All 235 commands the Subnautica developer console accepts, with their parameters and what each one does.
The developer console
The console is off until Shift is held while pressing Enter or the backquote key (`). After that, backquote opens and closes it, Enter opens it and Escape closes it. This has to be done again after every game start. Entering any command marks the save as having used the console, and achievements can no longer be unlocked in it. <required> parameters must be given, [optional] ones can be left out.
235 entries
Items & SpawningSets every battery and power cell in the inventory to the given fraction of its capacity (0 to 1; a value that cannot be read counts as 1). Does nothing without an argument.
>charge <fraction>
Items & SpawningDeletes every item in the inventory and every equipped item.
>clearinventory
Items & SpawningSpawns copies (default 1) of a prefab from a fixed developer prefab list, matched by name and placed like spawn (default distance 12 m). Prints an error if the name is not on the list.
>create <name> [amount] [distance]
Items & SpawningAdds Boneshark egg, Crabsnake egg, Crabsquid egg, Cuddlefish egg, Jellyray egg, Shuttlebug egg, Mesmer egg, Rabbit ray egg, Sand shark egg, Ampeel egg, Spadefish egg, Safe Shallows egg, Kelp Forest egg, Grassy Plateaus egg, Grand Reefs egg, Mushroom Forest egg, Bulb Zone egg, Twisty Bridges egg, Lava Zone egg, Stalker egg, Reefback egg, Gasopod egg, Crashfish egg, and Lava Lizard egg to the inventory.
>eggs
Items & SpawningCreates the given item (default amount 1) and puts each copy into the inventory; a copy that cannot be picked up or does not fit stays 3 m in front of the camera. An unknown name prints a list of similar item names.
>item <techtype> [amount]
Items & SpawningAdds Survival knife, Scanner, Habitat builder, Titanium x10, Glass x10, Battery x3, and Computer chip x4 to the inventory.
>madloot
Items & SpawningAdds Radiation suit, Reinforced dive suit, Water filtration suit, Metal salvage, Stasis rifle, Cave sulfur, Coral tube sample, Table coral sample, Quartz, Uraninite crystal, Nickel ore, Ruby, Copper ore, Diamond, Gold, Kyanite, Lead, Lithium, Magnetite, Salt deposit, Silver ore, Stalker tooth, Crystalline sulfur, Mercury ore, Standard O₂ Tank, Ultra High Capacity Tank, Compass, Signal, Radiation helmet, and Rebreather to the inventory.
>niceloot
Items & SpawningAdds Red tablet, Orange tablet, Blue tablet, White tablet, and Purple tablet to the inventory.
>precursorkeys
Items & SpawningHas no effect.
>randomloot
Items & SpawningHas no effect.
>randomsupplyloot
Items & SpawningAdds the crafting ingredients of the given item to the inventory; ingredients that do not fit are discarded.
>resourcesfor <techtype>
Items & SpawningMakes every food and water item in the inventory fully decayed.
>rotfood
Items & SpawningSpawns a Seaglide at the surface the camera points at, or 10 m in front of the camera if nothing is hit.
>seaglide
Items & SpawningSpawns the given item, creature or object (default amount 1) at the first surface in front of the camera, or at the given distance (default 12 m) if nothing is in the way; copies after the first get a slightly random direction. An unknown name prints an error.
>spawn <techtype> [amount] [distance]
Items & SpawningSpawns Copper ore, Gold, Magnesium, Metal salvage x4, Quartz, and Salt deposit in front of the camera, each at the first surface within 12 m.
>spawnloot
Items & SpawningAdds Scanner, Repair tool, Flashlight, Survival knife, Pathfinder tool, Air bladder, Flare, Habitat builder, Laser cutter, Stasis rifle, Propulsion cannon, and Light stick to the inventory.
>tools
Blueprints & PDAAdds the databank entry with the given key (matched without regard to case) and shows its notification. ency all adds every databank entry; ency all verbose adds them with their notifications.
>ency <key> [verbose]
Blueprints & PDAToggles fast scanning (every scan takes 1 second) and prints its new state.
>fastscan
Blueprints & PDAToggles a mode in which picked-up items always play their first-pickup inspect animation, and prints its new state.
>firstuse
Blueprints & PDAWrites the list of pending inventory items to the log file.
>logpendingitems
Blueprints & PDAToggles the no-blueprints cheat, under which crafting stations do not require blueprints, and prints its new state.
>noblueprints
Blueprints & PDAOpens the PDA on its intro tab.
>pdaintro
Blueprints & PDAAdds the PDA log entry with the given key and plays it; pdalog all adds every PDA log entry without sound.
>pdalog <key>
Blueprints & PDAUnlocks the blueprint of the given item and prints its name; unlock all unlocks every blueprint.
>unlock <techtype>
Blueprints & PDAUnlocks every blueprint.
>unlockall
Blueprints & PDAUnlocks the blueprint of every item the Habitat builder can build.
>unlockallbuildables
VehiclesMakes every loaded creature that attacks the Cyclops take the Cyclops nearest to it as its target while the player is not aboard a Cyclops.
>attacksub
VehiclesStarts an autopilot that drives the piloted vehicle to random waypoints one after another and prints distance updates every 3 seconds. Prints an error when the player is not piloting a vehicle.
>autopilot
VehiclesStops the autopilot of the piloted vehicle.
>autopilotstop
VehiclesApplies 1 point of crush damage to one random crush-damageable part of every loaded Cyclops and seabase.
>crush
VehiclesAdds Cyclops depth module MK1, Cyclops depth module MK2, Cyclops depth module MK3, Cyclops engine efficiency module, Cyclops shield generator, Cyclops sonar upgrade, Cyclops docking bay repair module, Cyclops Decoy Tube Upgrade, Cyclops fire suppression system, and Cyclops thermal reactor module to the inventory.
>cyclopsupgrades
VehiclesDeals 400 damage to every loaded Cyclops.
>damagesub
VehiclesDestroys every loaded Cyclops: plays the explosion, ejects the player, drains its power, spawns its loot and places a 'Destroyed Cyclops' beacon 15 m above it.
>destroycyclops
VehiclesAdds Prawn suit propulsion cannon, Prawn suit grappling arm, Prawn suit drill arm, and Prawn suit torpedo arm to the inventory.
>exosuitarms
VehiclesAdds Prawn suit depth module MK1, Prawn suit depth module MK2, Prawn suit thermal reactor, and Prawn suit jump jet upgrade to the inventory.
>exosuitupgrades
VehiclesSets the flood level of every loaded Cyclops and seabase to half.
>flood
VehiclesStops the destruction effects, restores the intact model and stops the sinking of every loaded Cyclops.
>restorecyclops
VehiclesAdds Seamoth depth module MK1, Seamoth depth module MK2, Seamoth depth module MK3, Seamoth solar charger, Seamoth perimeter defense system, Seamoth torpedo system, and Seamoth sonar to the inventory.
>seamothupgrades
VehiclesSpawns the vehicle from the named scene 20 m in front of the camera; sub cyclops spawns a Cyclops.
>sub <name>
VehiclesAdds Hull reinforcement, Engine efficiency module, Storage module, Metal sensor, Lithium sensor, and Fragment sensor to the inventory.