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Console Commands

Note

This page is still being developed, thank you for understanding



Overview

Army console commands

  • Reroll mercenaries-for-hire
  • Teleport combat squads

Lord console commands

  • Lay claim and finalize claim on region
  • Add influence and treasury

Region console commands

  • Add resources to buildings
  • Demolish buildings
  • Insta build
  • Skip mourning
  • Spawn construction resources
  • Add, spawn, remove, and mark rich Deposits (iron, clay, salt)
  • Increase limit and restore farming fertility
  • Grow planted trees
  • Place and remove fishing ponds
  • Skip livestock order cooldown
  • Spawn animals
  • Grow population
  • Add, spawn, remove, and mark rich regional Resources (berries, mushroom, fish, salt)
  • Add regional wealth and approval
  • Spawn bandit camps and raiders

Mics console commands

  • Change game speed
  • Skip day
  • Rename any unit
  • Follow any unit
  • Trigger and skip weathers (drought, rain)

Built-in console commands

  • Common Unreal Engine commands
  • Spawn resources to player region





Available Commands


k.printCommands

Print the print-commands of this mod to the console window.


The commands are grouped into Lord, Army, Region, and Misc.


How to use:

  1. Enter the command
  2. The commands will be printed to the Console Window, make sure the console is extended to see them

k.printConsoleCommands

Print the print-commands of this mod to the console window.

invokes k.printCommands



Army Commands


k.printArmyConsoleCommands

Print Army related console commands to the console window.


How to use:

  1. Enter the command
  2. The commands will be printed to the Console Window, make sure the console is extended to see them

Army - Mercenary


k.rerollHireMercenaries

Reroll the list of mercenaries available for hire.


Reroll (refresh) the available mercenaries in the Hire Mercenaries screen.


How to use:

  1. Enter the command
  2. You might need to reopen the screen to see changes

Army - Squad


k.teleportSelectedSquadsToCursor

Teleport all selected squads to location under player cursor


Warning

No collision check, select location wisely.

You can teleport multiple squad at once, but colliding position will make them stuck.


Note

The squads will retain their rally position, reform them to new position otherwise they will walk back

Note

If unit can barely move try save game and load.


How to use:

  1. Select the squads you want to teleport, use the Army tab or Area select
  2. Pick a location and hover your mouse cursor over it
  3. Enter the command
  4. Squads will be teleported when the game is resumed (not paused)



Lord Commands


k.printLordConsoleCommands

Print Lord related console command to the console window


How to use:

  1. Enter the command
  2. The commands will be printed to the Console Window, make sure the console is extended to see them

Lord - Diplomacy


k.finalizeClaimOnAllRegion

Finalize all region claim initiated by the player


How to use:

  1. Enter the command

k.finalizeClaimOnRegion

Finalize region claim on current region if initiated by the player


How to use:

  1. Move view to the claimed Region
  2. Enter the command

k.layClaimOnRegion

Lay Region Claim on current region


Note

current region refer to the Region under player view


Example usage:

  1. Move view to the unclaimed Region
  2. Enter the command

Lord - Stat


k.addInfluence <amount>

Add Player Influence by amount


Tip

Put negative amount to decrease


How to use:

  1. Enter the command

Example usage:

k.addInfluence 999

k.addInfluence -999


k.addTreasury <amount>

Add Player Treasury by amount


Tip

Put negative amount to decrease


How to use:

  1. Enter the command

Example usage:

k.addTreasury 999

k.addTreasury -999


k.setInfluence <amount>

Set Player Influence to amount


How to use:

  1. Enter the command

Example usage:

k.setInfluence 999

k.setInfluence -999


k.setTreasury <amount>

Set Player Treasury to amount


How to use:

  1. Enter the command

Example usage:

k.setTreasury 999

k.setTreasury -999


Region Commands


k.printRegionConsoleCommands

Print Region related console commands to the console window


How to use:

  1. Enter the command
  2. The commands will be printed to the Console Window, make sure the console is extended to see them

Region - Building


k.addResourceToSelectedBuildings <itemId> <amount>

Add Item by itemId by amount to selected buildings


Tip

Put negative amount to decrease

Note

Selected buildings is the building you select (building panel open), pin multiple panel to select multiple building


itemId:


How to use:

  1. Select the buildings you want to add resource into
  2. Enter the command

Example usage:

k.addResourceToSelectedBuildings 17 100

add 100 Planks (itemID_17)

Screenshot_136

k.addResourceToSelectedBuildings 216 -10

remove 10 Firewood (itemID_216)

Screenshot_138


k.addItemToSelectedBuildings <itemId> <amount>

Add Item by itemId by amount to selected buildings

invokes k.addResourceToSelectedBuildings $itemId $amount


k.demolishSelectedBuildings <refund>

Demolish player selected buildings, optionally refund the construction cost


Note

Selected buildings is the building you select (building panel open), pin multiple panel to select multiple building


How to use:

  1. Select the buildings you want to demolish
  2. Enter the command

Example usage:

k.demolishSelectedBuildings true


k.demolishSelectedBuildings

Demolish player selected buildings, and refund the construction cost

invokes k.demolishSelectedBuildings true


k.instaBuild

Toggle insta build mode


Does not work on Burgage Plotter

Does work on Castle Planner


How to use:

  1. Enter the command
  2. If enabled, place a Building Construction or commit the Castle Planner blueprint. It will be constructed instantly without consuming any resources.

k.skipMourningForRegionBuildings

Skip the Mourning Period on any buildings in current region


Note

Current region refer to the Region under player view


How to use:

  1. Move view to the target Region
  2. Enter the command
  3. You might need to re-open UI to see visual change

k.spawnConstructionResourcesToSelectedBuildings

Spawn remaining construction resources to player selected buildings


Note

Selected buildings is the building you select (building panel open), pin multiple panel to select multiple building


How to use:

  1. Select the buildings you want to spawn construction resources into
  2. Enter the command

k.spawnConstructionResourcesToRegionBuildings

Spawn remaining construction resources to buildings in current region


Note

Current region refer to the Region under player view


How to use:

  1. Move view to the target Region
  2. Enter the command
  3. You might need to re-open UI to see visual change

Region - Deposit


k.addDepositAtCursor <depositId> <amount>

Add amount to deposit by depositId at location under player cursor


Note

Stone deposit is unlimited hence not included.

To spawn stone above the deposit see k.spawnResourceAtCursor


depositId:

  • iron
  • clay
  • salt

How to use:

  1. Pick the deposit you want to add amount into
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.addDepositAtCursor iron 500

k.addDepositAtCursor iron -500


k.markNormalDepositAtCursor <depositId>

Mark deposit by depositId at location under player cursor as Normal type deposit


Note

When Stone deposit is marked normal, the underground deposit is made unavailable


depositId:

  • iron
  • clay
  • salt
  • stone

How to use:

  1. Pick the deposit you want to mark as normal
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.markNormalDepositAtCursor iron


k.markRichDepositAtCursor <depositID>

Mark deposit by depositId at location under player cursor as Rich type deposit


Note

When Stone deposit is marked rich, the underground deposit is made available


depositId:

  • iron
  • clay
  • salt
  • stone

How to use:

  1. Pick the deposit you want to mark as rich
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.markRichDepositAtCursor iron


k.removeDepositAtCursor <depositID>

Remove deposit by depositId at location under player cursor


Note

If a stone chunk still exist above the Stone deposit then it will be marked as non-rich instead


depositId:

  • iron
  • clay
  • salt
  • stone

How to use:

  1. Pick the deposit you want to remove
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.removeDepositAtCursor iron


k.spawnDepositAtCursor <depositId> <amount>

Spawn deposit by depositId at location under player cursor


Note

Stone deposit is always Rich


depositId:

  • iron
  • clay
  • salt
  • stone

How to use:

  1. Pick the location you want to spawn deposit at
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.spawnDepositAtCursor iron 500

k.spawnDepositAtCursor stone 1


Region - Farming


k.setFertilityAtWorkArea <cropType> <value> <alsoRestoreFertility>

Set the crop fertility limit to value at currently previewed work area


cropType:

  • emmer
  • flax
  • barley

value must be decimal within 0.0 .. 1.0


alsoRestoreFertility whether to also restore fertility to the new limit


How to use:

  1. Select a building
  2. Click the building Limit Work Area button
  3. Move and Resize the Work Area preview to desired area
  4. Enter the command

Example usage:

k.setFertilityAtWorkArea emmer 1.0 true



k.setFertilityAtWorkArea <cropType> <value>

Set the crop fertility limit to value at currently previewed work area


invokes k.setFertilityAtWorkArea <cropType> <value> true



k.setFertilityAtBuildingPlantPlots <cropType> <value> <alsoRestoreFertility>

Set the crop fertility limit to value at plant plots in currently selected buildings


cropType:

  • emmer
  • flax
  • barley

value must be decimal within 0.0 .. 1.0


alsoRestoreFertility whether to also restore fertility to the new limit


How to use:

  1. Select a building that has plant plots (e.g. Farming fields)
  2. Enter the command

Example usage:

k.setFertilityAtBuildingPlantPlots emmer 1.0 true



k.setFertilityAtBuildingPlantPlots <cropType> <value>

Set the crop fertility limit to value at plant plots in currently selected buildings


invokes k.setFertilityAtBuildingPlantPlots <cropType> <value> true



k.restoreFertilityAtWorkArea <cropType>

Restore the crop fertility of cropType at plant plots in currently previewed work area


cropType:

  • emmer
  • flax
  • barley

How to use:

  1. Select a building
  2. Click the building Limit Work Area button
  3. Move and Resize the Work Area preview to desired area
  4. Enter the command

Example usage:

k.restoreFertilityAtWorkArea emmer



k.restoreFertilityAtBuildingPlantPlots <cropType>

Restore the crop fertility of cropType at plant plots in currently selected buildings


cropType:

  • emmer
  • flax
  • barley

value must be decimal within 0.0 .. 1.0


alsoRestoreFertility whether to also restore fertility to the new limit


How to use:

  1. Select a building that has plant plots (e.g. Farming fields)
  2. Enter the command

Example usage:

k.restoreFertilityAtBuildingPlantPlots emmer 1.0 true



k.restoreFertilityAtBuildingPlantPlots <cropType>

Set the crop fertility limit to value at plant plots in currently selected buildings


invokes k.restoreFertilityAtBuildingPlantPlots <cropType> true



k.restoreFertilityAtWorkArea <cropType>

Restore the crop fertility of cropType in currently previewed work area


cropType:

  • emmer
  • flax
  • barley

How to use:

  1. Select a building
  2. Click the building Limit Work Area button
  3. Move and Resize the Work Area preview to desired area
  4. Enter the command

Example usage:

k.restoreFertilityAtWorkArea emmer



k.restoreFertilityAtBuildingPlantPlots <cropType>

Restore the crop fertility of cropType at plant plots in currently selected buildings


cropType:

  • emmer
  • flax
  • barley

How to use:

  1. Select a building that has plant plots (e.g. Farming fields)
  2. Enter the command

Example usage:

k.restoreFertilityAtBuildingPlantPlots emmer



Region - Forestry


k.growStageToRegionPlantedTrees

Grow the current stage of growing planted trees in current region to full


Planted trees usually have 3 stages until they can be harvested, each stage need at least 1 day to pass.


How to use:

  1. Move view to the target Region
  2. Enter the command

k.growStageToRegionPlantedTreesAtWorkArea

Grow the current stage of growing planted trees in current region in currently previewed work area to full


Planted trees usually have 3 stages until they can be harvested, each stage need at least 1 day to pass.


How to use:

  1. Move view to the target Region
  2. Select a building
  3. Click the building Limit Work Area button
  4. Move and Resize the Work Area preview to desired area
  5. Enter the command

Region - Landscape


k.placeFishingPond

Begin place-building mode with Fishing Pond as the building.

Warning

Villagers may refuse to fully build the pond.
We suggest using the k.instaBuild mode.
If already constructed but not finished you can save-and-load the game.

To spawn the Shoal of Fish see k.spawnShoalOfFishToFishingPondAtCursor


How to use:

  1. Enter the command
  2. Place the pond at any suitable location
  3. Your village builders will build the pond (do read Warning above)



k.removeFishingPondAtCursor

Remove Fishing Pond at location under player cursor.

Shoal Of Fish inside it will also be removed.


How to use:

  1. Pick the Fishing Pond to remove.
  2. Hover your mouse cursor over it.
  3. Enter the command.



Region - Livestock


k.skipLivestockOrderIntervalForRegion

Skip the livestock trading interval in current region


Note

Livestock trading interval refer to the 30-day cooldown between ordering new Livestock in a Region

Note

Current region refer to the Region under player view


How to use:

  1. Move view to the target Region
  2. Enter the command
  3. You might need to re-open UI to see visual change

k.spawnAnimalAtCursor <animalId> <amount>

Spawn amount animal by given animalId to location under player cursor


Warning

sheep and lamb might not be immediately accommodated due to unavailable space, make sure you have an active Trading Rule in the Region so the game will accommodate them later.


animalId:

  • sheep
  • lamb
  • ox
  • oxen
  • horse
  • mule

amount must be within 1..512


How to use:

  1. Pick a location and hover your mouse cursor over it
  2. Enter the command

Example usage:

k.spawnAnimalAtCursor sheep 10

Spawn 10 sheep

Note

They will be immediately accommodated if there is animal space available, otherwise make sure you have active Trading Rule in your region

k.spawnAnimalAtCursor ox 2

Spawn 2 oxen


k.spawnAnimalAtCursor <animalId>

Spawn 1 animal identified by given animalId to location under player cursor

invokes k.spawnAnimalAtCursor $animalId 1


Region - Pops


k.boopMode

Toggle boop mode


Boop mode is used to manually reset the task of a unit, if they are stuck doing a certain task this might help them to move somewhere else.


How to use:

  1. Enter the command
  2. Click on any unit you want to boop



k.growRegionPopulation <amount>

Request grow population to current region, amount of times


Grow population may be rejected by multiple factors, notably Available Living Space and the Region Approval at the end of last month.

Tip: you can trick region approval using k.setRegionalApproval


How to use:

  1. Move view to the target region
  2. Enter the command

Region - Resource


k.emptyRegionResource <resId>

Empty all resource by given resId in current region


Note

Stone cannot replenish hence not included To remove stone see k.removeResourceAtCursor esId

Note

Current region refer to the Region under player view


resId:

  • berries
  • fish
  • mushroom
  • eel

How to use:

  1. Move view to the target Region
  2. Enter the command

Example usage:

k.emptyRegionResource berries


k.markNormalResourceClumpAtCursor <resId>

Mark resource clump by resId at location under player cursor as Normal type resource


Note

When Stone is not rich, their underground deposit is made unavailable


resId:

  • berries
  • mushroom
  • stone

How to use:

  1. Pick the resource clump
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.markNormalResourceClumpAtCursor berries


k.markRichResourceClumpAtCursor <resId>

Mark resource clump by depositId at location under player cursor as Rich type resource


Note

When Stone is rich, their underground deposit is made available


resId:

  • berries
  • mushroom
  • stone

How to use:

  1. Pick the resource clump
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.markRichResourceClumpAtCursor berries


k.refillRegionResource <resId>

Refill all resource by given resId in current region


Note

Stone cannot replenish hence not included

To spawn stone see k.spawnResourceAtCursor <resId>

Current region refer to the Region under player view


resId:

  • berries
  • fish
  • mushroom
  • eel

How to use:

  1. Move view to the target Region
  2. Enter the command

Example usage:

k.refillRegionResource berries


k.removeResourceAtCursor <resId>

Remove resource by given resId at location under player cursor


Note

When Stone is rich, their underground deposit will stay


resId:

  • berries
  • mushroom
  • stone

How to use:

  1. Pick the resource
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.removeResourceAtCursor berries


k.removeResourceClumpAtCursor <resId>

Remove resource clump by given resId at location under player cursor


Note

When Stone is rich, their underground deposit will stay


resId:

  • berries
  • mushroom
  • stone

How to use:

  1. Pick the resource clump
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.removeResourceClumpAtCursor berries


k.spawnResourceAtCursor <resId>

Spawn resource by given resId at location under player cursor


Note

The resource capacity depends on whether the resource node is Rich

Note

If there is an existing resource node with the same resId within 23 meter then the spawned resource will join the resource clump within that node. Else a new resource node will be spawned at that location


resId:

  • berries
  • mushroom
  • stone

How to use:

  1. Pick the location to spawn the resource at
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.spawnResourceAtCursor berries


k.spawnShoalOfFishToFishingPondAtCursor <isRich>

Spawn Shoal Of Fish to Fishing Pond at location under player cursor.

isRich: Whether the Shoal Of Fish should be Rich


How to use:

  1. Pick the Fishing Pond to spawn at.
  2. Hover your mouse cursor over it.
  3. Enter the command

Example usage:

  • k.spawnShoalOfFishToFishingPondAtCursor true



Region - Stat


k.addRegionalWealth <amount>

Add Regional Wealth by amount to current region


Tip

Put negative amount to decrease

Note

Current region refer to the Region under player view


How to use:

  1. Move view to the target Region
  2. Enter the command

Example usage:

k.addRegionalWealth 999

k.addRegionalWealth -999


k.setRegionalWealth <amount>

Set Regional Wealth to amount to current region


Note

Current region refer to the Region under player view


How to use:

  1. Move view to the target Region
  2. Enter the command

Example usage:

k.setRegionalWealth 999

k.setRegionalWealth -999


k.setRegionalApproval <amount>

Set Approval to amount to current region


Useful to be used with k.growRegionPopulation

Note that region approval will be invalidated from residents memory on the next day.


amount must be within 0..100


How to use:

  1. Move view to the target Region
  2. Enter the command

Region - Threat


k.spawnBanditCamp

Spawn new Bandit Camp somewhere on the map


How to use:

  1. Enter the command

k.spawnBanditCampAtCursor

Spawn new Bandit Camp at location under player cursor


How to use:

  1. Pick a location to spawn the bandit camp at
  2. Hover your mouse cursor over it
  3. Enter the command

k.spawnRaiderRallyAtCursor <amount>

Spawn amount group of raider that will rally at location under player cursor


Note

The raider will spawn at nearest border from the rally position


amount must be within 1..512


How to use:

  1. Pick a location for the rally position
  2. Hover your mouse cursor over it
  3. Enter the command

Example usage:

k.spawnRaiderRallyAtCursor 1


k.spawnRaiderRallyAtCursor

Spawn 1 group of raider that will rally at location under Player cursor

Invokes k.spawnRaiderRallyAtCursor 1


Misc Commands


k.printMiscConsoleCommands

Print Misc (others) console commands to the console window


How to use:

  1. Enter the command
  2. The commands will be printed to the Console Window, make sure the console is extended to see them

k.enterCommandsFromFile <path>

Enter commands listed in the File at given path


Commands is new-line separated

path must ends with ".txt"

path may be absolute or relative

path containing space can be wrapped with double quotes ( " )


How to use:

  1. Enter the command

Example usage:

relative path:

k.enterCommandsFromFile ue4ss/Mods/MLConsoleCommandsMod/myCommands.txt

absoulute path:

k.enterCommandsFromFile "D:/Spaced Dir/SteamLibrary/steamapps/common/Manor Lords/ManorLords/Binaries/Win64/ue4ss/Mods/MLConsoleCommandsMod/myCommands.txt"


Misc - Control


k.setGameSpeed <amount>

Set the Game Speed to amount


amount must be an integer

amount cannot be negative

Tip

If you need more granular speed such as 0.5 see slomo


How to use:

  1. Enter the command

Example usage:

k.setGameSpeed 24


Misc - Date / Calendar


k.skipDay <amount>

Skip amount day(s)


Forward the date / calendar, is not a fast-forward, useful for quickly testing stuff that happen every certain day.


How to use:

  1. Enter the command

Example usage:

k.skipDay 30


k.skipDay

Skip 1 day

Invokes k.skipDay 1


Misc - Trade


k.printForeignSupply

Print the current state of Foreign Supply to the console window


Note

Foreign Supply Influence the market price

Note

Default amount is 500, more supply means lower price, less supply means higher price


How to use:

  1. Enter the command
  2. The commands will be printed to the Console Window, make sure the console is extended to see them

Misc - Unit


k.renameUnitAtCursor <name>

Rename the Unit current pointed by player cursor to name


Work on animals

name containing space can be wrapped with double quotes ( " )


How to use:

  1. Pick the unit to rename
  2. Point your cursor to it
  3. Enter the command

Example usage:

k.renameUnitAtCursor "cuntz"

k.renameUnitAtCursor "cuntz the farmer"


Misc - View


k.followUnitAtCursor

Follow the Unit currently pointed by Player cursor


Work on animals


How to use:

  1. Pick the unit to follow
  2. Point your cursor to it
  3. Enter the command

Misc - Weather


k.makeDrought

Begin drought


Drought progression will be set to at least 10%


How to use:

  1. Enter the command

k.makeDroughtInstantly

Begin drought instantly


Drought progression will be set to 100%


How to use:

  1. Enter the command

k.makeRain <isDamaging>

Begin rain, isDamaging


Rain progression will be set to at least 10%

isDamaging: Whether the rain is damaging, else soak


How to use:

  1. Enter the command

Example usage:

k.makeRain true


k.makeRain

Begin rain, not damaging

Invokes k.makeRain false


k.makeRainInstantly <isDamaging>

Begin rain instantly, isDamaging


Rain progression will be set to 100%

isDamaging: Whether the rain is damaging, else soak


How to use:

  1. Enter the command

Example usage:

k.makeRainInstantly true


k.makeRainInstantly

Begin rain, instantly, not damaging

Invokes k.makeRainInstantly false


k.skipDrought

Skip Drought


Drought will start progressing back to 0%


How to use:

  1. Enter the command

k.skipDroughtInstantly

Skip Drought Instantly


Drought progression will be set to 0%


How to use:

  1. Enter the command

k.skipRain

Skip Rain


Rain will start progressing back to 0%


How to use:

  1. Enter the command

k.skipRainInstantly

Skip Rain Instantly


Rain progression will be set to 0%


How to use:

  1. Enter the command


Built-in commands

You can use these commands if you have the console window open, even without this mod.


Engine


stat FPS

Toggle the Engine FPS counter


How to use:

  1. Enter the command

stat Unit

Toggle the Engine metrics counter


How to use:

  1. Enter the command

toggleDebugCamera

Enter the debug camera mode (free look)


Caution

You can not toggle out


How to use:

  1. Enter the command

slomo <amount>

Speed up/down time passed in game by amount times


Slomo Docs

Warning

Includes panning speed and first-person walk speed


amount may be a fraction


How to use:

  1. Enter the command

Example usage:

slomo 0.5

slomo 48


shot

Takes screenshot ignoring HUD

Note

Broken in UE 5.5


t.maxFps <amount>

Set the maximum FPS to amount


How to use:

  1. Enter the command

Example usage:

t.maxFps 99


Manor Lords


addGood <itemId>

Add some amount of items by itemId to your settlement


itemId:

If not sure use DT_Translation_Items.uasset


How to use:

  1. Enter the command

Example usage:

k.addGood 17

add some Planks

Screenshot_136


plenty

Add plenty of essential item to your settlement

How to use:

  1. Enter the command



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