Console Commands¶
WalkerSim 2 provides several console commands to control and monitor the simulation. All commands start with walkersim followed by a subcommand.
Admin Privileges Required
All WalkerSim console commands require administrator privileges. On multiplayer servers, only players with admin rights can execute these commands.
How to Use Commands¶
- Open the console in-game by pressing F1
- Type
walkersimfollowed by one of the commands below - Press Enter to execute
Example: walkersim pause
Available Commands¶
help¶
Usage: walkersim help
What it does: Lists all available subcommands with a short description of each.
show¶
Usage: walkersim show
Feature: Map overlay (debug visualization).
What it does: Opens the map window and temporarily enables the WalkerSim overlay showing virtual zombie positions.
Details: The overlay only remains visible while the map is open. If you close and reopen the map, the overlay will be gone. To keep the overlay enabled permanently, use walkersim map enable.
Singleplayer Only
This command only works when playing offline or in singleplayer mode. The map overlay feature is not available on multiplayer servers.
map¶
Usage: walkersim map <enable|disable>
Feature: Map overlay (debug visualization).
What it does: Enables or disables the WalkerSim simulation overlay in the in-game map window.
Arguments:
enable(ortrueor1) - Turns on the overlay permanentlydisable(orfalseor0) - Turns off the overlay
Examples:
Details: When enabled, the map overlay shows the positions and movements of virtual zombies in the simulation. This is useful for understanding how zombies are distributed across the map. See also walkersim biomes and walkersim roadgraph for additional overlay layers.
Singleplayer Only
This command only works when playing offline or in singleplayer mode. The map overlay feature is not available on multiplayer servers.
biomes¶
Usage: walkersim biomes <enable|disable>
Feature: Map overlay (debug visualization).
What it does: Toggles drawing the world's biome layer on top of the WalkerSim map overlay.
Arguments:
enable(ortrueor1) - Draws biomes on the overlaydisable(orfalseor0) - Hides the biome layer
Details: This is a sub-toggle of the map overlay and only takes visible effect while the overlay itself is enabled (see walkersim map/walkersim show). It is useful for correlating zombie distribution with biome boundaries.
Singleplayer Only
This command only works when playing offline or in singleplayer mode.
roadgraph¶
Usage: walkersim roadgraph <enable|disable>
Feature: Map overlay (debug visualization).
What it does: Toggles drawing the road graph (the navigation graph used by road-following processors) on the map overlay.
Arguments:
enable(ortrueor1) - Draws the road graphdisable(orfalseor0) - Hides the road graph
Details: This is a sub-toggle of the map overlay and only takes visible effect while the overlay itself is enabled (see walkersim map/walkersim show). Useful for verifying the road graph processors such as StickToRoads and CityVisitor are seeing.
Singleplayer Only
This command only works when playing offline or in singleplayer mode.
cities¶
Usage: walkersim cities <enable|disable>
Feature: Map overlay (debug visualization).
What it does: Toggles drawing the detected city regions on the map overlay. Each city is shown in a distinct hash-based color so adjacent or overlapping clusters can be told apart.
Arguments:
enable(ortrueor1) - Draws city regionsdisable(orfalseor0) - Hides city regions
Details: This is a sub-toggle of the map overlay and only takes visible effect while the overlay itself is enabled (see walkersim map/walkersim show). Useful for verifying which areas the city-detection heuristic identified as cities and what the PreferCities, AvoidCities, and CityVisitor processors actually see. Cities draw underneath the road graph and agent markers.
Singleplayer Only
This command only works when playing offline or in singleplayer mode.
pause¶
Usage: walkersim pause
What it does: Pauses the simulation completely.
Details: This stops the simulation from running, which also halts all spawning and despawning of zombies. Existing spawned zombies will remain in the game world, but no new zombies will spawn and virtual zombies will stop moving in the simulation.
resume¶
Usage: walkersim resume
What it does: Resumes the simulation after it has been paused.
Details: This restarts the simulation, allowing virtual zombies to continue moving and spawning/despawning to function normally again.
restart¶
Usage: walkersim restart
What it does: Reloads the configuration file and restarts the simulation from scratch.
Details: Use this command after making changes to the WalkerSim.xml configuration file. The simulation will reload all settings and reinitialize with the new configuration. This is useful for testing different settings without restarting the entire server or game.
stats¶
Usage: walkersim stats
What it does: Displays detailed statistics about the current simulation.
Output includes:
Simulation
- Active: Whether the simulation is running
- Paused: Whether the simulation is paused
- Ticks / Unscaled Ticks: How many simulation updates have occurred (scaled and unscaled by the time scale)
- Simulation Time: How long the simulation has been running
- Time Scale: The speed multiplier of the simulation
- Average Tick Time: Performance metric showing how long each simulation update takes
World
- World Size: The dimensions of the simulated world
- Day: The current in-game day
- Daytime: Whether it's currently day or night
- Bloodmoon: Whether a Blood Moon is currently active
- Players: Number of players in the game
- Wind: Current wind direction, its target direction, and when it changes next
Agents
- Population Total: Total number of virtual zombies in the simulation
- Population Active: How many of them are active (not dormant due to the population ramp)
- Alive / Dead: How many virtual zombies are alive or waiting to respawn
- Groups: Number of zombie groups
- Spawned: Current number of spawned zombies in the game world
Spawning Stats
- Successful: How many zombies have successfully spawned
- Failed: How many spawn attempts failed (e.g., due to obstructions)
- Despawns: How many zombies have been despawned
Players
- One line per player with entity id, position, and whether spawning around them is currently allowed
Details: This command is useful for debugging, monitoring performance, and understanding the current state of the simulation.
timescale¶
Usage: walkersim timescale <value>
What it does: Changes the speed of the simulation.
Arguments:
value- A floating-point number representing the speed multiplier
Examples:
walkersim timescale 1.0 # Normal speed
walkersim timescale 2.0 # Double speed
walkersim timescale 0.5 # Half speed
walkersim timescale 10.0 # 10x speed
Details: Values greater than 1.0 speed up the simulation, while values less than 1.0 slow it down. This can be useful for testing how zombies behave over longer periods, or for slowing down the simulation to observe specific behaviors in detail.
config¶
Usage: walkersim config
What it does: Displays the currently loaded WalkerSim configuration.
Output includes:
- Random Seed: The seed used for random number generation
- Population Density: Number of virtual zombies per square kilometer
- Group Size: Number of agents per group
- Fast Forward At Start: Whether the simulation fast-forwards on startup
- Start Agents Grouped: Whether agents start in groups or scattered
- Start Position: Where agents initially spawn (RandomCity, RandomBorderLocation, etc.)
- Respawn Position: Where agents respawn after death
- Pause During Bloodmoon: Whether simulation pauses during Blood Moon events
- Sound Distance Scale: Multiplier for sound event distances
- Processor Groups: Complete list of all movement processor groups including:
- Group number (or "Any" for generic groups)
- Speed scale
- Post-spawn behavior settings
- All processors with their type, distance, and power values
Details: This command is useful for debugging configuration issues, verifying that your XML settings loaded correctly, and understanding the current simulation parameters. It's especially helpful when sharing configurations with others or troubleshooting behavior.
maskinfo¶
Usage: walkersim maskinfo
Feature: Spawn group masks (advanced, see Spawn Group Masks).
What it does: Resolves and prints the spawn group at the player's current world position by sampling the configured spawn group mask image (ws_spawngroupsmask.png).
Output includes:
- The player's position in both game-world and simulation coordinates
- The matched spawn group's day and night entity group names
- The hex color used by that spawn group (the color sampled from the mask image)
Details: This command is only meaningful if you have set up the spawn group mask feature by placing ws_spawngroups.xml and ws_spawngroupsmask.png in your world folder. Without those files, no custom spawn groups are defined and the command will report that none was found at your position. It is the primary debugging tool for verifying that the colors in your mask image align with the regions you intended.
gamestages¶
Usage: walkersim gamestages
Feature: Game stage spawning (see Game Stage Spawning).
What it does: Prints the game stage based spawn gating in effect at the calling player's current position.
Output includes:
- The player's game stage and the sampled area game stage (the value the spawner uses, combining nearby players)
- The number of captured game stage gated spawn entries (confirms
mings/maxgswere read fromspawning.xml) - The biome at the player's position
- Each biome spawn group with its captured game stage range (or
ungated) and whether it is currently eligible
Details: This is the primary tool for verifying game stage spawning. A group that shows a real range rather than ungated confirms the mings/maxgs from spawning.xml were matched to that group. eligible=False means the current game stage is outside the group's range, so it will not be selected. Groups without mings/maxgs always show ungated and stay eligible. This is only meaningful when the loaded spawning.xml uses mings/maxgs, which the base game does not.
Tips¶
- Use
walkersim statsregularly to monitor the health and performance of your simulation - Use
walkersim configto verify your configuration loaded correctly after making changes - If you make changes to your XML configuration, use
walkersim restartto apply them without restarting the server - The
showcommand is great for quickly checking zombie distribution without permanently enabling the overlay - Use
timescaleto speed up testing when experimenting with different configuration settings - Use
gamestagesto verify game stage based spawning when running an overhaul that setsmings/maxgsinspawning.xml