Admin, console and mods
What the shipped game files actually reveal about admin privileges, the developer console and the modding API — and, just as importantly, what they do not.
Read this before the tables
Everything below is recovered from identifiers inside the game's compiled assemblies. That proves these features exist and gives their real names. It does not give you the syntax: the shipped package documents none of it, and we are not going to guess at argument order and present it as a command reference. Treat this as a map of what is there, not a manual.
Admin privileges
The server tracks admins as first-class data, not as a config afterthought:
AdminList— a list of admins held on the server (Pug.Other).ConnectionAdminLevelCD— per-connection, with fieldsadminPrivilegesandonlineId. Privileges are a level attached to a specific online identity, so admin is graded rather than on/off.
The shipped ARGUMENTS.txt exposes no admin flag, and the word "admin"
appears nowhere in the packaged documentation — so how an admin is granted is not answerable from
these files. That is a genuine gap, and it is the honest answer to "what is the admin key".
Developer console commands
The console is built on Quantum Console. These command methods exist in the code:
| Name | What it appears to do | Defined in |
|---|---|---|
Spawn | spawn an object | Pug.Dev ConsoleCommands |
SpawnByName | spawn an object by its name | Pug.Dev ConsoleCommands |
SpawnTile | place a tile | Pug.Dev ConsoleCommands |
SpawnInGrid | spawn across a grid | Pug.Dev ConsoleCommands |
TriggerEnvironmentEvent | fire an environment event | Pug.Dev ConsoleCommands |
ListAllEnvironmentEvents | list the environment events | Pug.Dev ConsoleCommands |
SetTimeScale | change the speed of time | Pug.Dev ConsoleCommands |
MarkEnemyAsKilled | mark an enemy as defeated | Pug.Dev ConsoleCommands |
ToggleEnemyBehaviour | turn enemy AI on or off | Pug.Dev ConsoleCommands |
KillCritters | remove critters | Pug.Dev ConsoleCommands |
Unlit | lighting toggle | Pug.Dev ConsoleCommands |
SpawnCustomScene | spawn a custom scene | PugWorldGen CustomSceneConsoleCommands |
LoadoutCommand | apply a predefined loadout | Pug.Dev LoadoutCommands |
CollectionCommand | operate on object collections | Pug.Dev CollectionsCommands |
Debug commands
A separate DebugCommand enumeration, which reads like the internal testing surface:
| Command |
|---|
Destroy |
FillTile |
ClearTile |
CreateEntity |
SetPlayerHunger |
ToggleEnemyBehaviour |
EnableSuperMan |
DisableSuperman |
SetPlayerPosition |
SetMovementSpeedMultiplier |
SetPlayerBaseMaxHealth |
SetPlayerMana |
TriggerEnvironmentEvent |
ResetEnvironmentEventCooldowns |
SetEnvironmentEventsEnabled |
Modding API
Core Keeper ships a first-party mod SDK — these assemblies are in the server package itself:
PugMod.SDK.dllandPugMod.SDK.Runtime.dll— the modding API, including aCommandWithModSupportAttribute, so console commands are explicitly extensible by mods.PugMod.Loader.dll,PugMod.Integration.dll,PugMod.Platform.dll— loading and platform integration.- A
modioasset bundle ships alongside, so mod.io is the distribution channel.
Official modding documentation lives at github.com/CoreKeeperMods/Core-Keeper-Docs.
The config surface you do not need a mod for
Before writing a mod, note the developer ships an editable config tree and documents it in
StreamingAssets/Conf/README.txt. Loot tables, spawn tables, talent values, fishing
behaviour and factions are all plain JSON, and -confdir <directory> loads your own
copies over the defaults. Most "QoL" changes people write mods for are reachable from there.
See the server page for the launch arguments.