Introduction
This guide is about the commands that can be run in the in-world Creativerse chat.

Some of these options are available in the settings interface as well.

This guide does not cover all the commands you may find in the chat, for the simple reason that some commands don't seem to do anything and/or I have no idea whether they do anything at all.

Only a few commands which I ignore the purpose of are listed in the last section since I think they actually do something and I'm investigating on them.
Player management
/who
Lists the players that are currently online in the world.

/ignore [playername]
Ignore a specific player - their messages in the chat will not be shown to you.

/unignore [playername]
Stops ignoring that player's chat messages.

/ignoreall
Enables ignoring all the messages sent by other players in the chat - run the same command again to stop ignoring all the players.

The "ignore" feature only covers messages sent by the players, notifications about players being killed, killing mobs, crafting items and so forth will still be shown in the chat.

The following commands require additional privileges to be run (Owner, Admin or Mod) - the game chat will reply back in case you don't have the privileges to run them.

/mute [minutes]
Opens an interface to pick the player to get muted. Defaults to 5 minutes muting.

Where the ignore feature only affects your own chat, muted players will not be able to send messages in the chat at all.

/kick [minutes]
Opens an interface to pick the player to be kicked out of the world. Defaults to 5 minutes kicking.

/ban
Opens an interface to pick the player to be banned.

/unban
Opens an interface to pick the player to be unbanned.

/promote [Admin|Mod|Builder|Visitor]
Opens an interface to pick the player to be promoted (or demoted) to the role you specify.

/setspawn
Sets the spawn position for any new player coming to the world. The position will be that of the player running the command.

This position will not be used for players that have already entered the world, as they will normally respawn in their last position.

This position could though be used for returning players if their position happens to be invalid due to some game bug or connection hiccup.
Private messages (whisper and party)
/w (playername) (message)
Sends a message that will be seen only by that specific player (so called whisper).

/r (message)
Whisper back to the latest player that whispered to you. Hitting the Backspace key while the chat is closed will open the chat with the "/r" command already there.

/party invite (playername)
Invites a player to your party. The only use for parties right now is to send messages that will be only seen by players in the party.

/party accept /party decline
Accept or decline a party invitation.

/party leave
Leave the party.

/party kick (playername)
Kicks the specified player from the party - only the player that created the party can issue this command.

/p /g
These are special commands that will immediately change the destination of your message (to the party chat or to the global chat) as soon as you hit SPACE after "/p" or "/g".

The chat line will change from [global] to [party] or the other way around to notify you of that change, which will persist after closing and reopening the chat.

Preferences
/resetprefs
Restore all the preferences to the default settings - this affects only the preferences that are changed with the "/pref" prefix.

/pref
Lists all the available preferences.

Some of the preferences do not persist across reloads.

To know whether a preference saves or not you can hit TAB after typing the command and the chat should reply with info about the default value, whether or not the setting will save (persist) and the accepted range.

For instance, if you type this:
/pref LodBias
and then hit TAB, the game will reply with this information:
[autocomplete] graphics - LOD Bias (Default: 2 Saves: True, MinValue: 2, MaxValue 8)

That saves/persists information on TAB isn't shown for some preferences even though they really persist (such as the View Radius, which persists across reloads, but the TAB info doesn't include the "Saves: True" mention).

Preferences will be listed here with the type of value they accept:
  • string: any text, no need to wrap it into double quotes or the alike
  • boolean: either True or False, the numbers 1 and 0 can be used as well
  • single: a number that accepts decimals, such as 1.5
  • int32: a whole/integer number
Informative & troubleshooting
/help
Lists all the available chat commands.

//
Prints the player coordinates in the chat.

/sim
Shows some info about the simulation - if the command replies with "owns region: true", that means that all the chunk computations about mobs, liquids, fire and so forth are run on the machine of that player. If the command replies with "owns region: false", then another player has loaded that chunk before and such computations are run by that other player's machine.

More info about coordinates and chunks: https://steamcommunity.com/app/280790/discussions/3/2145343313160830833/

/temperature
Shows some temperature-related info - despite the fact that it seems to be values expressed in Celsius degrees, the conversion between Fahrenheit and Celsius seems wrong. Not even sure that the F in the game interface really means Fahrenheit and that the chat command returns Celsius. They could as well be Fantasy degrees or Chizzard degrees for all I know.

/toxicity
Seems to be always zero, not sure if it should show the corruption level or something related to swamps / bog water.

/chunkdebug
Toggles printing of various debug information string on screen.

/findcornerstones
Prints information about cornerstones overlapping the player position, particularly useful to get rid of ghost cornerstones, more info here:
https://steamcommunity.com/app/280790/discussions/3/2145343313160764070/

/stuck
Attempts to move the player to the closest valid position.

/kill
Kills the player issuing the command.
World control
/shutdown [seconds]
Shows a notice with a countdown on screen for all the players, after that countdown all the players in the world get kicked out, then the world closes to stop running on the server.

The default amount of seconds is 20, and the command may not work if the world has not been running for at least 5 minutes.

Please do not abuse this command, it should only be used if you are instructed to do so by the Creativerse support or if you know that it is going to sort out a real problem with your world.

If you are getting random disconnections or lagging or latency or the alike, it's more likely a problem with the installation on your computer, or your settings, or your connection - when in doubt just contact support@playfulstudios.com to get proper help.
In-game HUD
/hud
Hides the HUD - just hitting ESC twice or opening your bag should give you the HUD back.

/tutorial [on|off|reset]
Toggles the display of info messages about how to play (such as hitting TAB to cycle through the gauntlet / sword / tool). Resetting them will show you those info messages again as if you have never seen them before as you progress through the basic game actions.

/pref TutorialEnabled boolean
Should be the same as the above "/tutorial" command, not entirely sure why we have two different commands to cover that.

Some players reported needing to run both these commands and relogging to completely get rid of the tutorial messages:
/tutorial off /pref TutorialEnabled false
Audio
/pref MutePets boolean
Disables pets voices.

/pref QbVoiceEnabled boolean
Seemingly obsolete, was used to disable the voice of QB in the main screen in the old UI version.
Cursor and mouse
/pref CursorCharacter string
Sets the characters used by the crosshair - you can put multiple characters in the string part, but no spaces.



/pref CursorOutline boolean
Toggles the display of a thin black line around the white characters used by the crosshair.




/pref ReverseScrollWheel boolean
Reverses the direction of the quickbar scrolling - also affects the paint quickbar.
Character control
/pref ThirdPersonAlways boolean
Sets third person view in all cases (even while building, not only while fighting) - may require tabbing through gauntlet / sword / tool once to be applied

/pref ThirdPersonDoubleTapRolls boolean
Enables or disables doing rolls by doubletapping the direction keys

/placeeffect [1|0] /pulleffect [1|0]
Enables or disables some additional effects applied when players place and pull blocks.

Such additional effects are this green ring appearing as you place blocks...




...and these small particles appearing on the block as you pull them:




The "trembling" of the block and the "smoke" as you pull them cannot be disabled.
BP Preview
/pref ShowAllBpPreviews boolean
Enables seeing previews of cornerstones placed by other players.

You will always see previews of cornerstones you place yourself.
User Interface control
/pref HideCoinBalance boolean
Hides the coin balance from all the interfaces (ESC screen, store).

/pref PainterPaletteScale single
Allows scaling down the palette - defaults to the maximum value of 1, the minimum value is 0.5 which will display the palette at half its original size.

/pref ItemExplorerScale single
Allows scaling down the Creative Mode list - defaults to the maximum value of 1, the minimum value is 0.5 which will display it at half its original size.

/pref ItemExplorerXOffset single
Allows moving the Creative Mode list to the right. Defaults to zero, max value 200. Moving it too far to the right without scaling it down may cause such list to overlap with the character weapon / gauntlet slots and with chests / stations interfaces.

/pref UiBackgroundColorScalar single
Allows darkening the background of the new User Interface. Defaults to 1, which is the original blue, setting it to 0.5 will set it to half its brightness and setting it to 0 will make it fully black. This is a partially supported feature and will not consistently affect all the UI parts, some widgets or screen may retain their original bright blue colors.
Basic Graphics control
/pref GraphicQuality int32
Values:
  • 0: Fantastic
  • 1: Good
  • 2: Fastest

Not sure if altering the above really changes anything, seems like the option can only be altered from the Graphics settings.

/pref AntiAliasType int32
Values:
  • 0: No Anti Aliasing
  • 1: FXAA (Fast Approximate AA)
  • 2: SMAA (Sub-pixel Morphological AA)
  • 3: TAA (Temporal AA)

If you need more info about how each of those different antialiasing methods work it's better to google them, otherwise just change them and stick with the one that looks better to you.

/pref EnableSSAO boolean
Toggles ambient occlusion, which will cause textures to become darker depending on the occlusion of nearby blocks.

Here you can see the comparison between Ambient Occlusion enabled (darker) or disabled (brighter):




/pref OcclusionCullingTimePerFrame single
Amount of milliseconds (?) allowed to compute occlusion culling - doesn't seem to have any minimum or maximum values, and not entirely sure what this affects, probably the computation of what should get not computed cause it's hidden by other blocks or because it's outside of your field of view. Do not set it to zero though cause it would stop chunks from rendering at all. Defaults to 1.5

/pref ShadowQuality single
There are two kinds of shadow: one is the shadow cast always vertically, regardless of the position of the sun, the other is the shadow cast according to the position of the sun.
Values:
  • 0: off (only vertical shadow)
  • 0.5: low (vertical shadow and sun-dependent shadow, sharp)
  • 1: high (as above, with sun-dependent shadow blurred)

Changes to the shadows quality seem to require reloading the game to be applied.
Additional effects
/pref EnableMotionBlur boolean
Toggles the blur effect added as you move around or look around.

/pref EnableBloom boolean
Toggles the increased amount of "perceived light" coming from torches and various other emissive blocks, such as Tourmaline Glasses, Snowflake Glasses and some machines such as Logic Gates.

/pref EnableClaimBorders boolean
Toggles the display of "walls of light" at claims borders (for the claimed spots only, that is). If you get such "walls" stuck after disabling them you may need to log out and in again from the world.

/pref EnableRipples boolean
Toggles a wavy effect applied underwater. It's not really noticeable unless you increase its value in the postprocessing file.

/pref EnableSunShafts boolean
Toggles the "rays of sunlight" piercing through the shadows.

/pref EyeAdaptation boolean
Simulates the eye adaptation when transitioning from dark to lit areas and the other way around.
Framerate and V-Sync
Framerate can be affected by the power of the computer running the game and the amount of loaded stuff in the area you're playing, along with the other settings, but you can alter the following settings to reduce the load on your machine or to improve the framerate if your machine is powerful enough and you have higher refresh rate for your display.
/pref VSyncCount int32
The allowed value for VSyncCount range from zero to 4.

Not entirely sure how that works, but this is what I get on my laptop:
  • 0 - 120FPS
  • 1 - 120FPS
  • 2 - 60FPS
  • 3 - 40FPS
  • 4 - 30FPS

The intended purpose of the VSyncCount option is to sync the frequency of the frames produced by the game with the refresh rate of your display, to avoid "screen tearing" (ugly "horizontal cuts" appearing on the screen when a frame gets only partially updated and sent to the display).

The VSyncCount setting will override the next TargetFramerate setting, so you need VSyncCount set to zero to let TargetFramerate have any effect at all.

/pref TargetFramerate int32
Changes the amount of frames per second the game will try and compute. Minimum value is 30, max value is 120.

You can set it lower than your display refresh rate to lower the load on your machine (so you could set it to 30 even if your monitor has a 60Hz refresh rate) but you could as well increase it to, say, 75, if your monitor has a 75Hz refresh rate.

Setting the TargetFramerate higher than your display refresh rate is completely useless.
Garbage Collection
Since a few updates ago Creativerse was running on a Unity version that used "halt the world" garbage collection.

That meant that the game had to stop all computations while Unity was checking the loaded objects to decide what to discard cause it was not needed anymore, and that caused the so-called "clockwork freeze" every minute or so on some rigs.

Now Creativerse uses a Unity version that allows spreading the load of such Garbage Collection over multiple frames - this collection gets still run about every minute, and depending on the rig at hand and the settings, it may still cause framedrops (during the frames that are affected by the collection) or freezes (if the "sliced" collection isn't able to complete in the intended amount of time).

The following command gives some control over the Garbage Collection settings:
/pref GCSlice single
Defaults to 4, minimum 3, max 10, values expressed in milliseconds.

In theory the higher the value, the more noticeable the framedrop, but the less likely to hit a hard freeze - conversely, the lower the value, the less noticeable the framedrop, but the more likely to get a hard freeze - at least that's my understanding of the thing.

Some rigs don't show any framedrop at all even during the garbage collection, as above all of this is heavily dependent of the CPU / GPU / RAM / Settings and load in the area.

/pref DisableUnloadAllAssets boolean
Defaults to "false", setting it to "true" should completely disable the Garbage Collection to avoid the "clockwork" stuttering.

The memory usage may increase over time and you may need to invoke the Garbage Collection manually with the following command:
/unloadunused
The above should trigger the Garbage Collection and free up all the unnecessary memory.

Just keep eyes on the RAM consumption and see if you need to run it, I have been running the game with the Garbage Collection disabled and I pretty much never needed to manually invoke it.

Leaving the world automatically invokes the Garbage Collection.

Teleporting to any location far enough for the game to trigger a loading screen automatically invokes the Garbage Collection
Rendering distance
The main rendering distance is controlled by the View Radius - which decides the chunks that are loaded at all by the game - within the loaded chunks there are some more preferences that control the rendering distance for heavier objects such as lights.

More info about the chunks: https://steamcommunity.com/app/280790/discussions/3/2145343313160830833/

/pref ViewRadius int32
Sets the radius of loaded terrain around the player (from 6 to 16) measured in chunks.

More info about the View Radius: https://steamcommunity.com/app/280790/discussions/0/1651043958639529407/

/pref LodBias single
This preference defaults to 4, minimum value 2, max value 20, it will affect the rendering distance for lots of active elements, among which the most important ones are probably lights.

The max value has been increased from 8 to 20, this should allow rendering farther objects and achieve the same result of previous versions.

Here you can see the difference in the rendering distance between the value 2 and the value 8, in the following screenshots the Arctek Torches, the Gas Lamps and the Arctek Lamps go all the way down to the end of the claim (each square subdivision in the floor is a chunk):




/pref SmallObjectCullDistance single /pref HighDetailCullDistance single
Not entirely sure what is affected by the two preferences above, I definitely have seen a difference altering the values but they seem to be expressed in blocks and it's hard to test what changes at more than one claim of distance.

Both preferences range from 100 to 256, the first defaults to 150, the second defaults to 100 - I'd say start tweaking the LodBias and if that doesn't help try increasing these latter two preferences.

Be aware that the higher the rendering distance, the higher the load on the game, so you may get a worse performance for little or no gain if you cannot really tell the difference in the effect of different values.

Better to keep all of these values as low as possible unless you really can tell the difference and you know that you want such additional viewing range.
Postprocessing
Postprocessing includes lots of the other preferences and effects listed in this guide.

Just to get an idea, this is the difference between postprocessing on and off:




In the above you can notice how the saturation, contrast and overall brightness of the world look different, along with the sun shafts missing. Postprocessing covers far more, including ambient occlusion, motion blur, bloom and so forth.

You can enable and disable postprocessing with this command in the chat:
/pref PostProcessing boolean

Be aware that turning postprocessing off will affect the in-game camera as well, so if you want to use the camera effects you need to turn postprocessing on again.

Almost all the effects applied to the normal gameplay can be tweaked in a settings file, which can be loaded, and reset with this other chat command:
/cam [save|load|reset]
The "save" option currently has no effect, you have to alter the settings file manually in order to change the values, more info here: https://steamcommunity.com/app/280790/discussions/3/2145343313160799446/
Texture control
The easiest way to explain the difference between the full texture and the flatcolor is looking at these two screenshots:




On the left you can see the full flatcolor applied to all the blocks, on the right you can see the full textures.

The following commands control the distances at which the full textures start and end fading into the flat colors:
/pref FlatColorStart single /pref FlatColorEnd single
The start defaults to 10, the end defaults to 60 (measured in blocks).

Here you can see the effect of both start and end set to 10:




The following command is a multiplier that gets applied to both start and end:
/pref FlatColorFactor single
the above preference ranges from zero to 10, setting it to 0.5 will halve both start and end distances, setting it to 2 will double both.

For all practical purposes, the following two setups are completely equal:
/pref FlatColorStart 10 /pref FlatColorEnd 10 /pref FlatColorFactor 1
/pref FlatColorStart 5 /pref FlatColorEnd 5 /pref FlatColorFactor 2
Unknown commands
Not entirely sure what these command do. Putting it here in case anyone manages to figure out and wants to comment about.

/pref UseMoverUpdateLOD boolean
The chat describes the above command as "whether to use low LOD NPC mover updates". I have a feeling it affects mobs, probably two different ways to compute mobs pathing or animation.

/pref Interpolation int32
The chat describes the above command as "graphics - player interpolation". Defaults to 1, ranges from zero to 2. No idea what it really does but it clearly has only three available values.

/pref FixedUpdate single
The chat describes the above command as "graphics - target fixedupdate". Defaults to the minimum value of 0.016, which is about a 60th of a whole, max value is 0.2, which is a 5th of a whole. No idea what this really affects.
Ending words
Comments to screenshots, blueprints and guides are annoying cause they cannot be edited or referenced to.

If you have any comment about this guide I'd be happy if you could post them in this thread instead:
https://steamcommunity.com/app/280790/discussions/3/1637543304825874627/

Thank you!
7 Comments
ώɨƶąřȡ Dec 28, 2022 @ 10:32am 
this is pretty good soup sir :D
thznk you a lot
Sage Jan 21, 2021 @ 1:38pm 
very nice
Fletchersketche Sep 13, 2020 @ 6:08am 
Thanks for this!
The ArchiTex Sep 5, 2020 @ 2:41pm 
Copied and stored for my future edification!
Prince Jun 17, 2020 @ 5:47am 
Than you very much for the useful information!
MyProfile Jun 13, 2020 @ 9:16am 
Thanks for this. Saves a whole lot of questions and no doubt will help me tweak the game so this 8 year old gaming lap top can somewhat provide the performance it needs.
Above and beyond reproach.
General Lee Stoned |StUn| Jun 7, 2020 @ 9:52pm 
Excellent! This guide is something that has been missing from the game for years. Thanks for the information.