Read the Health Check
See how close a busy map is to the limits that crash the server, drop players or stop sounds. Any connected player can open this screen, without an account or admin rank.
In the menus: ESC → Direct → Tools → Health Check
Read the three groups
The headings group the risks. New placements can be refused before a displayed budget fills.
| Group | What happens |
|---|---|
| SERVER CRASH ON FILL | Running out of entities or registered paths can stop the server |
| EVERY PLAYER DROPS ON FILL | The gamestate becomes too large for players to receive |
| NO WARNING - IT JUST STOPS | Extra looping sounds are dropped without a message |
Each count is shown against its limit.
- Green is below 70%
- Yellow is 70% to below 90%
- Red is 90% or more. Red means the limit is close, not that it has already failed.
Read each row
| Row | What it counts |
|---|---|
| Entities | Live entities against 1,022, plus the highest count since the map loaded |
| Model paths | Stock model paths against 511, their gamestate bytes and how many models you have placed |
| Sound paths | Distinct registered sounds against 255, their gamestate bytes and how many sounds you have placed |
| Effect paths | Registered effect paths against 63, separate from the placed-effect limit |
| Bone names | Map-registered bone names against 63. StoryForce attachments and holsters do not spend these slots |
| Gamestate | Bytes used against 16,000, followed by the largest spending category |
| Sounds heard | Looping sounds submitted from your view against 32, plus the peak |
Paths and placements are different counts. Ten copies of one model use ten placements but share one registered path.
Stock model and sound registrations stay until the map changes. Managed MD3 props use a separate budget on GAMESTATE. Removing the last prop using a managed path frees its slot and gamestate bytes. Renderer models stay loaded.
Refresh or inspect the budget
Server counts refresh every two seconds while the panel is open. The figures measured on your own client update every half-second. REFRESH requests fresh server counts immediately.
Select GAMESTATE to see where the byte budget goes.
Read the gamestate overview explains that breakdown and its estimates of how much more will fit.
CLOSE returns to the Tools drawer.
Prefer the console?
Run /healthcheck in your game console for the panel’s rows plus Render models, which reports renderer use, reserved space and refusals. /healthcheck gamestate prints the budget breakdown, and /healthcheck all prints both pages. These commands only read the figures.
For the command reminder:
The report waits for a fresh server reply. After three seconds without one it prints the available figures and warns that the Entities row may be stale.