Rust admin commands

The commands server owners use most. Type them in your server console or RCON. In game, an admin can type them in the F1 console.

kick "PlayerName" "reason"

Throws a player off the server. They can join again.

banid THEIR_STEAM_ID "PlayerName" "reason"

Bans a player by Steam ID, online or not.

ban "PlayerName" "reason"

Bans a player who is online, by name.

unban THEIR_STEAM_ID

Lifts a ban.

banlistex

Lists every ban with name and reason.

mute "PlayerName"

Stops a player from writing in chat.

say "Server restart in 5 minutes"

Writes a message in chat from the server.

status

Lists the players who are online.

ownerid THEIR_STEAM_ID "TheirName"

Makes someone an owner, the highest admin level.

server.writecfg

Writes the server's config files now.

server.save

Saves the world now.

restart 300 "Restarting for an update"

Restarts the server after a countdown in seconds, with a message to players.

teleport "PlayerName"

Takes you, in game, to that player.

teleport2me "PlayerName"

Brings that player to you.

inventory.giveto rifle.ak "PlayerName" 1

Gives an item to a player.

env.time 12

Sets the time of day, from 0 to 24.

decay.scale 0

Turns building decay off. 1 is normal.

server.pve true

Turns on PvE: players cannot hurt each other.

Or let Claude Code build you a command line

Prompt for Claude Code
Build me a small tool to run commands on my Rust server.

My server: address YOUR_SERVER_IP, RCON port YOUR_RCON_PORT. The RCON password is in the environment variable RCON_PASSWORD. Never print it, and never save it in a file.

Rust uses web RCON: open a websocket to ws://ADDRESS:PORT/PASSWORD and send JSON like {"Identifier": 1, "Message": "the command", "Name": "WebRcon"}. The answer comes back with the same Identifier, in "Message".

Make it a command I can run like this: rcon "status"
Test it with status and show me the reply.

Every command and setting

2,433 commands and settings.

  • adventcalendar.overrideadventcalendardaySetting
  • adventcalendar.overrideadventcalendarmonthSetting
  • ai.accuratevisiondistanceSettingWhen enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance
  • ai.addignoreplayerCommandAdd a player (or command user if no player is specified) to the AIs ignore list.
  • ai.aimedatangleSettingThe angle under which the AI will think it's being aimed at at by a player
  • ai.aizonestatsCommandPrints the total count of registered AIInformationZone instances on the server
  • ai.animal_ignore_foodSettingIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true)
  • ai.batch_navmesh_pathfollowingSettingRun RustNav movement, steering and corridor queries in the transform job.
  • ai.batch_navmesh_transformsSettingBatch RustNav agent transform updates using jobs. Disable to apply each update immediately.
  • ai.brainstatsCommandPrints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server
  • ai.clearignoredplayersCommandRemove all players from the AIs ignore list.
  • ai.critters_frametimeSettingTarget frame time in seconds for the Critters budget
  • ai.critters_startle_distanceSettingHow close can a player get before a critter gets startled and runs away
  • ai.debugmovedrawSettingWhether ai.selectnpc and ai.movenpc draw their DDraw markers - turn it off to keep the view clean while commanding NPCs.
  • ai.debugmovegaitSettingGait ai.movenpc uses when called without one - set it to walk to keep commanded NPCs at walking speed. One of: sneak, walk, jog, run, sprint, fullsprint
  • ai.debugmovespacingSettingGap in metres between the destinations ai.movenpc hands out when more than one NPC is selected, so they don't all path to the same point.
  • ai.defaultinterpolationdelaySettingDefault network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections
  • ai.deselectnpcCommandRemoves the NPC you are looking at from your selection and hands it back to its normal AI.
  • ai.designingenabledSetting
  • ai.effectaiweaponsSettingWhen enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely
  • ai.frametimeSettingTarget frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame
  • ai.fsm_frametimeSettingTarget frame time in seconds for the default FSMComponent budget
  • ai.groupsSettingWhen enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals
  • ai.ignoreplayersSettingWhen enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference
  • ai.killanimalsCommandKills all animal NPCs and animal NPC2 entities currently on the server
  • ai.killscientistsCommandKills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server
  • ai.logissuesSettingWhen enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors
  • ai.moveSettingWhen enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running
  • ai.movenpcCommandOrders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait.
  • ai.nav_carve_heightSettingThe height of the carve volume. (default: 2)
  • ai.nav_carve_min_base_sizeSettingThe minimum size we allow a carving volume to be. (default: 2)
  • ai.nav_carve_min_building_blocks_to_apply_optimizationSettingThe minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25)
  • ai.nav_carve_size_multiplierSettingThe size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4)
  • ai.nav_carve_use_building_optimizationSettingIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false)
  • ai.navthinkSettingWhen enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running
  • ai.npc_alertness_drain_rateSettingnpc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01)
  • ai.npc_alertness_to_aim_modifierSettingThis is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33)
  • ai.npc_alertness_zero_detection_modSettingnpc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5)
  • ai.npc_check_spawner_is_on_navmeshSettingWhen enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations
  • ai.npc_cover_compromised_cooldownSettingnpc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10)
  • ai.npc_cover_info_tick_rate_multiplierSettingThe rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20)
  • ai.npc_cover_path_vs_straight_dist_max_diffSettingnpc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2)
  • ai.npc_cover_use_path_distanceSettingIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.
  • ai.npc_deliberate_hit_randomizerSettingThe percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f)
  • ai.npc_deliberate_miss_offset_multiplierSettingThe offset with which the NPC will maximum miss the target. (default: 1.25)
  • ai.npc_deliberate_miss_to_hit_alignment_timeSettingThe time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5)
  • ai.npc_door_trigger_sizeSettingnpc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5)
  • ai.npc_enableSettingIf npc_enable is set to false then npcs won't spawn. (default: true)
  • ai.npc_families_no_hurtSettingIf npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true)
  • ai.npc_gun_noise_silencer_modifierSettingThe modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15)
  • ai.npc_htn_player_base_damage_modifierSettingBaseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f)
  • ai.npc_htn_player_frustration_thresholdSettingnpc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3)
  • ai.npc_ignore_chairsSettingIf npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true)
  • ai.npc_junkpile_dist_aggro_gateSettingnpc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8)
  • ai.npc_junkpilespawn_chanceSettingdefines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1)
  • ai.npc_max_junkpile_countSettingnpc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30)
  • ai.npc_max_population_military_tunnelsSettingnpc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3)
  • ai.npc_max_roam_multiplierSettingThis is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3)
  • ai.npc_only_hurt_active_target_in_safezoneSettingIf npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true)
  • ai.npc_patrol_point_cooldownSettingnpc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5)
  • ai.npc_reasoning_system_tick_rate_multiplierSettingThe rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1)
  • ai.npc_respawn_delay_max_military_tunnelsSettingnpc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920)
  • ai.npc_respawn_delay_min_military_tunnelsSettingnpc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480)
  • ai.npc_sensory_system_tick_rate_multiplierSettingThe rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5)
  • ai.npc_spawn_on_cargo_shipSettingSpawn NPCs on the Cargo Ship. (default: true)
  • ai.npc_spawn_on_deep_sea_islandsSettingSpawn NPCs on deep sea islands (default: false)
  • ai.npc_spawn_on_junkpileSettingSpawn NPCs on junkpiles (default: true)
  • ai.npc_spawn_per_tick_max_military_tunnelsSettingnpc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1)
  • ai.npc_spawn_per_tick_min_military_tunnelsSettingnpc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1)
  • ai.npc_speed_crouch_runSettingnpc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25)
  • ai.npc_speed_crouch_walkSettingnpc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1)
  • ai.npc_speed_runSettingnpc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4)
  • ai.npc_speed_sprintSettingnpc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0)
  • ai.npc_speed_walkSettingnpc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18)
  • ai.npc_use_new_aim_systemSettingIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true)
  • ai.npc_use_thrown_weaponsSettingIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true)
  • ai.npc_valid_aim_coneSettingnpc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8)
  • ai.npc_valid_mounted_aim_coneSettingnpc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92)
  • ai.npcbarksenabledSetting
  • ai.npchealthmultiplierSettingGlobal health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs
  • ai.npcswimmingSettingWhen enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies
  • ai.ocean_critters_movement_frametimeSettingTarget frame time in seconds for the Ocean Critters swimming movement budget
  • ai.ocean_patrol_path_iterationsSettingMaximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost
  • ai.printignoredplayersCommandPrint a lost of all the players in the AI ignore list.
  • ai.printorkilloffnavscientistsCommandPrint a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument.
  • ai.releasenpcCommandReleases every NPC selected with ai.selectnpc and hands them back to their normal AI.
  • ai.removeignoreplayerCommandRemove a player (or command user if no player is specified) from the AIs ignore list.
  • ai.scientist_spawners_enabledSettingDo any kind of scientists spawn on the map (default: true)
  • ai.selectnpcCommandAdds the NPC you are looking at to your selection so ai.movenpc can order it around.
  • ai.selectnpclookatserverCommandEditor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy
  • ai.selectnpcsinrangeCommandAdds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange.
  • ai.sensetimeSettingHow frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react
  • ai.setdestinationsamplenavmeshSettingWhen enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh
  • ai.setnpcreactiontimeCommandThe time it takes for a NPC to fully notice a player standing right in front of them, in seconds.
  • ai.showdistributionsCommandEditor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour
  • ai.showstateCommand
  • ai.showstateflashdurationSettingHow long (in seconds) a value that has just moved stays coloured in the ai.showState read-out; 0 stops it colouring at all
  • ai.sleepwakeSettingWhen enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times
  • ai.sleepwakestatsCommandPrints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities
  • ai.smokegrenadenpcradiusSettingRadius in metres within which a thrown smoke grenade suppresses NPC vision and targeting
  • ai.spliceupdatesSettingWhen enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick
  • ai.thinkSettingWhen enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place
  • ai.tickrateSettingNumber of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost
  • ai.usecalculatepathSettingWhen enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only
  • ai.usegridSettingWhen enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues
  • ai.usesetdestinationfallbackSettingWhen enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target
  • ai.wakesleepingaiCommandWakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken
  • ai.watchedangleSettingThe angle under which the AI will think it's being watched by another entity
  • aibrainsenses.humanknownplayerslosupdateintervalSettingInterval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions
  • aibrainsenses.knownplayerslosupdateintervalSettingInterval in seconds between line-of-sight update ticks for all NPC types tracking known player positions
  • aibrainsenses.updateintervalSettingInterval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings
  • aiinformationzone.usesimpleloscheckSetting
  • aimanager.ai_dormantSettingIf ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well.
  • aimanager.ai_dormant_max_wakeup_per_tickSettingai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30)
  • aimanager.ai_htn_animal_tick_budgetSettingai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms)
  • aimanager.ai_htn_player_junkpile_tick_budgetSettingai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms)
  • aimanager.ai_htn_player_tick_budgetSettingai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms)
  • aimanager.ai_htn_use_agency_tickSettingIf ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true)
  • aimanager.ai_to_player_distance_wakeup_rangeSettingIf an agent is beyond this distance to a player, it's flagged for becoming dormant.
  • aimanager.nav_disableSettingIf set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move
  • aimanager.nav_obstacles_carve_stateSettingnav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve.
  • aimanager.nav_waitSettingIf true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.
  • aimanager.pathfindingiterationsperframeSettingThe maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.
  • aimanager.setdestination_navmesh_failsafeSettingIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.
  • aimountedweaponcontroller.burst_lengthSetting
  • aimountedweaponcontroller.fire_rateSetting
  • aimountedweaponcontroller.time_between_burstsSetting
  • airfieldairdropterminal.force_chargeCommand
  • airfieldairdropterminal.force_shortcircuitCommand
  • airfieldcallchinookterminal.force_chargeCommand
  • airfieldcallchinookterminal.force_shortcircuitCommand
  • aithinkmanager.animalframebudgetmsSetting
  • aithinkmanager.framebudgetmsSetting
  • aithinkmanager.petframebudgetmsSetting
  • analytics.analytics_bulk_container_urlSettingAzure blob container url for use with client secret authentication
  • analytics.analytics_bulk_upload_urlSettingAzure blob container url + SAS token, enables a more efficient upload method
  • analytics.analytics_headerSettingHeader key of secret when uploading analytics
  • analytics.analytics_secretSettingHeader secret value when uploading analytics
  • analytics.azure_client_idSettingAzure client id for authentication
  • analytics.azure_client_secretSettingAzure client secret for authentication
  • analytics.azure_tenant_idSettingAzure tenant id for authentication
  • analytics.dryrunSettingExecutes entire flow without actually sending out anything
  • analytics.gameplay_analyticsSettingToggle whether gameplay analytics is collected
  • analytics.gameplay_rpc_analyticsSettingToggle whether gameplay rpc logging is collected
  • analytics.gameplay_tick_analyticsSettingToggle whether gameplay tick analytics is collected
  • analytics.logSetting
  • analytics.performance_analyticsSettingToggle to turn off server performance collection
  • analytics.resetstatsCommand
  • analytics.server_analytics_urlSetting
  • analytics.statsCommand
  • analytics.tablestatsCommand
  • analytics.uploaderstatsCommand
  • antihack.admincheatSetting
  • antihack.build_inside_checkSetting
  • antihack.build_losradiusSetting
  • antihack.build_losradius_sleepingbagSetting
  • antihack.build_terraincheckSetting
  • antihack.build_vehiclecheckSetting
  • antihack.check_mount_distanceSetting
  • antihack.debuglevelSetting
  • antihack.enforcementlevelSetting
  • antihack.explosive_vehicle_parent_damage_deployablesSettingShould explosives parented to vehicles damage deployables
  • antihack.eye_clientframesSetting
  • antihack.eye_distance_parented_mounted_forgivenessSetting
  • antihack.eye_forgivenessSetting
  • antihack.eye_history_forgivenessSetting
  • antihack.eye_history_penaltySetting
  • antihack.eye_losradiusSetting
  • antihack.eye_noclip_backtrackingSetting
  • antihack.eye_noclip_cutoffSetting
  • antihack.eye_noclip_marginSetting
  • antihack.eye_penaltySetting
  • antihack.eye_protectionSetting
  • antihack.eye_serverframesSetting
  • antihack.eye_terraincheckSetting
  • antihack.eye_vehiclecheckSetting
  • antihack.flyhack_extrusionSetting
  • antihack.flyhack_forgiveness_horizontalSetting
  • antihack.flyhack_forgiveness_horizontal_inertiaSetting
  • antihack.flyhack_forgiveness_verticalSetting
  • antihack.flyhack_forgiveness_vertical_inertiaSetting
  • antihack.flyhack_marginSetting
  • antihack.flyhack_maxstepsSetting
  • antihack.flyhack_penaltySetting
  • antihack.flyhack_protectionSetting
  • antihack.flyhack_rejectSetting
  • antihack.flyhack_stepsizeSetting
  • antihack.forcepositionSetting
  • antihack.hotbar_network_modeSetting
  • antihack.impact_effect_distance_forgivenessSetting
  • antihack.maxdeltatimeSetting
  • antihack.maxdesyncSetting
  • antihack.maxviolationSetting
  • antihack.melee_backtrackingSetting
  • antihack.melee_clientframesSetting
  • antihack.melee_entity_bounds_radiusSetting
  • antihack.melee_forgivenessSetting
  • antihack.melee_los_entity_realposSetting
  • antihack.melee_los_entity_realpos_distanceSetting
  • antihack.melee_losforgivenessSetting
  • antihack.melee_penaltySetting
  • antihack.melee_protectionSetting
  • antihack.melee_serverframesSetting
  • antihack.melee_terraincheckSetting
  • antihack.melee_vehiclecheckSetting
  • antihack.mesh_inside_check_distanceSetting
  • antihack.modelstateSetting
  • antihack.noclip_backtrackingSetting
  • antihack.noclip_marginSetting
  • antihack.noclip_margin_dismountSetting
  • antihack.noclip_maxstepsSetting
  • antihack.noclip_penaltySetting
  • antihack.noclip_protectionSetting
  • antihack.noclip_rejectSetting
  • antihack.noclip_stepsizeSetting
  • antihack.objectplacementSetting
  • antihack.parenthistorySetting
  • antihack.projectile_anglechangeSetting
  • antihack.projectile_backtrackingSetting
  • antihack.projectile_clientframesSetting
  • antihack.projectile_damagedepthSetting
  • antihack.projectile_defaultcheckSetting
  • antihack.projectile_deployedcheckSetting
  • antihack.projectile_desyncSetting
  • antihack.projectile_distance_forgiveness_minimumSetting
  • antihack.projectile_forgivenessSetting
  • antihack.projectile_impactspawndepthSetting
  • antihack.projectile_losforgivenessSetting
  • antihack.projectile_penaltySetting
  • antihack.projectile_positionoffsetSetting
  • antihack.projectile_protectionSetting
  • antihack.projectile_serverframesSetting
  • antihack.projectile_terraincheckSetting
  • antihack.projectile_trajectorySetting
  • antihack.projectile_trajectory_updateSetting
  • antihack.projectile_update_limitSetting
  • antihack.projectile_vehiclecheckSetting
  • antihack.projectile_velocitychangeSetting
  • antihack.relaxationpauseSetting
  • antihack.relaxationrateSetting
  • antihack.reportingSetting
  • antihack.rpc_timer_forgivenessSetting
  • antihack.rpcstallfadeSetting
  • antihack.rpcstallmodeSetting
  • antihack.rpcstallthresholdSetting
  • antihack.server_occlusion_admin_bypassSetting
  • antihack.server_occlusion_blocked_grid_thresholdSetting
  • antihack.server_occlusion_cachingSetting
  • antihack.server_occlusion_disable_losSetting
  • antihack.server_occlusion_disable_sleeper_losSetting
  • antihack.server_occlusion_neighbour_thresholdSetting
  • antihack.server_occlusion_save_gridSetting
  • antihack.server_occlusion_use_neighbour_thresholdsSetting
  • antihack.speedhack_forgivenessSetting
  • antihack.speedhack_forgiveness_inertiaSetting
  • antihack.speedhack_penaltySetting
  • antihack.speedhack_protectionSetting
  • antihack.speedhack_rejectSetting
  • antihack.speedhack_slopespeedSetting
  • antihack.speedhack_water_thresholdSetting
  • antihack.stall_position_restrictionsSetting
  • antihack.strict_mount_checksSetting
  • antihack.terrain_check_geometrySetting
  • antihack.terrain_killSetting
  • antihack.terrain_paddingSetting
  • antihack.terrain_penaltySetting
  • antihack.terrain_protectionSetting
  • antihack.terrain_timesliceSetting
  • antihack.terrain_vehicle_seat_paddingSetting
  • antihack.tick_buffer_noclip_thresholdSetting
  • antihack.tick_buffer_preventionsSetting
  • antihack.tick_buffer_reject_thresholdSetting
  • antihack.tick_buffer_server_lag_thresholdSetting
  • antihack.tick_distance_forgivenessSetting
  • antihack.tick_max_distanceSetting
  • antihack.tick_max_distance_fallingSetting
  • antihack.tick_max_distance_parentedSetting
  • antihack.tickhistoryforgivenessSetting
  • antihack.tickhistorytimeSetting
  • antihack.use_legacy_mesh_inside_checkSetting
  • antihack.userlevelSetting
  • apartment.adminapartmentbypassSettingShould admins be able to bypass apartment authorization checks?
  • apartment.adminapartmentnoclipSettingShould admins be able to noclip in apartments?
  • apartment.allowcombatoutsideofbreakinSettingShould combat be allowed inside apartment rooms outside of the break-in period?
  • apartment.apartmentevictiondelaySettingHow long should we wait before evicting a player from their apartment if they don't pay rent?
  • apartment.apartmentfreerenthoursSettingHow many hours of scrap upkeep does the apartments spawn with (so players don't see 'Eviction' vital right after renting an apartment
  • apartment.apartmentinvisibleblockerSettingShould an invisible blocker prevent guests from entering apartments that they don't have access to?
  • apartment.breakinsecondsSettingHow long a player needs to hold the break in interaction on an apartment door with a master key
  • apartment.checkoutallroomsCommandCheckout every room in the apartment complex
  • apartment.checkoutroomCommand
  • apartment.fakerentroomCommand
  • apartment.givestalecombattriggerCommandAdmin test tool: injects a stale combat-zone trigger (TriggerSafeZoneOverride) into your trigger list without physically entering it, reproducing the reconnect/wake desync so you can verify safezone damage protection. Run it near a loaded apartment, then walk out into the world.
  • apartment.intruderauthsecondsSettingHow long a player stays authorized on an apartment room after breaking in with a master key
  • apartment.masterkeypriceSettingHow much scrap the apartment security NPC charges for a master key
  • apartment.npcsecuritydooropentimeSettingHow long should the apartment security NPC keep the door open for after being paid?
  • apartment.printapartmentfurnitureCommandPrint list of furniture inside your room
  • apartment.printitemtaxCommandPrint out a list of all items that apartments will tax
  • apartment.rentallroomsCommand
  • apartment.rentallroomsoftypeCommand
  • apartment.rentroomCommand
  • apartment.rentscalingSettingShould the rent scale based on the items you have stored inside your apartment?
  • apartment.scheduleddeathCommandTest triggering the scheduled death in safezones
  • apartment.testapartmentsecuritydoorCommandTest triggering the apartment security door
  • app.alarmcooldownSettingCooldown time before alarms can send another notification (in seconds)
  • app.appbanCommandBans a player by Steam ID from the server via the app layer, adding them to the banlist and kicking them if connected
  • app.appunbanCommandRemoves a ban for the specified Steam ID from the server banlist, allowing the player to reconnect
  • app.endpointSettingBase address for the Rust+ companion server API
  • app.infoCommandPrints current server info including name, level, connected players, max players, and network address to the console
  • app.listenipSettingIP address the server listens on for incoming connections; leave empty to bind to all available network interfaces
  • app.logexceptionsSettingWhen enabled, server-side C# exceptions are written to the server log file; disabling reduces log noise on servers with known non-critical exceptions
  • app.maxconnectionsSettingMaximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message
  • app.maxconnectionsperipSettingMaximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots
  • app.maxmessagesizeSettingMaximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks
  • app.notificationsSettingEnables sending push notifications
  • app.pairCommand
  • app.portSettingUDP port number the server listens on; default is 28015; must be open in firewall for players to connect
  • app.publicipSettingPublic IP address advertised to the Steam server browser; leave empty to auto-detect; set explicitly if behind NAT
  • app.queuelimitSettingMax number of queued messages - set to 0 to disable message processing
  • app.regeneratetokenCommand
  • app.retry_initializeCommandRetry initializing the Rust+ companion server if it previously failed
  • app.serveridSetting
  • app.updateSettingDisables updating entirely - emergency use only
  • autoturret.ammo_update_msSettingHow many milliseconds to spend on ammo updating per frame
  • autoturret.scan_budget_msSettingHow many milliseconds to spend on target scanning per frame
  • autoturret.tick_update_msSettingHow many milliseconds to spend on a tick per frame
  • ballistagun.reloadCommandForces the ballista gun nearest to the calling admin player to reload immediately; admin-only
  • baseboat.debug_eject_aiSettingWhen enabled, logs debug information about AI ejection events when passengers are removed from boat seats
  • baseboat.do_shore_driftSettingWhen enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapses
  • baseboat.drift_speedSetting
  • baseboat.generate_pathsSettingWhen enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testing
  • baseboat.seconds_between_shore_driftCommand
  • baseboat.seconds_until_shore_driftCommand
  • basefirework.maxactivefireworksSetting
  • basefishingrod.forcefailSettingWhen enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedback
  • basefishingrod.forcesuccessSettingWhen enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logic
  • basefishingrod.immediatehookSettingWhen enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite response
  • basemetaldetector.detectlongrangetickSettingInterval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches
  • basemetaldetector.detectminmovementdistanceSettingMinimum distance in metres the player must move before a new long-range detection check is triggered
  • basemetaldetector.nearestdistancetickSettingInterval in seconds between nearest-detectable-object distance checks performed by the metal detector
  • basemission.missionpervalidstatecooldownSettingMinimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueue
  • basemission.missionsenabledSettingWhen enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server
  • basemission.missionvalidstateworkqueuebudgetSettingHow long per frame (ms) to spend processing updateMissionValidStateWorkQueue
  • basemission.missionvalidstateworkqueuecooldownSettingMinimum time (s) between starting runs of updateMissionValidStateWorkQueue
  • basemission.profilenextmissionsvalidstateworkqueueCommandGenerate a performance capture containing the next run of updateMissionValidStateWorkQueue
  • basemountable.canpausemountedplayersyncSettingToggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently)
  • basenavigator.basenavmovementframeintervalSettingHow many frames between base navigation movement updates
  • basenavigator.maxstepupdistanceSettingThe max step-up height difference for pet base navigation
  • basenavigator.navtypedistanceSetting
  • basenavigator.navtypeheightoffsetSetting
  • basenavigator.stucktriggerdurationSettingHow long we are not moving for before trigger the stuck event
  • basepet.movementupdatebudgetmsSetting
  • basepet.onlyqueuebasenavmovementsSetting
  • basepet.queuedmovementsallowedSetting
  • baseplayer.allowrelationshipserverocclusionSettingWhen enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restarts
  • baseplayer.botcolliderframebudgetmsSettingPer-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders
  • baseplayer.lifestoryframebudgetmsSetting
  • baseplayer.relationshipupdatequeueframebudgetmsSettingPer-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue
  • basesculpture.applyrandomshapesCommand
  • basesculpture.listsavedsculpturesCommand
  • basesculpture.loadsculptureCommand
  • basesculpture.printcrcCommand
  • basesculpture.savesculptureCommand
  • basesculpture.useconvexcollidersSettingUse convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modifications
  • basesiegeweapon.outsidedecayminutesSettingHow many minutes before a siege weapon loses all its health while outside
  • basesubmarine.deepwaterdecayminutesSettingHow long before a submarine loses all its health while in deep water
  • basesubmarine.outsidedecayminutesSettingHow long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
  • basesubmarine.oxygenminutesSettingHow long a submarine can stay underwater until players start taking damage from low oxygen
  • batching.verboseSettingVerbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console
  • batteringram.maxbuildingblockgradeSettingMaximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone)
  • batteringramhead.hurtCommandDeals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only
  • bear.populationSettingPopulation active on the server, per square km
  • beehive.updatehiveintervalSettingHow long before a Beehive will update
  • beehive.updatehivestatsintervalSettingHow long before the Beehive will perform temperature and inside checks
  • beehive.xpincreaseperhoneycombSettingHow much the Nucleus's XP should be increased per honeycomb generated
  • beeswarmai.breakrangeSettingRange to leave current target alone (should be higher than search)
  • beeswarmai.disableSetting
  • beeswarmai.flamesettingdistanceSettingHow far away fire has to be to set the swarm on fire
  • beeswarmai.killwithouttargettimeSettingHow long a swarm will stick around without a target
  • beeswarmai.searchrangeSettingRange to find new targets
  • beeswarmai.think_budget_msSettingHow many milliseconds to spend on thinking per frame
  • beeswarmai.waterthresholdSettingHow much water a player needs to be in to be ignored
  • beeswarmmaster.amounttospawnSettingHow many child swarms a master swarm will create
  • beeswarmmaster.killwithoutatargettimeSettingHow long a master swarm will stick around without a target
  • beeswarmmaster.secondsbetweenspawnsSettingHow long before a master swarm will create a child
  • bigwheelgame.spinfrequencysecondsSetting
  • bike.doplayerdamageSettingCan bike crashes cause damage or death to the rider?
  • bike.motorbikemonumentpopulationSettingMotorbike population in monuments
  • bike.outsidedecayminutesSettingHow long before a bike loses all its health while outside
  • bike.pedalmonumentpopulationSettingPedal bike population in monuments
  • bike.pedalroadsidepopulationSettingPedal bike population active on the server (roadside spawns)
  • bike.playerdamageragdollthesholdSettingAmount of collision damage on a bike required to ragdoll the player
  • blackjackmachine.maxbetSettingMaximum initial bet per round
  • boar.populationSettingPopulation active on the server, per square km
  • boatai.allow_sleepingSettingWhen enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boats
  • boatai.avoidance_update_intervalSettingHow often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance.
  • boatai.boat_ai_frame_budget_msSettingHow long per frame to spend on boat ai
  • boatai.draw_debugsSettingWhen enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding state
  • boatai.enable_mount_sync_distanceSettingDistance players need to be to start syncing mounted seats
  • boatai.max_speed_percentageSettingMaximum speed as a fraction of the boat's top speed that AI-controlled boats will use; default 0.9; saved and shown in admin UI
  • boatai.print_debugsSettingWhen enabled, logs verbose boat AI decision-making output to the server console each AI tick
  • boatai.seconds_until_sleepSettingNumber of seconds a boat AI will wait without player interaction before entering sleep mode; default 30s
  • boatbuildingblock.alwayrotatableSetting
  • boatbuildingblock.alwaysdemolishableSetting
  • boatbuildingblock.forwarddamagetoparentboatSettingWhen enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity
  • boatbuildingblockdecay.decaydelayminutesSettingMultiplied by the base BuildingBlockDecay duration
  • boatbuildingblockdecay.decaydurationmultiplierSettingMultiplied by the base BuildingBlockDecay duration
  • boatbuildingstation.autocloseplayercheckintervalSetting
  • boatbuildingstation.autocloseplayerchecktriggercountSetting
  • boatbuildingstation.editfinishuseintervalSetting
  • boatbuildingstation.globaleditfinishuseintervalSetting
  • boatbuildingstation.logboatbuildingeventsSetting
  • boatbuildingstation.max_bbsSetting
  • boatbuildingstation.print_statsCommand
  • boatbuildingstation.staticstationsenabledSetting
  • boombox.backtracklengthSettingNumber of seconds of audio backtrack buffer maintained by the boombox for streaming synchronisation; default 30s
  • boombox.clearradiobyuserCommandClears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the server
  • boombox.serverurllistSettingA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
  • bot.crouch_serverCommandSets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenarios
  • bot.sv_exec_commandCommandExecutes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting only
  • bot.sv_exec_command_allCommandExecutes a console command on every bot player currently on the server; hidden from admin UI
  • bot.sv_exec_command_sphereCommandExecutes a console command on all bot players within a given radius of the calling admin; hidden from admin UI
  • bradley.enabledSettingWhen false, prevents the Bradley APC from spawning or respawning on the server
  • bradley.quickrespawnCommandForces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only
  • bradley.respawndelayminutesSettingNumber of minutes after the Bradley APC is destroyed before it respawns at its patrol path; default is 60 minutes
  • bradley.respawndelayvarianceSettingRandom variance multiplier applied to respawnDelayMinutes; a value of 1.0 means the actual delay is randomly chosen between 0 and respawnDelayMinutes
  • bradleyapc.deployattackdistancemaxSetting
  • bradleyapc.deployhealthrangemaxSetting
  • bradleyapc.deployhealthrangeminSetting
  • bradleyapc.deployintervalSetting
  • bradleyapc.deployondamagecheckintervalSetting
  • bradleyapc.killscientistsonbradleydeathSetting
  • bradleyapc.mountafternotattackeddurationSetting
  • bradleyapc.mountafternotfireddurationSetting
  • bradleyapc.mountafternottargetsdurationSetting
  • bradleyapc.scientistredeploymentminintervalSetting
  • bradleyapc.spawnroadbradleyCommand
  • bradleyapc.usesmokegrenadesSetting
  • buoyancy.use_batchingSettingWhen enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency
  • burieditems.burieditemweightSettingMetal detector loot weight is 100.
  • burieditems.buryitemchanceSetting[0.0 to 1.0]
  • burieditems.expirytimeSettingTime in seconds before an item expires.
  • burieditems.maxburieditemsSetting
  • camerarenderer.completionframebudgetmsSettingPer-frame CPU budget in milliseconds for completing pending companion server camera renders
  • camerarenderer.developerpermissionsSettingEnable developer-specific permissions for camera access (less restricted)
  • camerarenderer.enabledSettingWhen enabled, the companion server camera rendering system is active and processes camera render requests from the companion app
  • camerarenderer.entitymaxageSettingMaximum age in frames for a known collider entity entry in the companion server camera cache before it is evicted
  • camerarenderer.entitymaxdistanceSettingMaximum distance in metres from the companion server camera at which entity colliders are tracked for rendering
  • camerarenderer.farplaneSettingFar clipping plane distance in metres for companion server camera renders; default 250
  • camerarenderer.heightSettingHeight in pixels of the companion server camera render output; default 180
  • camerarenderer.layermaskSettingPhysics layer mask used for raycasting in companion server camera depth sampling; defaults to solid, water, and player movement layers
  • camerarenderer.maxraysperframeSettingMaximum number of raycasts per frame used for companion server camera depth sampling
  • camerarenderer.maxrendersperframeSettingMaximum number of camera render tasks that can complete per frame for companion server cameras
  • camerarenderer.nearplaneSettingNear clipping plane distance for companion server camera renders; 0 = use default
  • camerarenderer.playermaxdistanceSettingMaximum distance in metres at which player entities are included in companion server camera renders
  • camerarenderer.playernamemaxdistanceSettingMaximum distance in metres at which player name labels are included in companion server camera render output
  • camerarenderer.rayjitterSettingMaximum per-axis camera rotation jitter, in sample cells, applied to each companion server camera render so a stationary camera still returns a natural scatter of ray samples instead of a rigid grid; 0 disables
  • camerarenderer.renderintervalSettingInterval in seconds between successive companion server camera render dispatches; default 0.05s (20 Hz)
  • camerarenderer.samplesperrenderSettingNumber of raycast samples taken per companion server camera render pass for depth reconstruction
  • camerarenderer.verticalfovSettingVertical field of view in degrees for companion server camera renders; default 65
  • camerarenderer.widthSettingWidth in pixels of the companion server camera render output; default 320
  • camerarenderermanager.pool_statsCommandPrints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return counters
  • cannon.adminfireCommand
  • cannon.ignore_boat_mount_restrictionsSettingAllows mounting cannons outside of boats for testing.
  • cargoship.cargo_escape_boat_rhibSetting
  • cargoship.debug_cargo_statusCommand
  • cargoship.debug_infoCommand
  • cargoship.dock_timeSetting
  • cargoship.docking_debugSetting
  • cargoship.egressCommand
  • cargoship.egress_duration_minutesSetting
  • cargoship.event_duration_minutesSetting
  • cargoship.event_enabledSetting
  • cargoship.loot_round_spacing_minutesSetting
  • cargoship.loot_roundsSetting
  • cargoship.refresh_loot_on_dockSetting
  • cargoship.should_dockSetting
  • cassette.clearcassettesCommandClears the saved audio recording from all cassette items currently on the server; returns count of cassettes cleared
  • cassette.clearcassettesbyuserCommandClears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes cleared
  • cassette.maxcassettefilesizembSetting
  • catapult.fireCommandFire all catapults
  • catapult.reloadCommandReload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot player
  • cctv.camera_disable_secondsSetting
  • cctv.inputbudgetmsSetting
  • ch47helicopteraicontroller.dropcrateCommandCommands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately
  • chat.cardgamesayCommand
  • chat.clansayCommand
  • chat.enabledSettingWhen enabled, this system is globally active; disable to deactivate the system for the current session
  • chat.globalchatSetting
  • chat.hidechatintutorialSetting
  • chat.historysizeSettingNumber of messages to keep in memory for chat history
  • chat.localchatSetting
  • chat.localchatrangeSettingMaximum distance in metres within which local chat messages are visible to nearby players; messages from beyond this range are not received
  • chat.localsayCommand
  • chat.sayCommand
  • chat.searchCommand
  • chat.serverlogSettingWhen enabled, all chat messages are written to the server log file in addition to being broadcast to players
  • chat.tailCommand
  • chat.teamsayCommand
  • chicken.populationSettingPopulation active on the server, per square km
  • cinematicentity.hideobjectsCommandHides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)
  • clan.addtoclanCommandAdds a player by SteamID64 to your current clan
  • clan.disbandCommandDisbands your current clan
  • clan.editsrequireclantableSettingIf enabled then players will need to be near a Clan Table to make changes to clans
  • clan.enabledSettingEnables the clan system if set to true (must be set at boot, requires restart)
  • clan.infoCommandPrints info about a clan given its ID or a steamID of a player in that clan
  • clan.maxmembercountSettingMaximum number of members each clan can have (local backend only!)
  • clan.scorefordestroyingbradleySettingHow much score players earn for destroying bradley
  • clan.scorefordestroyingpatrolheliSettingHow much score players earn for destroying patrol heli
  • clan.scoreforenablingwatertreatmentplantSettingHow much score players earn for running the water treatment plant, per consumed item
  • clan.scoreforhackingcratesSettingHow much score players earn for hacking crates
  • clan.scoreforinsertheavyfuseinpowerplantSettingHow much score players earn for inserting a heavy fuse into powerplant
  • clan.scoreforlaunchingsatelliteSettingHow much score players earn for launching a satellite
  • clan.scoreforlootingelitecrateSettingHow much score players earn for looting an elite crate
  • clan.scoreforlootingsatelliteSettingHow much score players earn for looting a crashed satellite's crates
  • clan.scoreforopeninghackedcratesSettingHow much score players earn for opening hacked crates
  • clan.scoreforreachingcargoshipSettingHow much score players earn for reaching cargo ship
  • clan.scoreforrunningexcavatorSettingHow much score players earn for running the excavator, per diesel fuel consumed
  • clan.scoreforstartingoilrigfuelswitchSettingHow much score players earn for starting the oil rig fuel switch
  • clan.scoreforswipingredkeycardSettingHow much score players earn for swiping a red keycard
  • clan.scoretestCommandAdds a generic score event to your clan
  • clawmarkspawner.showclawmarksCommand
  • clothlod.clothloddistSettingdistance cloth will simulate until
  • codelock.lockoutcooldownSettingDuration in seconds a player is locked out from attempting the code lock after exceeding maxFailedAttempts; default 900s (15 minutes)
  • codelock.maxfailedattemptsSettingMaximum number of failed code entry attempts on a code lock before the player is locked out; default 8
  • commandblock.commands_enabledSettingCan command blocks execute commands
  • commandblock.log_executionsSettingPrint a log message when a command block is executed
  • commandblock.use_playerSettingIf enabled, commands from command blocks will run using the last player who set them, allowing for a wider range of commands to be used
  • commands.echoCommand
  • commands.findCommand
  • communityentity.pietestCommand
  • communityentity.pietest_nextCommand
  • communityentity.pietest_prevCommand
  • console.consolehistorysizeSettingMaximum number of console history entries
  • console.searchCommand
  • console.tailCommand
  • construct.frameminutesSetting
  • construction.alternativeloschecks_enabledSetting
  • convartimedprefabspawner.prefab_despawn_timeSettingTime in seconds before spawned prefabs are despawned. Set to 0 to disable despawning.
  • convartimedprefabspawner.prefab_spawn_intervalSettingTime in seconds between prefab spawns. Set to 0 to disable spawning.
  • convartimedprefabspawner.prefab_spawn_interval_varianceSettingVariance in seconds to add/subtract from the spawn interval
  • convartimedprefabspawner.prefab_spawn_random_position_offsetSettingMaximum random offset (sphere radius) from the spawner's position when spawning prefabs
  • convartimedprefabspawner.prefab_spawn_random_rotationSettingIf true, spawned prefabs will have a random rotation
  • copypaste.copybox_svCommandServer-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client command
  • copypaste.copybuilding_svCommandServer-side handler that copies all entities belonging to the building the player is looking at into a named paste file; called from the copybuilding client command
  • copypaste.copyradius_svCommandServer-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client command
  • copypaste.download_paste_svCommandDownloads a paste file stored on the server (legacy server-side storage) by name and sends its entity data to the requesting client for local storage
  • copypaste.killbox_svCommandServer-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.)
  • copypaste.list_pastes_svCommandLists all paste files stored in the legacy server-side copypaste directory and prints their names to the console
  • copypaste.printselection_svCommandServer-side handler that prints the names of all entities within the current selection bounds; used to preview what would be included in a copy operation
  • copypaste.undopaste_svCommandUndoes the most recent paste operation for the calling player by destroying all entities that were spawned in that paste; replies with 'History empty' if nothing to undo
  • coverpointvolume.cover_point_sample_step_heightSettingcover_point_sample_step_height defines the height of the steps we do vertically for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 2.0)
  • coverpointvolume.cover_point_sample_step_sizeSettingcover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 6.0)
  • cow.populationSettingPopulation active on the server, per square km
  • crabs.populationSettingPopulation active on the server, per square km
  • craft.addCommand
  • craft.cancelCommand
  • craft.canceltaskCommand
  • craft.fasttracktaskCommand
  • craft.instantSettingWhen enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in development
  • creative.allusersSettingApply creative mode to the entire server
  • creative.alwaysonenabledSettingFailsafe toggle that must be true before any alwaysOn commands work; prevents items from accidentally entering the always-on state outside of creative mode
  • creative.bypassholdtoplacedurationSettingBypasses bypassHoldToPlaceDuration when deploying items
  • creative.freebuildSettingBuild blocks for free
  • creative.freeplacementSettingBypasses all placement checks
  • creative.freerepairSettingBypass the 30s repair cooldown when repairing objects
  • creative.togglealwaysonCommand
  • creative.togglealwaysonallCommandSets the always-on state for all IAlwaysOn entities on the server (e.g. lights, switches); only works when alwaysOnEnabled is true and caller is in creative mode
  • creative.togglealwaysonradiusCommand
  • creative.togglecreativemodeuserCommandEnables or disables creative mode for a specific player by name or Steam ID; creative mode removes resource costs and unlocks building freely
  • creative.unlimitedioSettingBypasses limits on IO length and points
  • crocodile.populationSettingPopulation active on the server, per square km
  • cui.cui_testCommand
  • cui.cui_test_updateCommand
  • cui.endtestCommand
  • dartsgame.accuracyadjustspeedSetting
  • dartsgame.accuratevelocitythresholdSetting
  • dartsgame.cooldownbetweenthrowsSetting
  • dartsgame.debugcanplayagainstselfSetting
  • dartsgame.holdfocusaddedfrictionSetting
  • dartsgame.holdfocusdurationSetting
  • dartsgame.idlekicksecondsSetting
  • dartsgame.maxaccuracySetting
  • dartsgame.maxthrowtimerSetting
  • dartsgame.maxzoomSetting
  • dartsgame.minaccuracySetting
  • dartsgame.needdoubletowinSetting
  • dartsgame.reticlefrictionSetting
  • dartsgame.reticleinputbufferapplicationSetting
  • dartsgame.reticleinputspeedSetting
  • dartsgame.reticlemaxvelocitySetting
  • dartsgame.reticlerandomforcestrengthSetting
  • dartsgame.reticlespawnpointradiusoffsetSetting
  • dartsgame.scoretargetSettingSets the score target in Darts. Standard games are either 301 or 501.
  • data.exportCommandExports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path
  • ddraw.ddrawotherCommandSends a ddraw.text debug draw command to a specific player by Steam ID or name; allows admins to display debug text overlays on another player screen
  • debug.addmonumentblockergraceCommand<minutes> (optional: <range>) - Adds the given number of minutes to the decay grace period timer of the monument blocker closest to you, making it start decaying that much sooner. Negative values rewind the timer
  • debug.applybuildingblockrandomisationCommandSets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visuals
  • debug.applypuzzleresettimeCommandApplies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testing
  • debug.bag_respawn_parentingSettingWhether to parent players immediately on spawning to a boat if the bag is on a boat
  • debug.bench_ioCommandSpawn lots of IO entities to lag the server
  • debug.breakheldCommandBreak the current held object
  • debug.breakheld_almostCommandAlmost break the current held object
  • debug.breakitemCommandBreak all the items in your inventory whose name match the passed string
  • debug.breakshieldCommandBreaks the currently held shield
  • debug.callbacksSettingWhen enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains
  • debug.checkparentingtriggersSettingWhen enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs
  • debug.checktriggersSettingWhen enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes
  • debug.clearplayermodifiersCommandRemoves all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing
  • debug.cleartutorialforplayerCommandIf a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)
  • debug.completemissionCommandCompletes all incomplete objectives in the calling player active mission, triggering the mission completion flow
  • debug.completemissionstageCommand
  • debug.completetutorialCommandImmediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression
  • debug.console_print_colorCommandPrints a message to the server console using the specified ConsoleColor index; useful for testing coloured console output
  • debug.console_spamCommandLogs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speed
  • debug.conveyorstrictmodereportCommandPrints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow
  • debug.debugclippingchecksSettingShows debug info for what objects are causing clipping checks to fail.
  • debug.debugdismountsSetting
  • debug.deleteentitiesbyshortnameCommand<shortname> (optional: <radius>) - Delete entities with the given short prefab name
  • debug.deleteentitybyidCommandDelete entities by id. Supports multiple arguments
  • debug.disableconditionSettingDo not damage any items
  • debug.disablelootnavobstaclesindeepseaSettingWhen true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas
  • debug.drinkCommandAdds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanics
  • debug.dropworlditemsCommandDrops a specified number of the given item short name as world entities from just in front of the calling player; useful for item physics testing
  • debug.eatCommandAdds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanics
  • debug.emptytankermoduleCommandemptyTankerModule - Clears the contents of the tanker module(s) of the modular car you're looking at
  • debug.enable_player_movementCommandSends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanics
  • debug.fillmountsCommandfillmounts <radius> - Spawns and mounts a player on every mount point in radius
  • debug.filltankermoduleCommandfillTankerModule <item> - Fills the tanker module(s) of the modular car you're looking at with the given liquid (e.g. water, water.salt, crude.oil)
  • debug.findgapCommandFind how large of a gap there is. <maxDistance> <stepsize> <maxSize> <layer>
  • debug.flushgroupCommandTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
  • debug.foodspoilingdeducttimehoursCommandDeducts the given number of hours from all spoilable food on the server
  • debug.foodspoilinginventoryhoursCommandApplies the given number of hours to all food in the players inventory
  • debug.foodspoilingspoilallCommandSpoils all food on the server
  • debug.forcechickensspawneggCommandForces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic
  • debug.healCommandTo disable revival if player is downed, pass in --no-recover as the first argument.
  • debug.hurtCommandDeals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactions
  • debug.invisCommand
  • debug.logSettingWhen enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output
  • debug.print_topologiesCommandPrints out the topologies at your position
  • debug.printgrouplayerCommandPrints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment
  • debug.printgroupsCommandLogs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment
  • debug.printmissionspeakinfoSettingWhen enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire
  • debug.printmonumentblockerCommandPrints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100)
  • debug.printqueuesCommandPrints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time
  • debug.puzzleresetCommandReset all puzzles. Optionally provide a number to only reset puzzles within a radius.
  • debug.puzzleresetinfoCommandPrints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status
  • debug.puzzleresettimemultiplierSettingMultiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower
  • debug.quittutorialCommand
  • debug.refillvitalsCommandRefills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.
  • debug.refillvitalsallCommandRefills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.
  • debug.refrigeratedinventoryhoursCommandAdds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waiting
  • debug.removeoverlappingstaticspawnpointsCommandScans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points
  • debug.renderinfoCommandGenerates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame
  • debug.repair_inventoryCommandRepair all items in inventory
  • debug.resetsleepingbagtimersCommandResets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags
  • debug.respawnvinetreesinradiusCommandRespawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players
  • debug.setdamageCommandDeals enough bullet damage to bring the calling player or a named target to the specified health value
  • debug.setfoodCommandSets the calling player or a named target player calorie level to the specified value directly
  • debug.sethealthCommandSets the calling player or a named target player health to the specified value; useful for testing low-health or death scenarios
  • debug.setmaxhealthCommandOverrides the maximum health of the calling player or a named target; pass 0 to reset to the default value
  • debug.setradiationCommandSets the calling player or a named target player radiation level to the specified value directly
  • debug.setthrowableCommand0 = can't throw, 1 = can throw & melee, 2 = only throwable
  • debug.setunloadablecarfillpercentCommandSets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore level
  • debug.setwaterCommandSets the calling player or a named target player hydration level to the specified value directly
  • debug.spawn_all_deployablesCommandSpawns one of every deployable in a grid
  • debug.spawnovenstresstestCommandSpawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system
  • debug.spawnparachutetesterCommandSpawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied
  • debug.stallCommandStalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems
  • debug.starttutorialCommand
  • debug.test_custom_vitalsCommandSends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering
  • debug.testerrorCommandLogs a test error and exception for testing error display.
  • debug.testtutorialcinematicCommandTriggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it
  • debug.tutorial_start_cooldownSettingMinimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam
  • debug.tutorialstatusCommandPrints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state
  • debug.vineswinginghighlightCommandSends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement
  • debug.vineswingingreportCommandPrints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable
  • decay.addfakeauthhistoryCommandaddfakeauthhistory <count>, adds fake deauthed players to the auth history of the tool cupboard you are standing in, for testing group upkeep tiers
  • decay.bracket_0_blockcountSettingNumber of blocks in the 1st upkeep bracket
  • decay.bracket_0_costfractionSettingBlocks in the 1st upkeep bracket will cost this value per day to maintain
  • decay.bracket_0_doorcountSettingNumber of doors in the 1st upkeep bracket
  • decay.bracket_0_doorfractionSettingDoors in the 1st upkeep bracket will cost this value per day to maintain
  • decay.bracket_1_blockcountSettingNumber of blocks in the 2nd upkeep bracket
  • decay.bracket_1_costfractionSettingBlocks in the 2nd upkeep bracket will cost this value per day to maintain
  • decay.bracket_1_doorcountSettingNumber of doors in the 2nd upkeep bracket
  • decay.bracket_1_doorfractionSettingDoors in the 2nd upkeep bracket will cost this value per day to maintain
  • decay.bracket_2_blockcountSettingThe number of blocks in the 3rd upkeep bracket
  • decay.bracket_2_costfractionSettingBlocks in the 3rd upkeep bracket will cost this value per day to maintain
  • decay.bracket_2_doorcountSettingThe number of doors in the 3rd upkeep bracket
  • decay.bracket_2_doorfractionSettingDoors in the 3rd upkeep bracket will cost this value per day to maintain
  • decay.bracket_3_costfractionSettingBlocks in the 4th upkeep bracket will cost this value per day to maintain
  • decay.bracket_3_doorfractionSettingDoors in the 4th upkeep bracket will cost this value per day to maintain
  • decay.build_twig_cost_multiplierSettingCan players upgrade building blocks to wood
  • decay.clearauthhistoryCommandClears the deauthed player history on the tool cupboard you are standing in, dropping its group upkeep back to the number of authed players
  • decay.debugSettingWhen enabled, logs decay tick details to the console including which entities took damage and how much
  • decay.delay_metalSettingHow long should this building grade decay be delayed when not protected by upkeep, in hours
  • decay.delay_overrideSettingWhen set to a value above 0 everything will decay with this delay
  • decay.delay_stoneSettingHow long should this building grade decay be delayed when not protected by upkeep, in hours
  • decay.delay_toptierSettingHow long should this building grade decay be delayed when not protected by upkeep, in hours
  • decay.delay_twigSettingHow long should this building grade decay be delayed when not protected by upkeep, in hours
  • decay.delay_woodSettingHow long should this building grade decay be delayed when not protected by upkeep, in hours
  • decay.drawnearbybuildingsCommanddrawnearbybuildings <duration> <radius>, shows building ID of entities
  • decay.duration_metalSettingHow long should this building grade take to decay when not protected by upkeep, in hours
  • decay.duration_overrideSettingWhen set to a value above 0 everything will decay with this duration
  • decay.duration_stoneSettingHow long should this building grade take to decay when not protected by upkeep, in hours
  • decay.duration_toptierSettingHow long should this building grade take to decay when not protected by upkeep, in hours
  • decay.duration_twigSettingHow long should this building grade take to decay when not protected by upkeep, in hours
  • decay.duration_woodSettingHow long should this building grade take to decay when not protected by upkeep, in hours
  • decay.forcedecaytickCommandCall the decay tick on every single entity on the server (for testing decay works)
  • decay.high_wall_upkeepSettingUpkeep scale for external walls and gates
  • decay.outside_test_rangeSettingMaximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
  • decay.scaleSettingMultiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decay
  • decay.tickSettingInterval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently
  • decay.upgrade_hqm_cost_multiplierSettingCan players upgrade building blocks to hqm
  • decay.upgrade_hqm_enabledSettingCan players upgrade building blocks to hqm
  • decay.upgrade_metal_cost_multiplierSettingCan players upgrade building blocks to metal
  • decay.upgrade_metal_enabledSettingCan players upgrade building blocks to metal
  • decay.upgrade_stone_cost_multiplierSettingCan players upgrade building blocks to stone
  • decay.upgrade_stone_enabledSettingCan players upgrade building blocks to stone
  • decay.upgrade_wood_cost_multiplierSettingCan players upgrade building blocks to wood
  • decay.upgrade_wood_enabledSettingCan players upgrade building blocks to wood
  • decay.upkeepSettingIs upkeep enabled
  • decay.upkeep_grief_protectionSettingHow many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)
  • decay.upkeep_group_count_locksSettingShould players holding a code on one of the building's doors count towards the group size, whether it is the master code or the guest code
  • decay.upkeep_group_history_maxSettingMaximum number of players a tool cupboard remembers in the group window, oldest are dropped first
  • decay.upkeep_group_max_multiplierSettingUpper limit on the group size upkeep multiplier
  • decay.upkeep_group_scalingSettingShould upkeep cost scale with the number of players authed on the tool cupboard
  • decay.upkeep_group_tier_0_increaseSettingEach player in the 1st upkeep group tier increases upkeep cost by this fraction
  • decay.upkeep_group_tier_0_playercountSettingNumber of players in the 1st (free) upkeep group tier
  • decay.upkeep_group_tier_1_increaseSettingEach player in the 2nd upkeep group tier increases upkeep cost by this fraction
  • decay.upkeep_group_tier_1_playercountSettingNumber of players in the 2nd (small group) upkeep group tier
  • decay.upkeep_group_tier_2_increaseSettingEach player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited
  • decay.upkeep_group_window_hoursSettingPlayers who authed within this many hours still count towards the group size, even if they have since deauthed
  • decay.upkeep_heal_scaleSettingScale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
  • decay.upkeep_inside_decay_scaleSettingScale at which objects decay when they are inside, default of 0.1
  • decay.upkeep_lock_min_usersSettingIf a code lock has <= this number of users it won't count its users towards group upkeep tax
  • decay.upkeep_period_minutesSettingHow many minutes does the upkeep cost last? default : 1440 (24 hours)
  • decay.use_door_upkeep_bracketsSettingShould doors have their own upkeep brackets separate from building blocks
  • decayentity.debuggetprivilegeSettingWhen enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculations
  • decayentity.demolish_secondsSettingTime window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes)
  • deepsea.allow_all_vehiclesSettingAllow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles
  • deepsea.allow_swimmersSettingAllow players to swim to the deep sea
  • deepsea.block_buildingSetting
  • deepsea.closeCommandInitiates the deep sea closing sequence
  • deepsea.createdeepseaCommandCreates the deep sea manager entity on the server
  • deepsea.debug_portal_spawnattemptsSettingWhen enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or failed
  • deepsea.enabledSettingToggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startup
  • deepsea.enterdeepseaCommandTeleports the player (or their mounted vehicle) into the deep sea
  • deepsea.entities_spawnintervalSettingWhen generating, the interval in seconds in between each entity spawn (island, ghost ship and floating city). Increase if you're experiencing lag when the deep sea is opening.
  • deepsea.floatingcity_countSettingNumber of floating cities to spawn in the deep sea
  • deepsea.floatingcity_edgemarginSettingMinimum distance in metres floating cities must be from the deep sea boundary edge when spawning
  • deepsea.floatingcity_mindistSettingMinimum distance in metres required between floating city
  • deepsea.floatingcity_radiusSettingExclusion radius in metres around floating cities
  • deepsea.forceentranceportaldirectionSetting0 Random, 1 North, 2 East, 3 South, 4 West
  • deepsea.ghostship_countSettingNumber of ghost ship to spawn in the deep sea zone
  • deepsea.ghostship_edgemarginSettingMinimum distance in metres ghost ships must be from the deep sea boundary edge when spawning
  • deepsea.ghostship_mindistSettingMinimum distance in metres required between ghost ships
  • deepsea.ghostship_radiusSettingExclusion radius in metres around ghost ship
  • deepsea.hackablecrate_countSettingNumber of hackable crates to spawn in the deep sea
  • deepsea.island_countSettingNumber of islands to spawn in the deep sea zone
  • deepsea.island_edgemarginSettingMinimum distance in metres islands must be from the deep sea boundary edge when spawning
  • deepsea.island_mindistSettingMinimum distance in metres required between islands
  • deepsea.island_portal_terrain_distanceSettingDistance in metres from the main island shore at which deep sea entrance portals are placed
  • deepsea.island_radiusSettingExclusion radius in metres around islands
  • deepsea.leavedeepseaCommandTeleports the player (or their mounted vehicle) back to the main island from the deep sea.
  • deepsea.logsSettingWhen enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debugging
  • deepsea.loot_respawn_scaleSettingPopulation multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double
  • deepsea.loot_scaleSettingPopulation multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double
  • deepsea.navmesh_spawnintervalSettingWhen generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening.
  • deepsea.openCommandInitiates the deep sea opening sequence
  • deepsea.openonserverwipeSettingShould the deep sea open as soon as the server wiped?
  • deepsea.printboatteleportsCommandPrints what players on the player's boat will be teleported to the deep sea
  • deepsea.printentitycountCommandPrints a breakdown of all entities currently in the deep sea
  • deepsea.printlootCommandPrints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea
  • deepsea.printtimetowipeCommandPrints the current time remaining until the deep sea wipes
  • deepsea.rhib_countSettingNumber of RHIB boat groups to spawn in the deep sea
  • deepsea.rhib_edgemarginSettingMinimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning
  • deepsea.rhib_mindistSettingMinimum distance in metres required between RHIB groups
  • deepsea.rhib_radiusSettingExclusion radius in metres around each RHIB group
  • deepsea.settimetonextopeningCommandSets the time in seconds until the deep sea re-opens after a wipe
  • deepsea.settimetowipeCommandSets the time in seconds until the deep sea wipe triggers
  • deepsea.spawnfloatingcityhereCommandSpawns a random floating city prefab at the player position
  • deepsea.spawnghostshiphereCommandSpawns a random ghost ship prefab at the player position
  • deepsea.spawngroups_spawnintervalSettingWhen generating, the interval in seconds in between each spawn groups fill (dwellings/crates/scientists on island, ghost ships). Increase if you're experiencing lag when the deep sea is opening.
  • deepsea.spawnislandhereCommandSpawns a random deep sea island prefab at the player position
  • deepsea.spawnrhibgrouphereCommandSpawns a RHIB patrol boat group at the player position
  • deepsea.statusCommandPrints the current deep sea status
  • deepsea.stricttransitionrepositionSettingEnsure all players on a mounted boat are repositioned after a transition, if this is false we rely on parenting exclusively
  • deepsea.terrain_everywhereSettingApplies the deep sea terrain config and foliage to the whole map, not just inside the deep sea
  • deepsea.testportalspawnlocationCommandTests whether the calling player's current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in seconds
  • deepsea.wipecooldownmaxSettingMaximum seconds before a deep sea re-opens after closing
  • deepsea.wipecooldownminSettingMinimum seconds before a deep sea re-opens after closing
  • deepsea.wipedurationSettingDuration in seconds of the deep sea wipe
  • deepsea.wipeendphasedurationSettingDuration in seconds of the final wipe phase, bad weather kicking in etc
  • deepsea.wiperadiationphasedurationSettingSeconds before radiation starts to ramp in before the deep sea wipe
  • demo.recordCommandStarts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connected
  • demo.recordlistSettingComma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recording
  • demo.recordlistmodeSettingControls the behavior of recordlist, 0=whitelist, 1=blacklist
  • demo.splitmegabytesSettingMaximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large
  • demo.splitsecondsSettingMaximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour)
  • demo.stopCommandStops the active server-side demo recording for the specified player and finalises the demo file
  • drone.altitudespeedoverrideSettingIf greater than zero, overrides the drone's vertical movement speed
  • drone.disablesamtargetingSetting
  • drone.maxcontrolrangeSettingHow far drones can be flown away from the controlling computer station
  • drone.movementspeedoverrideSettingIf greater than zero, overrides the drone's planar movement speed
  • drone.samproximityfuseradiusSettingRadius at which a SAM missile's proximity fuse detonates against drones, capped by the missile's 20m trigger sphere
  • droppeditem.broadcast_debug_ddrawSettingWill broadcast debug ddraw information on ALL dropped items to ALL players
  • droppeditem.remove_rb_on_sleepSettingWhether Rigidbody components are removed from DroppedItems when sleeping
  • droppeditem.underwater_drag_budget_msSettingHow many milliseconds to spend on updating underwater drag levels
  • dungeonnavmesh.use_baked_terrain_meshSetting
  • dynamicnavmesh.use_baked_terrain_meshSetting
  • egghuntevent.includebotsSettingWill spawn eggs for bots, only for debug purposes - don't enable it!
  • electricbattery.batteryidCommand
  • electricbattery.dischargebudgetmsSetting
  • entity.countbyCommandCount all entities created by provided users (separate users by space)
  • entity.debug_toggleCommandToggles the debug info overlay for an entity by net ID, showing position, velocity, health, and network state in the world
  • entity.deletebyCommandDestroy all entities created by provided users (separate users by space)
  • entity.deletebytextblockCommandDestroy all entities created by users in the provided text block (can use with copied results from ent auth)
  • entity.find_entityCommandLists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client
  • entity.find_groupCommandLists all networked entities belonging to the given network group ID in a formatted table; admin-only on client
  • entity.find_idCommandLists the networked entity with the given network entity ID in a formatted table; admin-only on client
  • entity.find_parentCommandLists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client
  • entity.find_radiusCommandLists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client
  • entity.find_selfCommandLists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client
  • entity.find_statusCommandLists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client
  • entity.nudgeCommandApplies a small positional nudge to an entity by net ID, useful for unsticking entities that are clipping into geometry
  • entity.set_battery_chargeCommandSets the charge level of an electric battery entity by net ID to the given percentage (0-100)
  • entity.spawnCommandSpawns a server entity by prefab name at a given world position and direction; returns the spawned entity net ID
  • entity.spawngridCommandSpawns a grid of server entities by prefab name centred at a position; useful for stress-testing entity counts
  • entity.spawnitemCommandSpawns a dropped item entity server-side by item short name at a given world position
  • entity.spawnlootfromCommandSpawns a copy of the loot table from one container prefab into the world at the calling player position
  • entity.spawnplantsCommandSpawn every stage of every plant inside it's own planter, with an optional filter
  • entity.spawnvendorCommandSpawns a complete NPC vendor by vendor name - both the shopkeeper NPC and the invisible vending machine it needs - at the position the calling player is looking at
  • env.addtimeCommandAdvances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing
  • env.daySettingGets or sets the current in-game day of the month; used for calendar-driven events and date display
  • env.daylengthSettingHow many real minutes one in-game day lasts on the server. Not sent to clients, whose sky keeps its own day length between time syncs, so lower it headless or in the editor to run a day through quickly. Never zero, freeze time with env.progresstime instead
  • env.monthSettingGets or sets the current in-game month (1-12); used for seasonal event triggers and calendar display
  • env.nightlight_brightnessSetting
  • env.nightlight_distanceSetting
  • env.nightlight_fadefractionSetting
  • env.oceanlevelSetting
  • env.progresstimeSettingWhen enabled, the server advances the in-game time of day automatically; disabling freezes time at its current value
  • env.redmoonSetting
  • env.timeSettingGets or sets the current in-game time of day as a decimal hour (0.0-24.0); writing a value immediately jumps the time to that point
  • env.yearSettingGets or sets the current in-game year; used for date display and long-running server event tracking
  • events.print_server_eventsCommandPrints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time
  • events.set_event_enabledCommandEnables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled
  • events.set_event_max_delayCommandSets the maximum delay in seconds between automatic triggers of the named server event
  • events.set_event_min_delayCommandSets the minimum delay in seconds between automatic triggers of the named server event
  • eventschedule.killalleventsCommandKills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents
  • eventschedule.triggereventCommandTriggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous
  • eventschedulewipeoffset.event_hours_before_wipeSettingNumber of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe
  • excavatorsignalcomputer.automaticchargeneededforsuppliesSettingAmount of charge required for the excavator to automatically trigger supply drop delivery without player activation
  • excavatorsignalcomputer.chargeneededforsuppliesSettingAmount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop
  • farmableanimal.simhoursCommandSimulates the provided number of hours on all farm animals within 10m
  • fishing.debugoverfishingSetting
  • fishing.disableoverfishingSetting
  • fishing.overfishedareadurationminutesSetting
  • fishing.overfishedarearadiusSetting
  • fishing.successesuntiloverfishedSetting
  • fps.limitSetting
  • frankensteinbrain.movetowardsrateSetting
  • frankensteinpet.decayminutesSettingHow long before a Frankenstein Pet dies un controlled and not asleep on table
  • frog.populationSettingPopulation active on the server, per square km
  • gamemode.setCommandSets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore)
  • gamemode.setteamCommand
  • gamemodesoftcore.allow_tc_corpse_no_buildingSetting
  • gamemodesoftcore.gather_rateSettingGlobal multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yield
  • gamemodesoftcore.reclaim_building_authSettingWhen enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base
  • gamemodesoftcore.reclaim_fraction_beltSettingFraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%)
  • gamemodesoftcore.reclaim_fraction_mainSettingFraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%)
  • gamemodesoftcore.reclaim_fraction_wearSettingFraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%)
  • gamemodesoftcore.reclaim_suicideSettingWhen enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill)
  • gamephysics.defaultmaxresultsperquerySettingHow many results to collect per command - DONT set this too low or you'll risk missing results
  • gc.allocCommandAllocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput
  • gc.collectCommandTriggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling
  • gc.enabledSettingWhen enabled, this system is globally active; disable to deactivate the system for the current session
  • gc.incremental_enabledSettingRead-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime
  • gc.incremental_millisecondsSettingTime slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames
  • gc.unloadCommandCalls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM
  • global.add_wallpaper_radiusCommand<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random
  • global.adminpanelCommand
  • global.adminui_deleteugccontentCommandClears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity component
  • global.adminui_fullrefreshCommandTriggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at once
  • global.adminui_requestfireworkpatternCommandSends the firework pattern design data for the specified pattern firework entity to the requesting admin client
  • global.adminui_requestplayerlistCommandServer-side handler that serialises and sends the current player list to the requesting admin client for display in the admin UI
  • global.adminui_requestserverconvarsCommandServer-side handler that collects all ServerAdmin+ShowInAdminUI convars and sends them to the admin client for editing via the admin UI
  • global.adminui_requestserverinfoCommandServer-side handler that serialises and sends current server info (name, players, FPS, etc.) to the requesting admin client
  • global.adminui_requestugccontentCommandServer-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin client
  • global.adminui_requestugclistCommandServer-side handler that scans all entities for UGC content (images, patterns, vending names) and sends a serialised list to the admin client
  • global.allowadminuiSettingControls whether the in-game admin UI is displayed to admins
  • global.applygenesCommand<gene string> - Applies the given genes (e.g. "YYYGGG") to the clone/seed in your hands
  • global.authcountCommandReturns all entities that the provided player is authed to (TC's, locks, etc), supports --json
  • global.authradiusCommandAuthorises the specified player (or caller if none given) to all tool cupboards within the given radius around them
  • global.authradius_multiCommandAuthorises multiple specified players to all tool cupboards within the given radius around the calling admin
  • global.authradius_radiusCommandFinds all players within playerRadius of the caller, then authorises each of them to TCs within authRadius of themselves
  • global.banCommandban <player> <reason> [optional duration]
  • global.banidCommandbanid <steamid> <username> <reason> [optional duration]
  • global.banlistCommandList of banned users (sourceds compat)
  • global.banlistexCommandList of banned users - shows reasons and usernames
  • global.bansCommandList of banned users
  • global.breakclothingCommandBreaks all equipped clothing items currently worn by the calling player, reducing their condition to zero
  • global.breakitemCommandReduces the condition of all items in the calling player inventory whose short name matches the given string to zero, breaking them
  • global.buildinfoCommandGet information about this build
  • global.carstatsCommandGet information about all the cars in the world
  • global.change_wallpaper_radiusCommand<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random
  • global.cinematicgingerbreadcorpsesSettingWhen enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's
  • global.clear_wallpaper_radiusCommandclear_wallpaper_radius <radius>
  • global.clearallspraysCommandRemoves all spray paint entities from the server world; useful for cleaning up excessive player spray art
  • global.clearallspraysbyplayerCommandRemoves all spray paint entities created by a specific player, identified by Steam ID or name
  • global.clearcontainerCommandclearcontainer: Removes all items inside the container you're looking at
  • global.clearcontainer_radiusCommandclearcontainer_radius <radius>: Removes all items inside a container within a radius
  • global.cleardroppeditemsCommandRemoves all dropped item entities from the server, cleaning up every piece of loot on the ground
  • global.clearspraysatpositioninradiusCommandRemoves all spray paint entities within a given radius of the specified world position (X Y Z)
  • global.clearspraysinradiusCommandRemoves all spray paint entities within the given radius of the calling admin current position
  • global.clearugcbyplayerCommandClears UGC content from all entities that have the specified player (by name or Steam ID) in their editing history
  • global.clearugcentitiesinrangeCommandClears UGC content from all entities within the given radius of a world position; reports how many entities were cleared
  • global.clearugcentityCommandClears all UGC content from a single entity by network ID; reports success or failure
  • global.clearvendingmachinenamescontainingCommandClears the custom name UGC from all vending machines whose content string contains the given search text (case/symbol insensitive)
  • global.clientperfCommandRequests a performance report from every connected client; supports legacy and JSON formats; used for monitoring client frame rates and memory usage
  • global.collidersCommandPrints the count of enabled versus disabled Collider components currently in the scene
  • global.deauthradiusCommandRemoves authorisation for the specified player (or caller) from all tool cupboards within the given radius
  • global.deauthradius_multiCommandRemoves authorisation for multiple specified players from all tool cupboards within the given radius around the calling admin
  • global.deauthradius_radiusCommandFinds all players within playerRadius of the caller, then deauthorises each of them from TCs within authRadius of themselves
  • global.developerSettingDeveloper mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging
  • global.disablebagdroppingSettingDisables the backpacks that appear after a corpse times out
  • global.dumpCommandDumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash.
  • global.dumpanimatorsCommandDumps a diagnostic snapshot of animators into a diagnostics subfolder
  • global.dumpentitiesCommandDumps a diagnostic snapshot of entities into a diagnostics subfolder
  • global.dumplodgroupsCommandDumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder
  • global.dumpnetworkCommandDumps a diagnostic snapshot of network info into a diagnostics subfolder
  • global.dumpobjectsCommandDumps a diagnostic snapshot of objects into a diagnostics subfolder
  • global.dumpphysicsCommandDumps a diagnostic snapshot of physics into a diagnostics subfolder
  • global.dumppreprocessCommandDump list of prefabs pre-processed into a diagnostics subfolder
  • global.dumprootobjectsCommandDumps a diagnostic snapshot of root objects (all gameobjects across all scenes) into a /diagnostics/ subfolder. WARNING: this will stall the server and can cause it to crash.
  • global.dumpsysteminformationCommandDumps a diagnostic snapshot of system information into a diagnostics subfolder
  • global.dumpwarmupCommandDumps a diagnostic snapshot of warmup info into a diagnostics subfolder
  • global.entcountCommandReturns all entities that the provided player has placed, supports --json
  • global.entidCommandRuns an admin command (kill, lock, unlock, etc.) on a specific entity by network ID; blocks operation on players and point entities
  • global.espguiCommand
  • global.fillcontainerCommandfillcontainer <optional: category> - Fills the container you are looking at with random items, can also specify a category (ammunition, weapon etc.)
  • global.fillcontainer_radiusCommandfillcontainer_radius <radius> <optional: category> - Fills containers with random items within a radius, can also specify a category
  • global.fillinventoryCommandfillinventory <optional: category> - Fills your inventory with random items, can also specify a category (ammunition, weapon etc.)
  • global.forceunloadbundlesSettingWhen enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident
  • global.freeCommandClears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only
  • global.getugcinfoCommandReturns a JSON object containing the UGC info (CRCs, type, player history) for the entity with the given network ID
  • global.injureCommandPuts the calling player or a named target into the wounded/downed state, simulating the critical injury bleed-out state
  • global.injureplayerCommandPuts the specified player into the wounded/downed state immediately without killing them; useful for testing the crawl/revive mechanics
  • global.job_system_threadsSettingNumber of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs
  • global.kickCommandKicks the specified player from the server with an optional reason; broadcasts the kick to chat and places them through the queue on reconnect
  • global.kickallCommandKicks all currently connected players from the server with an optional reason; useful for forcing a restart or clearing the server
  • global.killCommand
  • global.killallplayersCommandDeals lethal damage to every non-NPC player currently connected to the server; reports the number of players killed
  • global.killbeesCommandKills all bee swarms
  • global.killplayerCommandDeals 1000 damage to the specified player (by name/SteamID/bot) killing them immediately; useful for testing death logic without console kill commands
  • global.listidCommandList of banned users, by ID (sourceds compat)
  • global.maxspraysperplayerSettingIf a player sprays more than this, the oldest spray will be destroyed. 0 will disable
  • global.maxthreadsSettingMaximum number of Unity job system worker threads; controls the background thread pool size for job dispatching
  • global.moderatoridCommandAdds the specified Steam64 ID as a server moderator with optional name and reason; grants admin flag to the player if connected
  • global.muteCommandMutes the specified connected player preventing them from using chat; optionally accepts a mute expiry timestamp for temporary mutes
  • global.mutelistCommandPrint a list of currently muted players
  • global.objectsCommandPrints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes
  • global.owneridCommandAdds the specified Steam64 ID as a server owner (auth level 2) with optional name and reason; requires the caller to also be auth level 2
  • global.perfSettingControls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage
  • global.playerlistCommandGet a list of players
  • global.playerlistidsCommandGet a list of player's IDs
  • global.playersCommandPrint out currently connected clients etc
  • global.print_wallpaper_skinsCommandLists all wallpaper skins
  • global.printallscenesinbuildCommandPrints all scenes registered in the build settings with their build index and asset path
  • global.queueCommandPrints the current state of server-side stability check and surroundings update queues; reports nothing useful on client
  • global.quitCommandQuits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode
  • global.recoverCommandRevives the calling player or a named target from the wounded state, restoring them to standing with a small amount of health
  • global.recoverplayerCommandRecovers the specified player from the wounded state, standing them back up at minimum health
  • global.removemoderatorCommandRemoves moderator status from the specified Steam64 ID; removes admin flag from the player if currently connected
  • global.removeownerCommandRemoves owner status from the specified Steam64 ID; removes admin flag from the player if currently connected
  • global.removeskipqueueCommandRemoves skip queue permission from a SteamID
  • global.reportCommandRuns a server performance diagnostic report covering entity counts, memory usage, and active invokes, outputting results to the server console
  • global.respawnCommand
  • global.respawn_sleepingbagCommand
  • global.respawn_sleepingbag_favouriteCommand
  • global.respawn_sleepingbag_removeCommand
  • global.restartCommandSchedules a server restart; optionally accepts a countdown in seconds and a broadcast message sent to all players before the restart occurs
  • global.sayCommandSends a message in chat
  • global.serverinfoCommandGet a list of information about the server
  • global.setinfoCommand
  • global.showbotsinplayerlistSettingInclude bots in the admin UI player list (debugging purpose only)
  • global.skickCommandSilently kicks the specified player without broadcasting to chat; the kick is logged to RCON only
  • global.skin_lookingCommand<skin>
  • global.skin_radiusCommandskin_radius 'skin' 'radius'
  • global.skipqueueCommandMoves the specified Steam64 ID to the front of the connection queue so they connect immediately on next join
  • global.skipqueueidCommandAdds skip queue permissions to a SteamID
  • global.sleepCommandPuts the calling player into the sleeping state, disconnecting their control and making them a sleeping entity on the server
  • global.sleepingusersCommandShow user info for players on server.
  • global.sleepingusersinrangeCommandShow user info for sleeping players on server in range of the player.
  • global.sleeptargetCommandPuts the player that the calling admin is looking at into the sleeping state; useful for testing sleeping player interactions
  • global.spectateCommandEnters spectator mode; optionally accepts a player name or Steam ID to spectate that specific player from a third-person camera
  • global.spectateidCommandEnters spectator mode targeting the entity or player with the given network entity ID
  • global.spraydurationSettingBase time (in seconds) that sprays last
  • global.sprayoutofauthmultiplierSettingMultiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f)
  • global.statsCommandPrint out stats of currently connected clients
  • global.statusCommandPrint out currently connected clients
  • global.status_svCommand
  • global.steamconnectiontimeoutSetting
  • global.steamnagleflushSetting
  • global.steamnagletimeSettingNagle time, in microseconds
  • global.steamnetdebugSettingTurns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything)
  • global.steamnetdebug_ackrttSetting
  • global.steamnetdebug_messageSetting
  • global.steamnetdebug_p2prendezvousSetting
  • global.steamnetdebug_packetdecodeSetting
  • global.steamnetdebug_packetgapsSetting
  • global.steamnetdebug_sdrrelaypingsSetting
  • global.steamrelayinitCommand
  • global.steamsendbufferSettingUpper limit of buffered pending bytes to be sent
  • global.steamsendratemaxSettingMaxminum send rate clamp, 0 is no limit
  • global.steamsendrateminSettingMinimum send rate clamp, 0 is no limit
  • global.steamstatusCommand
  • global.subscriptionsCommandPrints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag
  • global.sysinfoCommandPrints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform
  • global.sysuidCommandPrints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier
  • global.teaminfoCommandPrints a table of all members in the team of the specified player showing Steam ID, username, online status, and whether they are team leader; supports --json
  • global.teleportCommandTeleports the calling admin to a player by name or partial name match; if two arguments are given, moves the first-named player to the second
  • global.teleport2autheditemCommand<steamID/name> <optional: filter> - Teleport to a random entity the player is authed on
  • global.teleport2deathCommandTeleports the calling admin to their own most recent death location
  • global.teleport2entityidCommandTeleport to the entity with the specified network ID
  • global.teleport2gridCommandTeleports the calling admin to the centre of the named map grid square (e.g. A1, B3)
  • global.teleport2markerCommandTeleports the calling admin to the map marker they have placed on their in-game map
  • global.teleport2meCommandTeleports the named player to the calling admin current position
  • global.teleport2missionCommandTeleports the calling admin to the target location of their currently active mission objective
  • global.teleport2nearestCommand
  • global.teleport2owneditemCommandTeleports the calling admin to an entity owned by a specified player, identified by Steam ID or name
  • global.teleport2satellitecrashsiteCommandTeleports the calling admin to the currently locked-in satellite crash site. Does nothing if no satellite is descending.
  • global.teleportanyCommandTeleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filter
  • global.teleportboat2gridCommandTeleports the calling admin and their player boat to the centre of the named map grid square (e.g. A1, B3)
  • global.teleportboat2markerCommandTeleports the calling admin and their player boat to the map marker they have placed on their in-game map
  • global.teleportboatposCommandTeleports the calling admin and their player boat to exact world coordinates specified as X Y Z arguments
  • global.teleporteveryone2meCommandTeleports all connected players to the calling admin current position
  • global.teleportlosCommandTeleports the calling admin to the point in the world that their line of sight is currently hitting
  • global.teleportnonsleepers2meCommandTeleports all connected active (non-sleeping) players to the calling admin current position
  • global.teleportposCommandTeleports the calling admin or a named player to exact world coordinates specified as X Y Z arguments
  • global.teleportsleepers2meCommandTeleports all sleeping player entities to the calling admin current position
  • global.teleporttargetteam2meCommandTeleports all members of the named player team to the calling admin current position
  • global.teleportteam2meCommandTeleports all members of the calling player team to the calling admin current position
  • global.texturesCommandPrints a list of all live Texture objects with their name and estimated runtime memory size
  • global.togglespectateteaminfoCommandToggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator mode
  • global.unbanCommandRemoves the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnect
  • global.unlockradiusCommandClears the lock flag on every code lock and key lock within a radius of the calling player, so a base can be walked without its codes. Radius defaults to 20 metres
  • global.unmuteCommandRemoves the chat mute from the specified connected player, allowing them to send messages again
  • global.updatemanifestCommandImmediately update the manifest
  • global.updatenetworkpositionwithdebugcamerawhilespectatingSettingWhen true, the server network position is updated to match the debug camera world position while spectating; useful for testing position-dependent server logic from the spectator view
  • global.upgrade_lookingCommand<grade>
  • global.upgrade_radiusCommandupgrade_radius 'grade' 'radius'
  • global.usersCommandShow user info for players on server.
  • global.usersinrangeCommandShow user info for players on server in range of the player.
  • global.usersinrangeofplayerCommandShow user info for players on server in range of the supplied player (eg. Jim 50)
  • global.versionCommandPrints the current game version string to the console, including build number and branch
  • growableentity.framebudgetmsSetting
  • growableentity.growallCommandServer admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantly
  • growableentity.killallCommandServer admin: kills all growable entities within 6m of the calling player, removing them from the planter
  • guntrap.gun_trap_budget_msSettingHow many milliseconds to spend on target scanning per frame
  • hackablelockedcrate.decaysecondsSettingHow many seconds until the crate is destroyed without any hack attempts
  • hackablelockedcrate.requiredhacksecondsSettingHow many seconds for the crate to unlock
  • halloween.enabledSettingEnables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics
  • halloween.murdererpopulationSettingPopulation active on the server, per square km
  • halloween.scarecrow_beancan_vs_player_dmg_modifierSettingModified damage from beancan explosion vs players (Default: 0.1).
  • halloween.scarecrow_body_dmg_modifierSettingModifier to how much damage scarecrows take to the body. (Default: 0.25)
  • halloween.scarecrow_chase_stopping_distanceSettingStopping distance for destinations set while chasing a target (Default: 0.5)
  • halloween.scarecrow_throw_beancan_global_delaySettingThe delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds).
  • halloween.scarecrowpopulationSettingPopulation active on the server, per square km
  • halloween.scarecrows_throw_beancansSettingScarecrows can throw beancans (Default: true).
  • halloweendungeon.lifetimeSettingHow long each active dungeon should last before dying
  • halloweendungeon.populationSettingPopulation active on the server
  • handcuffs.maxconditionrepairlossonpushSettingMaximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push
  • handcuffs.restrainedpushdamageSettingDamage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5
  • handcuffs.togglecuffslockedCommandToggles the locked state of the handcuffs held by the calling admin player, switching between locked and unlocked
  • harmony.loadCommandLoads and applies a Harmony patch assembly by file name, enabling server-side code patching without restarting
  • harmony.unloadCommandUnloads a previously loaded Harmony patch assembly by file name, reverting any code modifications it applied
  • hbhfsensor.debugdrawSettingWhen enabled, broadcasts debug drawing for HBHFSensor visibility checks (eye position, forward, range, per-player LOS rays).
  • heli.bulletaccuracySettingCone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate
  • heli.bulletdamagescaleSettingMultiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage
  • heli.callCommandSpawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player
  • heli.calltomeCommandOrders the active patrol helicopter to fly to the calling admin position and attack there
  • heli.deathCommandForces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence
  • heli.dropCommandSpawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing
  • heli.fleeCommandOrders the active patrol helicopter to immediately flee to a random distant location and disengage
  • heli.gunsSettingNumber of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it
  • heli.lifetimeminutesSettingHow many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes
  • heli.moveCommandMoves the active patrol helicopter to the calling admin current position without entering combat mode
  • heli.orbitCommandOrders the active patrol helicopter to orbit around the calling admin current position
  • heli.orbitstrafeCommandOrders the active patrol helicopter to orbit and strafe the calling admin position simultaneously
  • heli.patrolCommandOrders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map
  • heli.strafeCommandOrders the active patrol helicopter to perform a strafing run on the calling admin current position
  • heli.testpuzzleCommandTriggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle
  • hexagongridgenerator.generategridCommand<gridSize> 5 <tileSpacing> 1.35
  • hierarchy.cdCommandChanges the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objects
  • hierarchy.delCommandDeletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the object
  • hierarchy.lsCommandLists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the console
  • hotairballoon.minimumaltitudeterrainSetting
  • hotairballoon.outsidedecayminutesSettingHow long before a HAB loses all its health while outside
  • hotairballoon.populationSettingPopulation active on the server
  • hotairballoon.serviceceilingSetting
  • inventory.addownershipCommandAdd ownership to item
  • inventory.clearinventoryCommandClears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: --belt --wear --backpack
  • inventory.convertownershipCommandReduce ownership to item to allow new ownership to be added
  • inventory.copytoCommandCopies the players inventory to the player in front of them
  • inventory.defsCommandPrints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state
  • inventory.deleteloadoutCommandDeletes a named admin loadout file from the server; requires admin or developer permissions; loadout name is passed as the first argument
  • inventory.deployloadoutCommandDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
  • inventory.deployloadoutinrangeCommandDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30
  • inventory.disableattirelimitationsSettingDisables all attire limitations, so NPC clothing and invalid overlaps can be equipped
  • inventory.endlootCommand
  • inventory.equipslotCommandEquips the belt/hotbar item at the given slot index for the calling admin or a named target player; requires admin or developer permissions
  • inventory.equipslottargetCommandEquips the belt/hotbar slot at the given index for the player the admin is currently looking at; requires admin or developer permissions
  • inventory.giveCommand{item} {amount} {condition} {skin} {container} {slot}
  • inventory.giveallCommandGives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chat
  • inventory.givearmCommand{itemid} {amount}
  • inventory.givebpCommandGives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developer
  • inventory.giveequipCommand{item}
  • inventory.giveidCommand{itemid} {amount}
  • inventory.givetoCommand{item} {player} {amount} {skin}
  • inventory.lighttoggleCommand
  • inventory.listloadoutsCommandPrints all saved inventory loadouts
  • inventory.loadoutui_requestloadoutlistCommandReads the list of saved admin loadouts from disk and sends it to the requesting player's client as a JSON array for display in the loadout UI
  • inventory.pipetteidCommandChecks whether the calling player has the specified item ID with the given skin ID in their inventory; used to validate pipette/skin matching server-side
  • inventory.reduceownershipCommandReduce ownership to item to allow new ownership to be added
  • inventory.reloaddefsCommandForces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update
  • inventory.resetbpCommandResets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipes
  • inventory.saveloadoutCommandSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
  • inventory.set_item_imageCommandSets the custom icon image ID on the item currently held by the calling player; the image ID refers to a server-side stored image used for custom item icons
  • inventory.setwornarmorslotsCommandSet worn items to have maximum armor slots supported
  • inventory.stackable_item_ownershipSettingWhen enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing
  • inventory.unlockallCommandUnlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediately
  • ioentity.allow_on_boatsSettingAllows the deployment and usage of IO entities on player boats and tugboats.
  • ioentity.backtrackingSettingNumber of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed
  • ioentity.debugbudgetSettingPrint out what is taking so long in the IO frame budget
  • ioentity.debugbudgetthresholdSettingIgnore frames with a lower ms than this while debugBudget is active
  • ioentity.debugqueueCommandPrints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only
  • ioentity.framebudgetelectrichighprioritymsSetting
  • ioentity.framebudgetelectriclowprioritymsSetting
  • ioentity.framebudgetfluidmsSetting
  • ioentity.framebudgetgenericmsSetting
  • ioentity.framebudgetindustrialmsSetting
  • ioentity.framebudgetkineticmsSetting
  • ioentity.infiniteiopowerSettingAll player placed electrical entities will receive full power without needing to be plugged into anything
  • ioentity.responsetimeSettingMinimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network
  • itemmanager.enablepoolingSettingWhen enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction
  • jellyfish.populationSettingPopulation active on the server, per square km
  • junkpile.destroyifspawnonsleepingbagSetting
  • junkpile.destroyifspawnonsleepingbagdistanceSetting
  • junkpile.destroyifspawnonsleepingbagtimeSetting
  • junkpilewater.destroyablebyplayerboatsSetting
  • junkpilewater.framebudgetmsSetting
  • junkpilewater.minimumplayerboatmasstobedestroyedSetting
  • junkpilewater.minimumplayerboatvelocitytobedestroyedSetting
  • legacyshelter.max_sheltersSetting
  • livestock.agescaleSettingMultiplier applied to livestock grow and old-age times; 0.5 = grow up twice as fast, 0 = disable aging entirely
  • livestock.ageupCommandImmediately ages up the nearest livestock animal: an infant grows into its next stage, an adult dies of old age. Optional search radius in metres (default 20).
  • livestock.allowmountingSettingWhether livestock can be mounted into vehicle flatbeds
  • livestock.baselinenameweightSettingHow many notional players livestock.namelocale counts as when the languages of everyone connected are weighed up, so one player alone does not name the whole herd
  • livestock.breedcooldownSettingHow long (in seconds) a male livestock animal waits before breeding again, counted from conception. The female's is derived from how long her calf takes to grow up
  • livestock.breedingenabledSettingWhether livestock look for a mate on their own; disabling it leaves livestock.makepregnant working
  • livestock.breedpauseconditionSettingCondition at or below which a livestock animal stops being willing to breed
  • livestock.breedresumeconditionSettingCondition at or above which a livestock animal that stopped breeding is willing again
  • livestock.breedsearchradiusSettingHow far (in metres) a male livestock animal looks for a mate
  • livestock.calmedtrustfloorSettingThe seconds a livestock animal credits to a player under a livestock handling effect; kept inside the tolerated band on purpose
  • livestock.calvingcooldownscaleSettingScales how long a mother waits after calving before she can carry again. 1 is one calf grown up per birth
  • livestock.censusCommandCounts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map).
  • livestock.censusresetCommandZeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now.
  • livestock.cleargrazingCommandGrows back every overgrazed patch of grass near the caller, and clears what the herd has eaten there. Optional radius in metres (default 100).
  • livestock.completepregnancyCommandMakes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20).
  • livestock.conditionfallsecondsSettingHow many seconds a totally neglected livestock animal takes to go from full health to dead
  • livestock.conditionfullcontentmentSettingContentment at or above which a livestock animal is healthy and heals towards full
  • livestock.conditionrisesecondsSettingHow many seconds a well kept livestock animal takes to heal from nothing back to full health
  • livestock.curiousbreakdistanceSettingHow far (in metres) a player can get before a curious livestock animal gives up following them
  • livestock.curiouschanceSettingThe share of livestock born curious, so they follow a player they know without needing a lead; 0 disables curious animals
  • livestock.curiousfamiliarityscaleSettingHow much faster a curious cow or calf builds familiarity than the rest of the herd
  • livestock.debugconditionSettingAdds the condition and its breeding band to a livestock animal's ai.showState read-out
  • livestock.debugdaybudgetSettingAdds the day budget shares to a livestock animal's ai.showState read-out
  • livestock.debuggaitSettingAdds walk speed and gait penalty to a livestock animal's ai.showState read-out
  • livestock.debuggenesSettingAdds an animal's genes to its ai.showState read-out
  • livestock.debugovergrazingSettingLogs livestock overgrazing as it happens
  • livestock.debugspecialsSettingLogs each special livestock animal as it spawns
  • livestock.defendreactiontimeSettingHow recently (in seconds) a player the herd counts as one of its own must have been attacked for a bull to come after whoever is doing it; 0 stops him defending players
  • livestock.devnamechanceSettingThe chance a freshly named livestock animal is given a developer's handle instead of an ordinary name; one named that way never founds a dynasty
  • livestock.dungCommandMakes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20).
  • livestock.dungconditionfloorSettingCondition below which a livestock animal stops dunging at all. A starving animal never dungs whatever this says
  • livestock.dungconditionfullSettingCondition at or above which a livestock animal dungs at its full authored rate
  • livestock.dungslowestscaleSettingHow much longer a livestock animal at the condition floor waits between dung drops than one in its prime
  • livestock.dynasticnamesSettingWhether a newborn livestock animal takes its same-sex parent's name one generation on, so a line reads Melk then Melk Junior then Melk the 3rd
  • livestock.emptyfullnessCommandEmpties the nearest livestock animal's fullness, so it goes looking for food. Optional search radius in metres (default 20).
  • livestock.emptyhydrationCommandEmpties the nearest livestock animal's hydration, so it goes looking for water. Optional search radius in metres (default 20).
  • livestock.emptysocialCommandEmpties the nearest livestock animal's social need, as if it had been on its own. Optional search radius in metres (default 20).
  • livestock.familiaritydistresspenaltySettingHow many seconds of familiarity a player loses with the herd around an animal they hurt
  • livestock.familiarityforgettimeSettingHow long (in seconds) a player has to stay away from a livestock animal to lose trust just short of a bond. Less trust fades sooner, bonded trust never fades, 0 never forgets
  • livestock.familiarityhurtpenaltySettingHow many seconds of familiarity a player loses with a livestock animal they hurt
  • livestock.familiarityradiusSettingHow close (in metres) a player has to be for a livestock animal to count the time; must sit inside the animal's sense radius; 0 disables familiarity
  • livestock.familiarityrateSettingMultiplies how fast livestock familiarity builds up; 20 makes a five minute bond take fifteen seconds. For testing, leave at 1 for play
  • livestock.fillfullnessCommandFills the nearest livestock animal's fullness, as if it had just eaten its fill. Optional search radius in metres (default 20).
  • livestock.fillhydrationCommandFills the nearest livestock animal's hydration, as if it had just drunk its fill. Optional search radius in metres (default 20).
  • livestock.fillsocialCommandFills the nearest livestock animal's social need, as if it were standing in a herd the right size. Optional search radius in metres (default 20).
  • livestock.forcebreedCommandSends the nearest male livestock animal to mate with the nearest valid female, skipping the mate search. Optional search radius in metres (default 20).
  • livestock.friskythresholdSettingHow well met a livestock animal's worst need must be (0-1) before it will canter about for the fun of it; above 1 disables it
  • livestock.genebadchanceSettingThe chance each allele of a wild livestock animal is rolled Bad; the rest come out Ok
  • livestock.genedungbadSettingHow often a Bad Dung livestock animal drops dung, as a share of an average one
  • livestock.genedunggoodSettingHow often a Good Dung livestock animal drops dung, as a multiple of an average one
  • livestock.genefertilitybadSettingHow often a Bad Fertility livestock animal breeds, as a share of an average one; litter size never falls below one
  • livestock.genefertilitygoodSettingHow often a Good Fertility livestock animal breeds, and how many young it carries, as a multiple of an average one
  • livestock.genegoodchanceSettingThe chance each allele of a wild livestock animal is rolled Good
  • livestock.genehardinessbadSettingHow well a Bad Hardiness livestock animal tolerates going short of food, water or room, as a share of an average one
  • livestock.genehardinessgoodSettingHow well a Good Hardiness livestock animal tolerates going short of food, water or room, as a multiple of an average one
  • livestock.genelongevitybadSettingHow long a Bad Longevity livestock animal lives, as a share of an average one
  • livestock.genelongevitygoodSettingHow long a Good Longevity livestock animal lives, as a multiple of an average one
  • livestock.genemutationchanceSettingThe chance each inherited livestock allele is rerolled from scratch instead of coming from its parent; leaving this at 0 is what makes breeding predictable enough to reason about
  • livestock.genesenabledSettingWhether livestock genes do anything; off makes every animal an average one without touching the genomes they carry
  • livestock.geneyieldbadSettingHow much milk or wool a Bad Yield livestock animal gives, as a share of an average one
  • livestock.geneyieldgoodSettingHow much milk or wool a Good Yield livestock animal gives, as a multiple of an average one
  • livestock.grazesuntilovergrazedSettingHow many times livestock can graze one patch of grass before it is eaten bare
  • livestock.grudgedurationSettingHow long (in seconds) a livestock animal stays wary of a player that hurt it or one of its herd, moving off when they come close again; 0 disables grudges
  • livestock.grudgerangeSettingHow close (in metres) a remembered aggressor has to get before a wary livestock animal moves off
  • livestock.inbredscaleSettingWhat every gene's slider position is multiplied by on an inbred livestock animal, for its coat and for what it produces alike. At 0.5 a Good gene looks and performs as Ok and an Ok gene falls halfway to Bad. An animal is inbred when both its lineage markers match
  • livestock.leadbreakdistanceSettingHow far (in metres) a player can get from an animal they are leading before the lead breaks. 0 never breaks it
  • livestock.localenamesSettingWhether livestock names follow the languages of whoever is connected; off names every animal from the English pool, as before the packs existed
  • livestock.makepregnantCommandMakes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20).
  • livestock.maxlittersizeSettingThe most young one livestock birth can ever produce, however good the mother's Fertility is
  • livestock.motherlydurationSettingHow long (in seconds) a mother stands her ground for her own calf after something has threatened it, rather than running like any other cow; 0 disables maternal defence
  • livestock.namelocaleSettingThe language livestock are named in when nobody connected speaks one the game has names for, and the language the baseline weight reinforces
  • livestock.overgrazedareacooldownminutesSettingHow long (in minutes) an overgrazed patch of grass takes to grow back
  • livestock.overgrazedarearadiusSettingHow far (in metres) an overgrazed patch of grass reaches from its centre
  • livestock.overgrazehereCommandMarks the grass where the caller is standing as overgrazed, without waiting for a herd to eat it.
  • livestock.overgrazingenabledSettingWhether grass a herd has eaten bare stops feeding them until it grows back
  • livestock.panelageSettingWhether a farm animal's status panel says whether it is young or grown
  • livestock.panelallelesSettingWhether both copies of every livestock gene are shown rather than only the one the animal expresses. Reveals what an animal carries without breeding it
  • livestock.paneldungSettingWhether a farm animal's status panel shows how often it dungs, after its genes
  • livestock.panelgenderSettingWhether the male and female symbols are shown next to a farm animal's name on its status panel
  • livestock.panelgenesSettingWhether the gene discs are shown on the livestock status panel, along with the inbred warning that explains them
  • livestock.paneltrustSettingWhether a farm animal's status panel shows how much it trusts you, as one segment per band of the trust ladder
  • livestock.panelyieldSettingWhether a farm animal's status panel shows what it produces and how often, after its genes
  • livestock.priceageprimeSettingHow far through its life a livestock animal stays worth its full price, from 0 in its prime to 1 at death by old age
  • livestock.priceconditionfloorSettingCondition at or below which a livestock animal sells for the least a vendor will pay
  • livestock.priceconditionfullSettingCondition at or above which a livestock animal sells for the vendor's full price
  • livestock.pricefullqualityscaleSettingThe livestock sale value that counts as full quality, which is a full budget for the vendor's sale table
  • livestock.pricegeneweightSettingHow far a livestock animal's genes move what a vendor pays, where 1 pays its full gene advantage and 0 prices every animal as an average one
  • livestock.priceoldestscaleSettingWhat a livestock animal at the very end of its life sells for, as a share of the vendor's full price
  • livestock.pricewildpenaltySettingHow much less a livestock animal that no player bred sells for, as a share of its price, so a herd raised from birth outsells one rounded up in the wild
  • livestock.priceworstscaleSettingWhat a livestock animal at the condition floor sells for, as a share of the vendor's full price
  • livestock.profileSettingTimes how long livestock spend in their needs queue and FSM tick, for livestock.census. Off by default because the measurement itself costs
  • livestock.readytomilkCommandMakes the nearest cow ready to milk now, without waiting out its cooldown. Optional search radius in metres (default 20).
  • livestock.readytoshearCommandMakes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20).
  • livestock.renameCommandRenames the nearest livestock animal. Usage: livestock.rename <name> [radius], quoting a name that contains spaces, radius in metres (default 20)
  • livestock.sendhomeCommandMoves the wild anchor of every livestock animal in range to where the caller is standing, so roam and the night gather aim here. A cupboard still outranks it. Optional radius in metres (default 30).
  • livestock.setconditionCommandSets the condition of the livestock animal the caller is looking at, or the nearest one. Condition is the slow average that price, dung and willingness read. Usage: livestock.setcondition <0-1> [radius], radius in metres (default 20)
  • livestock.setcuriousCommandMakes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20)
  • livestock.setfamiliarityCommandSets how many seconds of familiarity the calling player has with the livestock animal they are looking at, or the nearest one. Usage: livestock.setfamiliarity <seconds> [radius], radius in metres (default 20)
  • livestock.setfamiliarityallCommandSets how many seconds of familiarity the calling player has with every livestock animal in range. 0 resets them all. Usage: livestock.setfamiliarityall <seconds> [radius], radius in metres (default 30)
  • livestock.setgeneCommandSets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Longevity|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or Good
  • livestock.setinbredCommandMakes the livestock animal you are looking at, or the nearest one, inbred or not, by forcing its two lineage markers together or apart. Usage: livestock.setinbred <0|1> [radius]
  • livestock.showcoatCommandPrints what the nearest livestock animal's coat is made of, which is its genes and, for a species with patches, its name. Usage: livestock.showcoat [radius], radius in metres (default 20)
  • livestock.showgenesCommandPrints the genes of the livestock animal you are looking at, or the nearest one, both copies of each, plus its lineage markers. Optional search radius in metres as the first argument (default 20).
  • livestock.spawnspecialCommandSpawns one of the named special livestock animals in front of you, skipping the rarity roll but obeying every other rule. Usage: livestock.spawnspecial <name> [species], species being needed only for an entry that fits more than one
  • livestock.specialchanceSettingThe chance each wild livestock spawn is one of the named special animals; births, purchases, age-ups and saves never roll for one
  • livestock.specialsCommandLists the special livestock animals this server has already produced, and counts the rest without naming them
  • livestock.swapgenderCommandSwaps the gender of the nearest livestock animal. Optional search radius in metres (default 20).
  • livestock.trustcapSettingThe most seconds of familiarity one player can bank with a livestock animal
  • livestock.trustfloorSettingThe seconds a livestock animal credits to the team, cupboard authed and door code sharers of anyone it is bonded with; kept inside the tolerated band on purpose
  • livestock.trusttobondSettingHow many seconds near a livestock animal before you can lead it, and before standing in your cupboard makes that its home
  • livestock.trusttodefendSettingHow many seconds near a livestock animal before a bull counts you as one of his herd and defends you
  • livestock.trusttofollowSettingHow many seconds near a livestock animal before a curious one follows you without a lead
  • livestock.trusttotolerateSettingHow many seconds near a livestock animal before a bull stops squaring up at you
  • livestock.vendorannoyedtimeSettingHow many seconds a livestock vendor refuses to look at goods whose every offer was turned down
  • livestock.vendorgenerouschanceSettingThe chance each livestock offer is a generous one, where the vendor pays for a better animal than the one in front of him; 0 disables it
  • livestock.vendorgenerousmaxSettingThe most a generous livestock offer lifts an animal's quality by
  • livestock.vendorgenerousminSettingThe least a generous livestock offer lifts an animal's quality by
  • livestock.vendoroffercountSettingHow many offers a livestock vendor makes for one animal before he is annoyed and stops buying
  • livestock.vendorofferitemsSettingHow many items a livestock vendor picks for one offer before paying the rest of its value in the sale table's fallback
  • livestock.vendoroffervarianceSettingHow far a livestock vendor's offer can swing either side of what an animal is really worth
  • livestock.vendorwoollotsizeSettingHow much wool counts as a full lot, which is a full budget for the vendor's wool table
  • livestock.vendorwoolminimumSettingHow much wool a player must be carrying before a livestock vendor will haggle over it at all
  • livestock.wildconditionfloorSettingLowest condition a livestock animal nobody has tamed falls to from neglect, so wildlife never dies of it
  • log.levelCommandSets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer
  • manifest.printmanifestCommandPrints the Facepunch application manifest in a formatted summary showing app name, version, and platform details
  • manifest.printmanifestrawCommandPrints the raw contents of the Facepunch manifest file as an unformatted string
  • marchingcubesmanager.collidermiplevelSetting[0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surface
  • marchingcubesmanager.debuglogSetting
  • marchingcubesmanager.generatorpoolcountSetting[1-16] - each generator has constant memory overhead, but will allow more to process at once
  • megaphone.megaphonevoicerangeSetting
  • memsnap.fullCommandTakes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/
  • memsnap.managedCommandTakes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
  • memsnap.nativeCommandTakes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
  • meta.addCommandadd <convar> <amount> - adds amount to convar
  • metaldetectorflag.timeoutdurationSetting
  • metaldetectorsource.attemptspersubsourcespawnSetting
  • metaldetectorsource.mindistancebetweensubsourcesSetting
  • metaldetectorsource.populationSettingPopulation active on the server, per square km
  • metaldetectorsource.servercountsourcesCommand
  • metaldetectorsource.timeoutdurationSetting
  • minicopter.populationSettingPopulation active on the server
  • mlrs.brokendownminutesSettingHow many minutes before the MLRS recovers from use and can be used again
  • modularcar.outsidedecayminutesSettingHow many minutes before a ModularCar loses all its health while outside
  • modularcar.populationSettingPopulation active on the server
  • monumentnavmesh.use_baked_terrain_meshSetting
  • motorrowboat.decaystartdelayminutesSettingHow long until decay begins after the boat was last used
  • motorrowboat.deepwaterdecayminutesSettingHow long before a boat loses all its health while in deep water
  • motorrowboat.outsidedecayminutesSettingHow long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
  • motorrowboat.populationSettingPopulation active on the server
  • mountedweapon.antihack_levelSetting
  • mountedweapon.antihack_max_degrees_per_second_pitchSetting
  • mountedweapon.antihack_max_degrees_per_second_yawSetting
  • mountedweapon.antihack_max_snap_degreesSetting
  • mountedweapon.debugSetting
  • mountedweapon.enable_client_authoritySetting
  • navstress.benchCommandRun the full benchmark suite: args agentCount (default 200)
  • navstress.benchresultsCommandPrint the last benchmark results
  • navstress.build_envCommandBuild the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50)
  • navstress.chaseCommandChase a sliding virtual target: args targetSpeed setDestinationHz
  • navstress.clearCommandDespawn dummies and remove the field
  • navstress.envreportCommandPrint the last environment build report
  • navstress.idleCommandStop giving destinations and reset paths
  • navstress.killforeignCommandKill every NPC with a RustNavMeshAgent that is not a navstress dummy
  • navstress.rebuildstormCommandAsync tile rebuilds under the field: args rebuildsPerSecond (0 stops)
  • navstress.refcompareCommandReplay the scenario and compare against a recording: args name
  • navstress.refrecordCommandRecord the reference trajectory scenario: args name
  • navstress.refresultsCommandPrint the last refpath result
  • navstress.setmodeCommandFlip all dummies between steering and normal mode without respawning
  • navstress.spawnCommandSpawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoors
  • navstress.statsCommandPrint and reset tick statistics
  • navstress.wanderCommandRandom destinations forever: args intervalSeconds unreachableFraction
  • net.global_network_debugSettingToggle printing time taken to send all global entities to client when they connect
  • net.global_networked_basesSettingWhen enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius
  • net.limit_global_update_broadcastSetting(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless
  • net.network_group_debugSettingToggle checking network group bounds whenever an entity changes its network group
  • net.visdebugSettingWhen enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius
  • net.visibilityradiusdeepseaSettingNetwork visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead
  • net.visibilityradiusfaroverrideSettingOverrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients
  • net.visibilityradiusnearoverrideSettingOverrides the near (high-priority) network visibility radius in grid cells; -1 = use default
  • networkprofiler.serverprofileCommandnetworkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]
  • nexus.broadcast_pingCommandSends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times
  • nexus.clanclatbatchdurationSettingMaximum duration in seconds to batch clan chat messages to send to other servers on the nexus
  • nexus.defaultzonecontactradiusSettingDefault distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates)
  • nexus.endpointSettingURL endpoint to use for the Nexus API
  • nexus.hidefullislandsSettingHide islands that we know are full, preventing players from being transferred to them
  • nexus.islandspawndistanceSettingHow far away islands should be spawned, as a factor of the map size
  • nexus.loadingtimeoutSettingTime in seconds to keep players in the loading state before going to sleep
  • nexus.loggingSettingWhen enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers
  • nexus.mapimagescaleSettingScale of the map to render and upload to the nexus
  • nexus.messagelockdurationSettingTime in seconds to allow the server to process nexus messages before re-sending (requires restart)
  • nexus.pingCommandSends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity
  • nexus.pingintervalSettingTime in seconds to wait between server status pings
  • nexus.playermanifestintervalSettingInterval in seconds to broadcast the player manifest to other servers on the nexus
  • nexus.playeronlineCommandChecks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster
  • nexus.protectiondurationSettingMaximum time in seconds to keep transfer protection enabled on entities
  • nexus.refreshislandsCommandForces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments
  • nexus.rpctimeoutmultiplierSettingMultiplier for nexus RPC timeout durations in case we expect different latencies
  • nexus.secretkeySettingShared secret key used to authenticate Nexus inter-server communication; must match across all servers in the same Nexus cluster
  • nexus.timeoffsetSettingTime offset in hours from the nexus clock
  • nexus.transferCommandInitiates a Nexus transfer of the specified player to a named destination server or zone in the cluster
  • nexus.transferflushtimeSettingMaximum amount of time in seconds that transfers should be cached before auto-saving
  • nexus.uploadmapCommandReupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!
  • nexus.zonecontrollerSettingName of the zone controller implementation used for this Nexus server (e.g. basic, advanced); controls how players are routed between servers
  • note.updateCommand
  • npc.vendor_attack_heli_enabledSetting
  • npc.vendor_hab_enabledSetting
  • npc.vendor_minicopter_enabledSetting
  • npc.vendor_rhib_enabledSetting
  • npc.vendor_rowboat_enabledSetting
  • npc.vendor_scrap_heli_enabledSetting
  • npc.vendor_sub_duo_enabledSetting
  • npc.vendor_sub_solo_enabledSetting
  • npcautoturret.forcedamageblockedsleepersSettingIf an npc turret is firing at a sleeping player and the player is blocked, still apply damage
  • npcautoturret.sleeperhostiledelaySettingHow many seconds until a sleeping player is considered hostile
  • npcvendingmachine.addhoursCommandSimulates the provided number of hours passing in the vending machine system
  • npcvendingmachine.dynamicpricingenabledSettingWhether to run the the dynamic pricing system
  • npcvendingmachine.maximumpricemultiplierSettingThe maximum point that a price can increase to (2 = 200%)
  • npcvendingmachine.minimumpricemultiplierSettingThe Minimum point that the price can drop to (0.5 = 50% off)
  • npcvendingmachine.pricedecreaseamountSettingHow much to decrease the price for if it is underselling (0.05 = 5%)
  • npcvendingmachine.priceincreaseamountSettingHow much to increase the price by if it is selling a lot (0.05 = 5%)
  • npcvendingmachine.priceupdatefrequencybiweeklySettingHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)
  • npcvendingmachine.priceupdatefrequencydefaultSettingHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)
  • npcvendingmachine.priceupdatefrequencyweeklySettingHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)
  • npcvendingmachine.printallpricechangesCommandPrint out all current price changes on the server
  • npcvendingmachine.resetdynamicpricingCommandResets the state of all discounts and surcharges from NPC vending machines
  • npcvendingmachine.resetfrequencytagsCommand
  • npcvendingmachine.startingpricemultiplierSettingWhat discount surcharge should be applied to items when the server starts
  • panther.populationSettingPopulation active on the server, per square km
  • parachute.bypassrepackSetting
  • parachute.landinganimationsSetting
  • party.maxpartyspawnattemptsSettingMaximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping
  • party.maxpartyspawndistanceSettingMaximum distance in metres between party member spawn points when spawning a group together on wake-up
  • party.nearbypartyspawnsSettingWhen enabled, party members respawn near each other rather than at random map locations when joining a server together
  • patrolhelicopterai.flee_damage_percentageSettingFraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%)
  • patrolhelicopterai.monument_crashSettingWhen enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain
  • patrolhelicopterai.use_danger_zonesSettingWhen enabled, the patrol helicopter avoids designated danger zones during its patrol route
  • perm.grantCommand
  • perm.groupCommand
  • perm.revokeCommand
  • perm.showCommand
  • perm.usergroupCommand
  • petbrain.controldistanceSetting
  • petbrain.drownindeepwaterSetting
  • petbrain.drowntimerSetting
  • petbrain.idlewhenownermountedSetting
  • petbrain.idlewhenownerofflineordeadSetting
  • physics.allowhorsetempragdollSettingWhen enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions
  • physics.allowplayertempragdollSettingWhen enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing
  • physics.autosynctransformsSettingWhen enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync
  • physics.batchsynctransformsSettingWhen enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync
  • physics.bouncethresholdSettingMinimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impacts
  • physics.droppedmodeSettingThe collision detection mode that dropped items and corpses should use
  • physics.getboundsCommandPrints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents
  • physics.gravitySettingGravity multiplier
  • physics.groundwatchdebugSettingWhen enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world
  • physics.groundwatchdelaySettingSeconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead
  • physics.groundwatchfailsSettingNumber of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry
  • physics.print_colliders_per_cellCommandPrints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns
  • physics.print_colliders_per_prefabCommandPrints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation
  • physics.sendeffectsSettingSend effects to clients when physics objects collide
  • physics.serverragdollmodeSettingThe collision detection mode that server-side ragdolls should use
  • physics.serversideragdollsSettingDo ragdoll physics calculations on the server, or use the old client-side system
  • physics.setboundsCommand(center vec3) (extents vec3)
  • physics.sleepthresholdSettingEnergy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usage
  • physics.solveriterationcountSettingThe default solver iteration count permitted for any rigid bodies (default 7). Must be positive
  • physics.towingmaxlinearaccelfromjointSettingMaximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing
  • physics.treecollisionSettingDo players and vehicles collide with trees?
  • physicstumblingentity.angular_drag_overrideSettingOverride for rigidbody angular drag. Set to -1 to disable.
  • physicstumblingentity.drag_overrideSettingOverride for rigidbody drag. Set to -1 to disable.
  • physicstumblingentity.max_tumbling_forceSettingMaximum force applied on collision to cause tumbling
  • physicstumblingentity.min_tumbling_forceSettingMinimum force applied on collision to cause tumbling
  • physicstumblingentity.player_impulse_multiplierSettingMultiplier for impulse applied to players when ragdolled by this entity
  • physicstumblingentity.tumbling_force_cone_angleSettingCone angle in degrees for randomizing tumbling force direction
  • physicstumblingentity.velocity_threshold_for_tumbling_forceSettingMinimum velocity required for an object to get tumbling force applied on collision
  • ping.auto_refresh_regionSettingWhen enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date
  • ping.ping_estimate_loggingSettingWhen enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy
  • ping.ping_estimationSettingWhen enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic
  • ping.ping_parallelSettingWhen enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously
  • ping.ping_refresh_intervalSettingInterval in minutes between automatic background ping estimation refreshes for server list region latency sorting
  • ping.ping_samplesSettingNumber of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete
  • planterbox.outsidetestdistanceSettingMaximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight
  • planterboxstatic.deepsearespawnchecktimerSettingInterval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s
  • planterboxstatic.favourablegenechanceSettingChance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable genes are picked up, but it greatly reduces the chances.
  • player.abandonmissionCommand
  • player.adminsafezonelootingSettingShould admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones?
  • player.cinematic_gestureCommand
  • player.cinematic_playCommand
  • player.cinematic_stopCommand
  • player.clearhostileCommandClear your hostile flag
  • player.copyrotationCommand
  • player.createskullCommandCreates a human skull item named after the given player name (or a random name if none given) and gives it to the calling player's inventory
  • player.createtrophyCommandCreates a trophy head bag item for the specified entity type (by prefab name) and gives it to the calling player; used to generate mount-style trophy items for testing
  • player.dismountCommandForces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode only
  • player.dropbackpackondeathSettingWhen enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death
  • player.dropbackpackondownedSettingWhen enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery
  • player.fillwaterCommand<fresh/salt/rads> - Fills up liquid container items in your hotbar as well as any liquid containers you are looking at
  • player.gesture_radiusCommandForces all players within a given radius (including the caller) to play one of the specified gesture names chosen at random; admin only; args: radius gesture1 [gesture2...]
  • player.gesture_radius_notmeCommandSame as gesture_radius but excludes the calling admin from the gesture; forces all other players within the radius to perform a random gesture from the provided list
  • player.gotosleepCommandForces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on bots
  • player.keepteaondeathSettingWhen enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost
  • player.markhostileCommandMarks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviour
  • player.mountCommand
  • player.printpresenceCommandPrints the calling player's current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flying
  • player.printstatsCommandPrints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracy
  • player.ragdollCommandoptional param {player}
  • player.ragdollallCommandragdolls
  • player.ragdollallbutmeCommandragdolls everyone except player
  • player.ragdollotherCommandRagdolls a player you're looking at
  • player.reloadweaponsCommandFully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammo
  • player.resetmissionsCommandResets the saved missions progress of the given player
  • player.resetmissions_allCommandResets the saved missions progress of all player states on this server (online and offline players). Must be entered as "resetmissions_all Y" to execute.
  • player.resetstateCommandResets the PlayerState of the given player
  • player.stopgesture_radiusCommandCancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematics
  • player.swapseatCommandMoves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode only
  • player.tickrate_clSetting
  • player.tickrate_svSetting
  • player.trigger_wildlife_trapCommandAdmin-only: triggers the trap-think logic on the wildlife trap the calling player is looking at within 5 metres, simulating a catch attempt for testing
  • player.unloadweaponsCommandEmpties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviour
  • player.wakeupCommandWakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode only
  • player.wakeupallCommandWakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipe
  • player.woundforeverSettingWhether the crawling state expires
  • playerboat.aboardplayercheckintervalSettingInterval in seconds between checks to determine whether any players are still aboard the boat
  • playerboat.anchoreddriftdelaysecondsSettingTime in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours)
  • playerboat.corpsesecondsSetting
  • playerboat.debugvisSettingWhen enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones
  • playerboat.decayminutesSettingHow long before a boat loses all its health while outside
  • playerboat.decaystartdelayminutesSettingHow long until decay begins after the boat was last used
  • playerboat.deepseatransitionpowerdowngracedurationSettingDuration in seconds after entering the deep sea zone that a player boat has before its engine is powered down
  • playerboat.deployandeditanywhereSettingAllow Deploy & Edit anywhere in the ocean, bypassing location checks.
  • playerboat.destructiblewrecksenabledSetting
  • playerboat.dragbyangle_exponentSetting
  • playerboat.dragbyangle_maxcontribSetting
  • playerboat.dragbyangle_maxdragSetting
  • playerboat.dragbyangle_mincontribSetting
  • playerboat.dragbyangle_mindragSetting
  • playerboat.editenabledSetting
  • playerboat.enginepositioninfluencesSetting0 - 1
  • playerboat.finisheditingenabledSetting
  • playerboat.hammerrepairenabledSetting
  • playerboat.kill_all_above_block_countCommandKills all player boats that have more building blocks than the given threshold; used for server cleanup
  • playerboat.kill_all_above_deployable_countCommandKills all player boats that have more deployed entities than the given threshold; used for server cleanup
  • playerboat.kill_io_deployablesCommandKills any IO entities deployed on boats. Not a fast command. Use sparingly when needed.
  • playerboat.kill_nonconvex_deployablesCommandKills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed.
  • playerboat.lookatdragbyangleCommandPrints drag force debug data based on the angle between the boat heading and player look direction; admin-only
  • playerboat.maxblockcountSetting
  • playerboat.maxdeployablecountSetting
  • playerboat.orphansendimmediateSettingWhen enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed
  • playerboat.placementupthresholdSettingMaximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees
  • playerboat.powerdownonnoplayersSettingWhen enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats
  • playerboat.print_nonconvexCommandPrints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed.
  • playerboat.print_statsCommandPrints statistics about all player boats on the server including block counts, deployable counts, and resource totals
  • playerboat.sailpositioninfluenceSetting0 - 1
  • playerboat.setsailsopenCommandOpens all sails on the player boat directly in front of the calling admin player; admin-only dev command
  • playerboat.sinkCommandInstantly kills the player boat directly in front of the calling admin player; admin-only dev command
  • playerboat.usedestructiblewreckstabilitySetting
  • playerboat.velocitymaxSetting
  • playerhelicopter.insidedecayminutesSettingHow long before a player helicopter loses all its health while indoors
  • playerhelicopter.outsidedecayminutesSettingHow long before a player helicopter loses all its health while outside
  • playerinventory.directionaldropenabledSettingWhen enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops
  • playerinventory.forcebirthdaySettingWhen enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing
  • plugin.loadCommand
  • plugin.reloadCommand
  • plugin.unloadCommand
  • polarbear.populationSettingPopulation active on the server, per square km
  • pool.clear_assetsCommandClears all cached entries from the asset pool matching the optional name filter
  • pool.clear_memoryCommandClears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected
  • pool.clear_prefabsCommandClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools
  • pool.debugSettingWhen enabled, logs additional diagnostic information about pool hits, misses, and spills to the console
  • pool.enabledSettingWhen enabled, this system is globally active; disable to deactivate the system for the current session
  • pool.export_prefabsCommandExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count
  • pool.fill_prefabsCommandPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override
  • pool.modeSettingWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
  • pool.prewarmSettingWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
  • pool.print_arraypoolCommandPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats
  • pool.print_assetsCommandPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacity
  • pool.print_memoryCommandPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json
  • pool.print_prefabsCommandPrints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json
  • pool.reset_max_pool_counterCommandResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand
  • pooltable.debug_poolSetting
  • pooltable.idle_reset_secondsSettingAnyone can reset a pool game nobody has interacted with for this many seconds
  • pooltable.physics_update_rateSetting
  • pooltable.show_tooltipsSettingShow pool game tooltip notifications
  • pooltable.watch_after_shot_secondsSettingSeconds the shooter stays seated watching their shot before being dismounted
  • powergrid.enabledSetting
  • powergrid.fusedecayhighpopSettingConnected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop.
  • powergrid.fusedecaylowpopSettingConnected player count at or below which heavy fuses in the power plant decay at fuseDecayLowPopScale times the normal rate. Decay rate scale rises linearly as pop increases to fuseDecayHighPop where scale returns to 1x.
  • powergrid.fusedecaylowpopscaleSettingMultiplier on the decay rate of heavy fuses in the power plant while the connected player count is at or below fuseDecayLowPop. At 1 the player count has no effect on decay.
  • powergrid.fusefulldecaycountSettingHow many of the worst condition heavy fuses in the power plant decay at the full rate (burning out after fuseLifespanSeconds). Every other inserted fuse decays slowly instead. If 0 no fuse ever decays at the full rate.
  • powergrid.fuselifespansecondsSettingHow long a heavy fuse plugged into the power plant lasts while it is decaying at the full rate (how long the worst fuses in the power plant survive for). If <= 0 then fuses last forever.
  • powergrid.fuseslowdecayfractionmaxSettingMaximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin.
  • powergrid.fuseslowdecayfractionminSettingMinimum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. Each fuse rolls its own fraction between fuseSlowDecayFractionMin and fuseSlowDecayFractionMax and keeps it for its lifetime.
  • powergrid.fusestatusCommand
  • powergrid.greenrecyclerfullefficiencystageSetting
  • powergrid.marketplacechargecapacitySettingCharge capacity of a drone marketplace's power buffer. A marketplace charges this up from the power plant and bleeds it back out whenever the plant stops carrying it.
  • powergrid.marketplacechargeperfuseSettingCharge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them.
  • powergrid.marketplacedrainrateSettingCharge a drone marketplace loses every second while there are no heavy fuses inserted at the power plant. A single fuse is enough to stop the bleed.
  • powergrid.marketplaceminimumfusestochargeSettingHeavy fuses that have to be inserted at the power plant before a drone marketplace starts charging. Below this it holds whatever charge it has without building any more.
  • powergrid.marketplacerequiredchargefractionSettingFraction (0-1) of its capacity a drone marketplace needs charged to accept orders. Sets both how long a cold marketplace takes to come online and how long a full one keeps running after the power plant drops out.
  • powergrid.powerlinebasepoweroutputSettingStarting power output of powerline poles when 1 heavy fuse is inserted at the power plant.
  • powergrid.powerlinemaxpoweroutputSettingPower output of powerline poles when all possible heavy fuses are inserted at the power plant.
  • powergrid.simulatepowerplantfusesSetting
  • powergrid.stagechangeworkqueuebudgetSettingMax time per frame (ms) to spend notifying powergrid entities of a stage change.
  • powergrid.stagechangeworkqueuedelaybetweenjobsSettingTime to wait (s) between each individual entity getting notified of a powergrid stage change. Higher values will delay the time it takes for all entities to receive notification of a stage change. Entities can skip this wait with stageChangeWorkQueueGroupJobsDistance
  • powergrid.stagechangeworkqueuegroupjobsdistanceSettingIf a powergrid entity is within this range of the first powergrid entity to receive a stage change update this frame, then that entity will also receive an update (skipping stageChangeWorkQueueTimeBetweenJobs)
  • powergrid.statusCommand
  • profile.command_lagspike_thresholdSetting
  • profile.countsyncmoveentitiesCommandCounts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers
  • profile.dump_profile_recordersCommandDumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics
  • profile.exportintervalsSettingInterval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost
  • profile.flush_analyticsCommandFlushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush
  • profile.immediatemodeenabledSettingWhen enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead
  • profile.notifyonmainalloccountSettingMain-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure
  • profile.notifyonmainmemkbSettingMain-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled
  • profile.notifyontotalalloccountSettingAllocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes
  • profile.notifyontotalmemkbSettingTotal managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs
  • profile.notifyonworkeralloccountSettingWorker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure
  • profile.notifyonworkermemkbSettingWorker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled
  • profile.perfsnapshotCommandprofile.perfsnapshot [delay=15, int] [name='Profile', str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well]
  • profile.perfsnapshot_streamCommandprofile.perfsnapshot_stream [name='Profile', str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well]
  • profile.profiling_entitiesSetting0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min'
  • profile.profiling_entity_count_intervalSettingHow frequently to count all entities across the server
  • profile.profiling_fixed_invokesSetting0 = off, 1 = stats per frame, 2 = stats per method
  • profile.profiling_invokesSetting0 = off, 1 = stats per frame, 2 = stats per method
  • profile.profiling_lagspikesSettingRecord inbound RPC & ConsoleCommands that cause lag spikes
  • profile.profiling_packetsSettingRecord type of packets inbound/outbound per frame
  • profile.profiling_pingSettingRaknet statistics, 0 = off, 2 = per connection
  • profile.profiling_ping_intervalSettingHow often to flush raknet stats per second
  • profile.profiling_ping_per_frameSetting
  • profile.profiling_rconSetting0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages
  • profile.profiling_rcon_message_lengthSettingClamp the length of logged RCON messages to prevent the profiler from being flooded with large messages
  • profile.profiling_work_queueSettingRecord execution time of ObjectWorkQueues per frame
  • profile.quietSettingControls whether perfsnapshot commands emit chat messages
  • profile.rcon_lagspike_thresholdSetting
  • profile.resetexportintervalCommandResets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from now
  • profile.rpc_lagspike_thresholdSetting
  • profile.runtime_profilingSetting0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards
  • profile.runtime_profiling_intervalSetting
  • profile.runtime_profiling_persistSettingEnable to allow runtime profiling to persist across restarts
  • profile.runtime_profiling_pool_flush_intervalSettingHow often to flush pooling stats in seconds
  • profile.runtime_profiling_poolingSetting0 = off, 1 = flush every 5 minutes
  • profile.startCommandStarts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag
  • profile.stopCommandStops the active Unity Profiler binary log recording and finalises the file
  • profile.stopwatchingallocsCommandStops tracking of allocations
  • profile.watchallocsCommandParams: [Name = 'Allocs'] [maxStackDepth = 16].
  • rabbit.populationSettingPopulation active on the server, per square km
  • radiation.materialtoradsratioSettingMultiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally
  • radiation.water_inventory_damageSettingWhen enabled, radiation-contaminated water damages items in a player's inventory over time when in a radiation zone
  • radiation.water_loot_damageSettingWhen enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation
  • rcon.ban_ipCommandBan an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistent
  • rcon.bandurationSettingHow long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds)
  • rcon.clear_rcon_failed_loginsCommandClear all failed login attempts
  • rcon.connectioncooldownSettingHow long (in seconds) before we allow another rcon connection from the same address (default: 1 second)
  • rcon.ipSettingIP Address to listen for RCON connections
  • rcon.logfailedattemptsSettingLog failed attempts and attempts from banned IP addresses (default: true)
  • rcon.maxconnectionsSettingTotal number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes
  • rcon.maxconnectionsperipSettingTotal number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes
  • rcon.maxpasswordfailuresSettingHow many password failures before banning an RCON client's IP (default: 5)
  • rcon.permanentbanfailedipsSettingPermanently ban IPs that trigger too many failed attempts (default: false)
  • rcon.portSettingPort to listen for RCON connections
  • rcon.printSettingIf true, RCON commands will be printed in the console
  • rcon.print_rcon_bansCommandPrint a table of permanently banned IPs and networks. Use '--json' to return a JSON object
  • rcon.print_rcon_clientsCommandPrint a table of connected RCON clients. Use '--json' to return a JSON object
  • rcon.print_rcon_failed_loginsCommandPrint a table of clients with failed passwords. Use '--json' to return a JSON object
  • rcon.unban_ipCommandUnban an IP address from connecting to RCON, will also remove all attempt history
  • rcon.webSettingIf set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATED
  • reclaimmanager.reclaim_expire_minutesSettingTime in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed
  • relationshipmanager.acceptinviteCommand
  • relationshipmanager.addtoteamCommandAdds the calling player to their existing team, creating the team entry if needed
  • relationshipmanager.contactsSetting
  • relationshipmanager.createandaddtoteamCommandCreates a new team with the calling player and adds the specified player (by UID) to it; returns status string
  • relationshipmanager.fakeinviteCommandSends a fake team invite from the given team ID to the calling player; used for testing team invite UI flow
  • relationshipmanager.forceaddtoteamCommandAdds a player to a team whether they are on the server or not
  • relationshipmanager.forgetafterminutesSettingTime in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed
  • relationshipmanager.kickmemberCommand
  • relationshipmanager.leaveteamCommand
  • relationshipmanager.maxplayerrelationshipsSettingMaximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached
  • relationshipmanager.maxteamsizeSettingMaximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams
  • relationshipmanager.mugshotupdateintervalSettingInterval in seconds between mugshot (contact portrait) refresh attempts for known players
  • relationshipmanager.promoteCommand
  • relationshipmanager.promote_idCommand
  • relationshipmanager.rejectinviteCommand
  • relationshipmanager.seendistanceSettingDistance in metres within which two players must be for a 'seen' relationship event to be recorded
  • relationshipmanager.sendinviteCommand
  • relationshipmanager.sendofflineinviteCommand
  • relationshipmanager.sleeptoggleCommandToggles the sleep/wake state of the entity the calling admin player is looking at (within 5m); admin-only
  • relationshipmanager.trycreateteamCommandCreates a new team with the calling player as leader; fails if teams are disabled (maxTeamSize == 0)
  • relationshipmanager.wipe_all_contactsCommandWipes all relationship contacts data for every player on the server; admin-only
  • relationshipmanager.wipecontactsCommandWipes all relationship contacts data for the calling player
  • relay.cfg_autoreconnectSettingIf enabled, Rust Relay will automatically attempt to reconnect when the WebSocket connection drops
  • relay.cfg_encryptpacketsSettingSets whether packets should be encrypted when sent to the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
  • relay.cfg_fakeplayerSettingIf enabled, Rust Relay spawns a fake invisible player and only relays packets sent to that player, changing this will STOP the Rust Relay feature (restart with relay.restart)
  • relay.cfg_filtermodeSettingSets the Filter Mode for RPC Messages, (0 = Ignore, 1 = AllowAll, 2 = AllowWhitelist)
  • relay.cfg_maxreconnectsSettingMaximum number of reconnect attempts allowed within the reconnect window before the relay permanently shuts down
  • relay.cfg_reconnectdelaySettingDelay (in seconds) between reconnect attempts
  • relay.cfg_reconnectwindowSettingThe rolling window (in minutes) used to track reconnect attempts
  • relay.cfg_reloadCommandReloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart)
  • relay.cfg_saveCommandForces a save of the Rust Relay configuration to disk
  • relay.cfg_sendconsoledataSettingIf enabled, console data will be sent to the relay server
  • relay.cfg_sendvoicedataSettingIf enabled, voice data will be sent to the relay server
  • relay.cfg_server_auth_tokenSettingSets the authentication token for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
  • relay.cfg_server_urlSettingSets the URL for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
  • relay.clear_queueCommandClears the relay send queue (useful if things are going wrong with the relay server)
  • relay.reconnect_resetCommandClears the reconnect attempt history, resetting the reconnect budget
  • relay.restartCommandAttempts to restart the Rust Relay connection (may cause short lag)
  • relay.rpc_whitelist_addCommandAdds an RPC Message to the RPC Whitelist
  • relay.rpc_whitelist_rebuildCommandRebuilds the RPC Whitelist ID List
  • relay.rpc_whitelist_removeCommandRemoves an RPC Message from the RPC Whitelist
  • relay.shutdownCommandShutsdown the Rust Relay sever connection
  • relay.statusCommandReturns a detailed Rust Relay status report
  • render.print_global_entitiesCommandPrint off count of global building entities on the server
  • render.show_building_blocked_serverSetting
  • render.tree_entitiesCommandPrint off count of trees to ensure server sent them all
  • rentableshop.additionalchecktimehoursdebugSettingWhen checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is
  • rentableshop.closenearestshopCommandClose the nearest shop in 10m. Useful for testing
  • rentableshop.initialscrapfeeSetting
  • rentableshop.maxstoreditemsdurationminutesSettingHow long stores should store items (after a shop is closed) for before they are destroyed
  • rentableshop.processrenttickCommand
  • rentableshop.protectionfromtakeoverhoursSetting
  • rentableshop.randomiseownerofnearestshopCommandRandomise the owner of the nearest shop in 10m. Useful for testing
  • rentableshop.resettakeoverprotectionofclosestshopCommandReset the takeover protection duration of nearest shop. Useful for testing
  • rentableshop.scrapperhourrentSetting
  • reports.exceptionreportmaxlengthSetting
  • rhib.rhibpopulationSettingPopulation active on the server
  • ridablehorse.autoavoidanceSettingWhen enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurable
  • ridablehorse.debugSettingWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only
  • ridablehorse.decayminutesSettingHow long before a horse dies unattended
  • ridablehorse.dungtimescaleSetting
  • ridablehorse.groundangleupdaterateSettingInterval in seconds between ground angle recalculation updates for horse body tilting; default 0.05s
  • ridablehorse.populationSettingPopulation active on the server, per square km
  • ridablehorse.ragdollCommandRagdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states
  • ridablehorse.setforsaleCommandMarks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction
  • ridablehorse.sethorsebreedCommandSets the breed index of the horse directly in front of the calling admin player to the given integer value
  • ridablehorse.throttledgroundangleupdateSettingWhen enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performance
  • room.draw_facesCommandDraws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40].
  • room.draw_liveSettingContinuously draw the room partition around every player, refreshing as the base changes. Needs room.occlusion on (1 = shadow mode draws without hiding anything). Editor/dev tool - it redraws for everyone connected, so do not leave it on.
  • room.draw_live_normalsSettingDraw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic)
  • room.draw_live_rangeSettingRadius of the room.draw_live overlay, in metres
  • room.draw_networkgroupsCommandDraws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40].
  • room.draw_networkgroups_liveSettingContinuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on.
  • room.draw_portalsCommandDraws the portals of the building you are looking at (green = open, red = closed)
  • room.draw_roomsCommandDraws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders.
  • room.draw_visibleCommandDraws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red)
  • room.exportbaseCommandEditor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to 'capture'. To capture a base from a live server, copypaste it into an editor server first.
  • room.exportpastesCommandEditor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped.
  • room.occlusionSettingServer-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce
  • room.occlusion_admin_bypassSettingAdmins and developers bypass interior occlusion and see everything
  • room.occlusion_deployablesSettingWhat interior occlusion hides inside a room: 0 = nothing (building blocks only), 1 = static entities (boxes, workbenches, beds), 2 = also IO entities (wires and pipes can be dragged to an entity that is not on your client)
  • room.occlusion_door_immediateSettingKill switch for the whole synchronous pre-open pass: repartition and deliver the rooms behind a door the moment it opens, instead of leaving it to the normal budgeted queue. Only players within room.occlusion_door_immediate_range are flushed; further ones enqueue as usual. Off skips the repartition entirely, not just the flush.
  • room.occlusion_door_immediate_rangeSettingHow close a player must be to a door for its rooms to be sent immediately when it opens, in metres. 0 = no limit, flush every viewer of the door.
  • room.occlusion_lingerSettingHow long a room must have been out of sight before it is dropped from a player's client, in seconds. Stops a door being opened and shut, or a walk past a doorway, from destroying and re-sending a whole room. 0 = drop immediately.
  • room.occlusion_nearby_rangeSettingRooms within this many metres of a player are always sent, whether or not they can see into them. Leaving the radius starts the room.occlusion_linger countdown rather than dropping it at once. 0 = only ever send what is actually visible.
  • room.occlusion_rangeSettingHow far from a player interior occlusion looks for rooms to hide things in, in metres. Must comfortably exceed network range; rooms beyond it fail open.
  • room.occlusionstatsCommandPrints interior occlusion's shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden
  • room.printfacesCommandPrints the closest-face link of every edge on the building block you are looking at. Pass --ddraw to also draw the links.
  • room.printhiddenCommandPrints which interior rooms a player can currently see into, i.e. which room network groups they hold. Defaults to yourself.
  • room.printportalsCommandPrints every portal of the building you are looking at (rooms joined, filler, open state)
  • room.printroomsCommandPrints the room partition of the building you are looking at
  • room.printvisibleCommandPrints the room a player is standing in and every room they can see into. Defaults to yourself.
  • rustnav.addtilebudgetmsSettingMain-thread time budget per frame (ms) for adding built navmesh tiles to their navmesh. A base rebuild lands dozens of results in one frame and the rest waits for the next one. 0 or less adds every result that is ready, which is what shipped before the budget existed
  • rustnav.bakestatsCommandPrint accumulated navmesh bake statistics. Pass true to reset them instead
  • rustnav.bakestatsenabledSettingCollect navmesh bake statistics (rustnav.bakestats to read them). Defaults on in the editor, off on servers; flip on live to diagnose bake issues, then reset with rustnav.bakestats true
  • rustnav.collectbudgetmsSettingMain-thread time budget per frame (ms) for navmesh tile geometry collection. The full-map bake wall clock is roughly tiles / (budget-worth of tiles per frame) / fps, so raise this while baking to trade frame time for bake speed
  • rustnav.debugloadCommand
  • rustnav.debugpathCommand
  • rustnav.debugraycastCommand
  • rustnav.debugrebuildtileCommand
  • rustnav.debugsampleCommand
  • rustnav.debugsaveCommand
  • rustnav.detailsampledistmultSettingDetail mesh sample distance as a multiple of cellSize (Recast default 6). Larger = cheaper detail mesh, coarser surface height. Applies to tiles built after the change
  • rustnav.detailsamplemaxerrormultSettingDetail mesh max sample error as a multiple of cellHeight (Recast default 1). Larger = cheaper detail mesh, more height error. Applies to tiles built after the change
  • rustnav.doorreassertspertickSettingHow many doors re-assert their gate state per navmesh drain tick. A rebuilt tile bakes its apertures shut, so every open or npc-openable door over the rebuilt area has to write its state again, and a megabase queues hundreds of them at once. 0 or less applies the whole queue in one frame, which is what shipped before the budget existed
  • rustnav.drawCommand
  • rustnav.drawkbpsSettingMax KB per second of navmesh tiles streamed to each rustnav.draw viewer
  • rustnav.drawmanifestintervalSetting
  • rustnav.drawradiusSetting
  • rustnav.drawrefreshrateSetting
  • rustnav.dumptilegeoCommandRebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path>
  • rustnav.enableverboselogsSetting
  • rustnav.legacybuildSettingA/B kill switch: build navmesh tiles with the stock pre optimization algorithms (clip rasterizer, full ledge and region rescans, unfused filters). Combine with detailsampledistmult 6 to approximate the old build end to end. Applies to tiles built after the change
  • rustnav.maxshoredistanceSettingMetres of open water past which default navmesh tiles are dropped instead of baked. A tile only drops when every point in it is that far from land, so shores keep their navmesh and so do rivers and lakes, which are never that wide. Independent navmeshes (oilrigs, tropical islands, ghost ships) are never touched. 0 or less bakes the open sea like before. Applies to tiles queued after the change
  • rustnav.navmeshstatsCommandList every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time
  • rustnav.numthreadsSettingNavmesh tile builder worker thread count. Applied when the builder is (re)created - at boot, or via rustnav.setnumthreads at runtime. ~half the cores is the sweet spot for full-map bakes
  • rustnav.rebuildCommand
  • rustnav.savecompressionSettingLZ4-compress navmesh saves (smaller .navmesh files, no extra save time)
  • rustnav.savedeltaSettingAppend only the tiles that changed to the navmesh file instead of rewriting all of it. The first save after a boot or a rebuild is always a full write, and a full write also happens once the appended part grows past rustnav.savedeltabudget
  • rustnav.savedeltabudgetSettingHow large the appended part of the navmesh file may grow, as a fraction of the full file, before the next save rewrites the whole thing. A save whose changed tiles are a larger share of the mesh than this rewrites it too. Bounds both file growth and boot load time. 0 or less removes the bound, to stop appending altogether use rustnav.savedelta false
  • rustnav.savethreadsSettingWorker threads for navmesh save/load compression. 0 = auto
  • rustnav.savewarnmsSettingLog the navmesh save completion line as a warning past this many milliseconds. 0 or less never warns
  • rustnav.setnumthreadsCommand
  • sail.maxthrustmultiplierSetting
  • samsite.autoreloaddelaySettingDelay before SAM sites that haven't shot a target will auto-reload
  • samsite.staticrepairsecondsSettinghow long until static sam sites auto repair
  • santasleigh.altitudeaboveterrainSetting
  • santasleigh.desiredaltitudeSetting
  • santasleigh.dropCommand
  • satellite.control_windowSettingSeconds of thruster control window
  • satellite.cooldown_hours_maxSettingMaximum cooldown between satellite events, in game hours
  • satellite.cooldown_hours_minSettingMinimum cooldown between satellite events, in game hours (not real minutes), converted to real time via the map's day length, same as the airdrop event scheduler.
  • satellite.crashing_fx_at_distanceSettingRun the crashing FX pass (FX Pass 3) through the whole phase-2 descent, including the distance-projected stretch, instead of waiting until the satellite enters real draw distance. The projected-mode fixup still applies, its particles simulate in local space and scale with the model; its trails stay gated until real rendering.
  • satellite.crate_fire_durationSettingSeconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires.
  • satellite.debugSettingLog crash-target search diagnostics (samples, blockers, reasons)
  • satellite.default_crash_radiusSettingStarting impact radius before thruster adjustments, in meters
  • satellite.descent_angleSettingAngle (degrees from vertical) the satellite descends at. Higher = more horizontal streak across the sky. Clamped to 45 so it always reaches the ground within 45 degrees of straight down. Only used when flyover_altitude is 0, the flyover path has its own geometry.
  • satellite.descent_secondsSettingDescent duration in seconds (0 = use day length fraction; nonzero values are clamped to a minimum of final_descent_seconds so the phase-2 window always fits inside the descent)
  • satellite.final_descent_secondsSettingSeconds before the scheduled crash that the satellite begins its phase-2 physics descent. Phase 1 slides in to the phase-2 start point up until then, then the satellite drops at a speed timed to hit the ground exactly on schedule. The start point is placed at the satellite's finalDescentSpeed times this window, so lengthening it starts the descent higher rather than slowing the fall.
  • satellite.final_descent_speedSettingSpeed (m/s) of the phase-2 physics descent (0 = use the satellite prefab's finalDescentSpeed). Together with final_descent_seconds this sets where phase 2 starts, speed times seconds back up the descent line, so e.g. 180s at 80 m/s starts the drop 14.4km out.
  • satellite.flyover_altitudeSettingAltitude (m above the crash target) of the phase-2 flyover cruise. The satellite enters near-horizontally at this height, streaks across the sky, then bends into a dive onto the target from flyover_dive_distance out. 0 = disable the flyover and use the legacy straight-line descent at descent_angle.
  • satellite.flyover_dive_distanceSettingHorizontal distance (m) from the crash target at which the flyover bends into its terminal dive. Smaller = a longer level cruise with a steeper final plunge.
  • satellite.free_fuelSettingIf true, firing satellite thrusters does not consume fuel
  • satellite.free_powerSettingIf true, powering up the satellite computer does not require any items
  • satellite.fuel_large_maxSettingMaximum fuel rolled for large satellites (3000-5000kg)
  • satellite.fuel_large_minSettingMinimum fuel rolled for large satellites (3000-5000kg)
  • satellite.fuel_maxSettingHard maximum on generated fuel, applied after the per-size roll regardless of size
  • satellite.fuel_medium_maxSettingMaximum fuel rolled for medium satellites (1500-3000kg)
  • satellite.fuel_medium_minSettingMinimum fuel rolled for medium satellites (1500-3000kg)
  • satellite.fuel_minSettingHard minimum on generated fuel, applied after the per-size roll regardless of size
  • satellite.fuel_small_maxSettingMaximum fuel rolled for small satellites (500-1500kg)
  • satellite.fuel_small_minSettingMinimum fuel rolled for small satellites (500-1500kg)
  • satellite.initial_offset_attemptsSettingHow many times to re-roll the initial random map position, re-checking the full crash-site acceptance each time, until a valid starting target is found. Guarantees the control phase never starts on an unusable spot.
  • satellite.kill_radiusSettingRadius (m) around the impact point cleared on crash, players killed, construction/deployables/vehicles destroyed, vegetation removed
  • satellite.lateral_distanceSettingLateral offset multiplier per thruster fire (meters)
  • satellite.launchCommandDev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer's lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer's semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius]
  • satellite.launchquickCommandDev: exactly satellite.launch, same crash-site search and validation, but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius]
  • satellite.min_crash_radiusSettingMinimum crash radius in meters
  • satellite.nudge_distance_maxSettingMaximum random aim drift (meters) applied when tightening the impact radius
  • satellite.nudge_distance_minSettingMinimum random aim drift (meters) applied when tightening the impact radius, at a fully random angle so it can't be cancelled out exactly by the cardinal-direction lateral thrusters
  • satellite.obstruction_tc_reorderSettingCrash targeting: use the tool-cupboard grid to test likely-occupied samples last, so a clear spot is usually found with fewer physics checks. The physics check stays authoritative.
  • satellite.phase1_extra_distanceSettingExtra distance (m) further out, along the descent line, that phase 1 starts. The satellite slides steadily from there in to the orbit point over phase 1, then phase 2 continues along the same line.
  • satellite.phase1_grow_scaleSettingMultiplier the orbiting satellite's glow billboard grows to by the end of phase 1 (starts at 1x). Purely a visual telegraph; replicated because the grow runs client-side.
  • satellite.randomCommandTrigger a satellite crash at a random valid position on the map
  • satellite.require_powerplantSettingIf true, the satellite control computer can only be powered up while the power plant is active (powergrid stage 1+). Ignored when the powergrid system itself is disabled.
  • satellite.reuse_last_crash_spotSettingCrash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check.
  • satellite.rotation_strengthSettingHeading rotation per thruster fire (degrees)
  • satellite.shrink_expand_radiusSettingImpact radius change per thruster fire (meters)
  • satellite.site_check_physical_geometrySettingAlso raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't see
  • satellite.site_clearance_radiusSettingClearance (m) the crash-site search demands around a candidate, rejected if any player building, prevent-building volume or safezone is within this range. Kept separate from kill_radius so targeting standoff can exceed what the impact destroys; 16 matches the building-privilege radius, so a valid site is never inside a base's TC influence.
  • satellite.site_footprint_radiusSettingRadius (m) around a candidate crash spot sampled for ground shape, roughly the crash remains footprint. Used both to reject unsuitable spots and to fit the spawned remains to the ground.
  • satellite.site_max_slopeSettingMax overall ground slope (degrees) across the crash footprint before a spot is rejected
  • satellite.site_max_unevennessSettingMax terrain height deviation (m) from the crash footprint's best-fit plane before a spot is rejected as too uneven (cliff edges, crests, dips the remains meshes can't hide)
  • satellite.sky_trailSettingRender the satellite's descent as a map-wide sky ribbon tracing the real flight path, visible from any distance at any draw distance setting. Rendered client-side from the entity's networked positions.
  • satellite.sky_trail_age_fadeSettingFade each point of the sky ribbon out over its lifetime (sky_trail_seconds), like a TrailRenderer, the streak continuously dissolves behind the satellite instead of holding full brightness until its points expire.
  • satellite.sky_trail_drain_secondsSettingSeconds the sky ribbon takes to drain away tail-first after the satellite crashes or is destroyed. The recorded point ages are compressed into this window, so the ribbon keeps shrinking exactly the way it does in flight, and the impact end of the streak is the last to go.
  • satellite.sky_trail_max_lengthSettingMaximum length of the sky ribbon in meters of flight path, the tail is trimmed to keep the ribbon at or under this. 0 = no length cap, letting the sky_trail_seconds lifetime fade own the tail instead of a hard cut.
  • satellite.sky_trail_noiseSettingMeters of smooth random wobble baked into the sky ribbon as it's laid down, so the streak reads as turbulent rather than a perfect straight line. Keep it under the dish's size (~3m) or the trail visibly detaches from the model. 0 = perfectly straight.
  • satellite.sky_trail_secondsSettingSeconds of flight path the sky ribbon spans, its TrailRenderer-style lifetime: with sky_trail_age_fade on, points dissolve to nothing as they reach this age. Capped by the ribbon's internal point budget at ~128s.
  • satellite.sky_trail_width_degreesSettingOn-screen thickness of the sky ribbon's head, in degrees of view angle, it holds the same apparent width whatever distance it's projected at, tapering to a point at the tail.
  • satellite.targeting_budget_msSettingCrash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded.
  • satellite.targeting_coverage_factorSettingCrash targeting: candidate samples tested per clearance-footprint, i.e. per (targetingRadius/clearanceRadius)^2. The sample count scales with the targeting area, so a small circle runs far fewer checks than a large one. ~1.2 is bare geometric coverage (samples spaced ~one clearance apart); the default adds margin to catch tight gaps. Pushing it much higher mostly adds correlated, redundant checks.
  • satellite.targeting_min_samplesSettingCrash targeting: minimum candidate samples per search, regardless of how small the targeting circle is. Floors the area-scaled sample count so a small but cluttered area still gets a fair number of attempts.
  • satellite.thruster_extra_stepsSettingWhen a thruster move finds no valid crash site, how many extra steps to take in the same direction before giving up. Fuel cost is linear in the number of steps taken (a 3-step move costs 3 fuel), and a further step isn't attempted if the player can't afford it.
  • satellite.thruster_module_countSettingThruster modules salvaged from fully harvesting the crash remains
  • satellite.thruster_module_min_conditionSettingMinimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in
  • satellite.trail_alpha_scaleSettingMultiplier on the alpha of the satellite trails' authored colour gradients, saturating at full opacity, the authored fades drop to near-transparent within the first quarter of the trail, so values above 1 keep progressively more of its length visible. Applied alongside trail_time_scale as the trails switch on.
  • satellite.trail_time_scaleSettingMultiplier on the authored lifetime of the satellite's trail renderers, a trail spans this many times the authored seconds of flight path, so it directly scales the visible streak length. Applied as the trails switch on (they sit out the projected far-distance stretch and only run once the satellite is drawn at its real position), so changes take effect at the next handover, not mid-trail. Replicated because trails render client-side.
  • satellite.triggerCommandTrigger a satellite crash at the calling player's position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]]
  • satellite.wreck_fire_durationSettingSeconds the main wreck stays too hot to harvest after impact
  • scraptransporthelicopter.populationSettingPopulation active on the server
  • seaturtle.forcesurfaceamountSetting
  • seaturtle.populationSettingPopulation active on the server, per square km
  • sensecomponent.maxrefreshintervalsecondsSetting
  • sensecomponent.minrefreshintervalsecondsSetting
  • sentry.debugpreventduplicatesSettingPrevents auto turrets getting added more than once to the IO queue
  • sentry.hostiledurationSettinghow long until something is considered hostile after it attacked
  • sentry.interferenceradiusSettingradius to check for other turrets
  • sentry.maxinterferenceSettingmax interference from other turrets
  • sentry.scantimerSettingHow quickly can a turret acquire a potential target. Less is faster, but perf taxing
  • sentry.targetallSettingtarget everyone regardless of authorization
  • server.allowsortingSettingSet to false to disable the storage adaptor sorting functionality
  • server.allowvineswingingSettingWhen true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement
  • server.anticheatidSettingEasy Anti-Cheat product ID used to authenticate this server with EAC services
  • server.anticheatkeySettingEasy Anti-Cheat product key used alongside anticheatid for EAC server authentication
  • server.anticheatlogSettingSets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output
  • server.anticheattokenSettingWhen true clients must provide a valid EAC token to connect; disable only for testing or modded environments
  • server.arrowarmorSettingGlobal multiplier for armour effectiveness against arrow and bow damage; 1.0 = default
  • server.arrowdamageSettingGlobal multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage
  • server.artificialtemperaturegrowablerangeSetting
  • server.authtimeoutSettingSeconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected
  • server.autouploadmapSettingAutomatically upload procedurally generated maps so that players download them (faster) instead of re-generating them
  • server.autouploadmapimagesSettingAutomatically upload an image of the map, used to show the map in the server browser
  • server.backupCommandBackup server folder
  • server.bag_quota_item_amountSetting
  • server.bansserverendpointSettingHTTP API endpoint for centralized banning (see wiki)
  • server.bansserverfailuremodeSettingFailure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki)
  • server.bansservertimeoutSettingTimeout (in seconds) for centralized banning web server requests
  • server.bleedingarmorSettingGlobal multiplier for armour effectiveness against bleeding damage; 1.0 = default
  • server.bleedingdamageSettingGlobal multiplier for all bleeding damage over time; 1.0 = default
  • server.botcountCommandReturns the current number of bot (AI-controlled player) entities active on the server
  • server.branchSettingServer branch tag used by the server browser to identify modded or experimental variants; leave empty for vanilla
  • server.broadcastplayvideoCommandSends a video URL to all connected players, causing the in-game video player to open and play the specified video on every client
  • server.bulletarmorSettingGlobal multiplier for armour effectiveness against bullet damage; 1.0 = default
  • server.bulletdamageSettingGlobal multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage
  • server.bypassiteminputrestrictionSettingAllows items to be moved into containers that block item input
  • server.canequipbackpacksinairSettingAllows backpack equipping while not grounded
  • server.ceilinglightgrowablerangeSettingRadius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirement
  • server.ceilinglightheightoffsetSettingVertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it
  • server.censorplayerlistSettingCensors the Steam player list to make player tracking more difficult
  • server.cheatreportCommand
  • server.cinematicSetting
  • server.clear_bushes_radiusCommandKills all server-side bush entities within a given radius of the calling player (or a specified world position); args: radius [x y z]
  • server.clear_loot_spawn_cacheCommandClears the loot spawn cache used to restrict loot into each era
  • server.clear_trees_radiusCommandKills all server-side tree entities within a given radius of the calling player (or a specified world position); args: radius [x y z]
  • server.clearplayerreportcountsCommandClear the player reports list
  • server.combatlogCommandGet the player combat log
  • server.combatlog_outgoingCommandGet the player combat log, only showing outgoing damage
  • server.combatlogdelaySettingSeconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight
  • server.combatlogsizeSettingNumber of recent combat events retained in each player's combat log, viewable with combatlog
  • server.compassenabledSettingWill the in-game compass show at the top of the screen
  • server.composterupdateintervalSettingHow often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes)
  • server.compressionSettingEnables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time
  • server.conveyormovefrequencySettingHow often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement
  • server.corpsedespawnSettingSeconds before a player corpse is removed from the world; default is 300 seconds (5 minutes)
  • server.corpseinfoCommandGet info on player corpses on the server
  • server.corpsesSettingWhether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly
  • server.crawlingenabledSettingDo players go into the crawling wounded state
  • server.crawlingmaximumhealthSettingMaximum initial health given when a player dies and moves to crawling wounded state
  • server.crawlingminimumhealthSettingMinimum initial health given when a player dies and moves to crawling wounded state
  • server.creamseparationhoursSettingHours milk has to spend in a refrigerated container before it can be skimmed. Items already chilled won't notice a change until their next network update
  • server.cycletimeSettingDuration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes
  • server.debrisdespawnSettingSeconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds
  • server.deepseafogofwarSettingShould the deep sea map be covered by fog of war
  • server.defaultblueprintresearchcostSettingHow much scrap is required to research default blueprints
  • server.descriptionSettingShort description of the server shown to players in the server browser
  • server.destroytaskbatchcountSettingUsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task
  • server.drawpuzzleresetsSettingWhen enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets
  • server.dropitemsSettingWhether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death
  • server.eac_gameplay_dataSettingWhether or not to send additional analytics to EAC
  • server.emojiownershipcheckSettingWhether emoji ownership is checked server side. Could be performance draining in high chat volumes
  • server.encryptionSettingNetwork encryption mode; 2 = enabled (recommended), 0 = disabled
  • server.enforce_era_restrictionsCommandDeletes items on the server that are not allowed in the era
  • server.enforcepipechecksonbuildingblockchangesSettingWhether to check for illegal industrial pipes when changing building block states (roof bunkers)
  • server.entitybatchsizeSettingNumber of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing
  • server.entitybatchtimeSettingTime in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed
  • server.entityrateSettingHow many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects
  • server.eraSettingnone,primitive,medieval,frontier,rust
  • server.eventsSettingEnables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits
  • server.explosive_testing_modeSettingLower damage of explosives to 1 and allow them to be triggered multiple times
  • server.farmchickenlocalavoidanceSettingWhether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip
  • server.favoritesendpointSettingDomain name to save when players favorite your server. The port can be omitted if using the default port or a SRV DNS record is created.
  • server.filefolderoverrideSettingOverride the root storage folder for server files; leave empty to use the default server/identity path
  • server.filerequestbytesburstSettingBurst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to match
  • server.filerequestbytespersecondSettingBytes per second of requested file data (sign textures, photos, cassette audio, sculpts) sent to each client; requests beyond this are deferred, not dropped. Replicated so clients throttle their own requests to match
  • server.filerequestdebugSettingPrint file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time
  • server.filerequestqueuelengthSettingMaximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue)
  • server.fillchickencoopCommandDebug command: fills all chicken coops within 5 metres of the calling player to their maximum capacity
  • server.fogofwarSettingShould the in-game map be covered by a fog of war
  • server.fogofwarrevealsizeSettingHow much area around the player is revealed when using fog of war. Must be a multiple of 32
  • server.foodspoilingSettingWhether to run the food spoiling system
  • server.foodspoilingbudgetmsSettingMaximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates
  • server.fpsCommandPrints the current server frame rate in frames per second
  • server.funwaterdamagethresholdSetting
  • server.funwaterwetnessgainSetting
  • server.gamemodeSettingShort name of the game mode to activate on this server (e.g. 'softcore', 'hardcore'); applies convar overrides defined by that game mode's prefab
  • server.hardcorefirearmammunitioncraftingmultiplierSettingMultiplies crafting cost of firearm ammunition
  • server.headerimageSettingURL of the banner/header image shown at the top of this server's page in the server browser
  • server.hideplayermapdirectionSettingShould hte player see their direction on the map
  • server.hideplayeronmapSettingShould the player see their position on the map
  • server.homingmissiletargetshabSettingIf true hot air balloons can be shot down with homing missiles
  • server.hopperanimationbudgetmsSettingHow long per frame to spend animating items moving into the hopper (will be instant if <= 0)
  • server.hostnameSettingServer name displayed in the server browser
  • server.http_connection_limitSettingMaximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests
  • server.identitySettingUnique identifier for this server instance; determines the subfolder used for saves, configs and map data
  • server.idlekickSettingMinutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick
  • server.idlekickadminsSettingMinutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode
  • server.idlekickmodeSettingControls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins
  • server.incapacitatedrecoverchanceSettingBase chance of recovery after incapacitated wounded state
  • server.industrialallowquickmoveSettingEnables a faster way to move items around during conveyor transfers. Should be on unless there's a issue
  • server.industrialcrafterfrequencySettingHow often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting
  • server.industrialframebudgetmsSettingHow long per frame to spend on industrial jobs
  • server.industrialtransferstricttimelimitsSettingWhen enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance
  • server.ipSettingIP address the server binds to; leave empty to bind to all interfaces
  • server.ipqueriesperminSettingMaximum number of Steam server browser queries allowed per minute from a single IP address
  • server.itemdespawnSettingSeconds before items dropped on the ground despawn; default is 300 seconds (5 minutes)
  • server.itemdespawn_container_max_multiplierSettingUpper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours
  • server.itemdespawn_container_scaleSettingMultiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime
  • server.itemdespawn_quickSettingFast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds
  • server.levelSettingMap level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name
  • server.leveltransferSettingWhen true the server sends the map file to clients so they can load it without re-generating it locally
  • server.levelurlSettingURL to download a custom map file from; if set the server will fetch and load this map instead of generating one
  • server.listplayerreportcountsCommandList the amount of reports players on the server have received
  • server.listtoolcupboardsCommandPrints all the Tool Cupboards on the server
  • server.listvendingmachinesCommandPrints all the vending machines on the server
  • server.log_invalid_packet_lengthsSettingLogs network packets rejected for being empty or not byte-aligned
  • server.logoimageSettingURL of the logo image shown for this server in the server browser
  • server.long_distance_soundsSettingWhen enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers
  • server.lowprioritybuoyancyrangeSettingIf no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system
  • server.mapenabledSettingCan players use the in-game map
  • server.max_explosive_protectionSetting
  • server.max_sleeping_bagsSetting
  • server.maxclientinfosizeSettingMaximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected
  • server.maxconnectionsperipSettingMaximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1, 1000)
  • server.maxdecryptqueuebytesSettingMaximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached
  • server.maxdecryptqueuelengthSettingMaximum number of encrypted packets that can wait in the decryption queue before being dropped
  • server.maxdecryptthreadwaitSettingMaximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1, 1000)
  • server.maxfoodspoiltimediffforitemstackSettingMaximum difference (in seconds) that two items with spoil timers can have and still be stackable
  • server.maximummapmarkersSettingHow many markers each player can place
  • server.maximumpingsSettingHow many pings can be placed by each player
  • server.maxitemstacksmovedpertickindustrialSettingHow many stacks a single conveyor can move in a single tick
  • server.maxmainthreadwaitSettingMaximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1, 1000)
  • server.maxpacketsize_commandSettingMaximum byte size of a single console command packet from a client; oversized packets are rejected
  • server.maxpacketsize_globalentitiesSettingMaximum byte size of a single global-entities network packet; oversized packets are dropped
  • server.maxpacketsize_globaltreesSettingMaximum byte size of a single global-trees network packet; oversized packets are dropped
  • server.maxpacketsize_voicedataSettingMaximum number of bytes permitted in VoiceData packets, oversized packets will be dropped
  • server.maxpacketspersecondSettingGlobal cap on total network packets per second the server will accept across all connected clients combined
  • server.maxpacketspersecond_commandSettingMaximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server
  • server.maxpacketspersecond_rpcSettingMaximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions
  • server.maxpacketspersecond_rpc_signalSettingMaximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions
  • server.maxpacketspersecond_syncvarSettingMaximum sync-var (replicated variable) update packets per second accepted from each client
  • server.maxpacketspersecond_tickSettingMaximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed
  • server.maxpacketspersecond_voiceSettingMaximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player
  • server.maxpacketspersecond_worldSettingMaximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam
  • server.maxplayersSettingMaximum number of players allowed on the server at the same time
  • server.maxreadqueuebytesSettingMaximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets
  • server.maxreadqueuelengthSettingMaximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion
  • server.maxreadthreadwaitSettingMaximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1, 1000)
  • server.maxreceivetimeSettingMaximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10, 1000)
  • server.maxunackSettingMaximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client
  • server.maxwritequeuebytesSettingMaximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped
  • server.maxwritequeuelengthSettingMaximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full
  • server.maxwritethreadwaitSettingMaximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1, 1000)
  • server.meleearmorSettingGlobal multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee
  • server.meleedamageSettingGlobal multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage
  • server.metabolismtickSettingMultiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates
  • server.modifiertickrateSettingRate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth
  • server.monumentpuzzleresetradiationSettingAllows radiation to flood monuments to force puzzles to reset
  • server.monumentpuzzleresetradiationamountSettingRadiation damage per second applied to players inside a monument during its puzzle-reset radiation phase
  • server.monumentpuzzleresetradiationmaxradiusincreaseSettingClamp radiation multiplier to this amount of meters, -1 = ignored
  • server.monumentpuzzleresetradiationoverrideSettingForce enable radiation in monument puzzles to confirm they work
  • server.monumentpuzzleresetradiationplayeremptytimeSettingHow long does a monument puzzle need to be empty with full rads before it can reset
  • server.monumentpuzzleresetradiationpreresettimeSettingHow long before the reset happens do we start applying radiation
  • server.monumentpuzzleresetradiationradiusmultiplierSettingMultiplier applied to a monument's normal radiation radius when the puzzle-reset radiation cloud is active; default 1.5x expands the zone beyond its usual boundary
  • server.monumentpuzzleresetwarningsSettingWhen enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins
  • server.motdSetting
  • server.netcacheSettingEnables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth
  • server.netcachesizeSettingMaximum byte size of the network entity cache; 0 means no hard limit
  • server.netlogSettingEnables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues
  • server.netprotocolCommandReturns the network protocol identifier string the server is currently using; clients must match this to connect
  • server.nonplanterdeathchancepertickSettingProbability (0, 1) per growth tick that a plant growing outside a planter box will die; default 0.005 means a 0.5% chance each tick
  • server.normalisedfoodspoiltimestackthresholdSettingIf two spoiled food items are both above this threshold then we will allow them to be stacked
  • server.npcammolootmultiplierSettingAll ammo drops from NPC loot will be multiplied by this
  • server.npccorpsedespawnSettingSeconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes)
  • server.occlusiongatherbatchplayercountSettingUsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task
  • server.officialSettingMarks this as an official Facepunch server; only set by Facepunch, do not enable on community servers
  • server.oilrig_radiation_alarm_thresholdSettingRadiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present
  • server.oilrig_radiation_amount_scaleSettingMultiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second
  • server.oilrig_radiation_time_scaleSettingMultiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration
  • server.optimalplanterqualitysaturationSettingSoil saturation level (0, 1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6
  • server.ovencookbudgetmsSettingMaximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers
  • server.packetlogCommandPrints a sorted table of network packet types and their cumulative call counts since logging was enabled; requires packetlog_enabled = true
  • server.packetlog_enabledSettingEnables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime
  • server.paintballoverallsdamageSettingHow much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage)
  • server.paintballstandarddamageSettingHow much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on)
  • server.parachuterepacktimeSettingHow long it takes to pick up a used parachute in seconds
  • server.parallelnetworkqueuebatchsizeSettingUsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks
  • server.pauseindustrialduringsaveSettingShould industrial be paused during autosaves
  • server.pauseunlootedpuzzlesSettingWhen enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas
  • server.ping_region_code_overrideSettingOverride the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection
  • server.pingdurationSettingHow long a ping should last
  • server.plantlightdetectionSettingEnables plant light detection, growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly
  • server.planttickSetting
  • server.planttickscaleSettingMultiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth
  • server.player_state_cache_countCommandPrints the number of player states currently held in the in-memory player state cache
  • server.player_state_cache_evictionsCommandPrints the total number of player state cache entries evicted since server startup; high values suggest the cache size should be increased
  • server.player_state_cache_sizeSettingSize of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players
  • server.playerlistposCommandPrints the position of all players on the server
  • server.playerserverfallSettingWhen true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damage
  • server.playertimeoutSettingSeconds of network inactivity before a connected player is timed out and disconnected
  • server.portSettingUDP port the server listens on for player connections
  • server.premiumSettingRequire a premium status account to connect to this server
  • server.premiumrecheckintervalSettingHow often to do premium status rechecks
  • server.premiumrecheckmaxbatchsizeSettingMaximum number of players to recheck at a time
  • server.premiumrecheckminsecondsSettingMinimum time to recheck premium status for already connected players (in seconds)
  • server.premiumverifyendpointSettingEndpoint to use to check if players have premium status
  • server.printdecryptqueueCommand
  • server.printeyesCommandPrint the current player eyes.
  • server.printposCommandPrint the current player position.
  • server.printposcenterCommandPrint the current player center position.
  • server.printreadqueueCommandPrints the current server incoming network read queue depth (packet count and total byte size)
  • server.printreportstoconsoleSettingShould F7 reports from players be printed to console
  • server.printrotCommandPrint the current player rotation.
  • server.printwipeidCommandPrints the current wipe id of the sav
  • server.printwritequeueCommandPrints the current server outgoing network write queue depth (packet count and total byte size)
  • server.pveSettingEnables PvE mode, players cannot damage other players; they can still be killed by NPCs and the environment
  • server.pvebulletdamagemultiplierSettingAdditional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage
  • server.pvp_ttk_bulletSettingHow much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long
  • server.pvp_ttk_globalSettingHow much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long
  • server.pvp_ttk_meleeSettingHow much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long
  • server.pvpbulletdamagemultiplierSettingAdditional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage
  • server.queriespersecondSettingMaximum number of Steam server browser queries the server will respond to per second before rate-limiting
  • server.queryportSettingUDP port used for Steam server browser queries; uses the game port if set to 0
  • server.radiationSettingEnables radiation zones at monuments; disabling removes all radiation hazards from the map
  • server.randomize_seedSettingSetting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each time
  • server.readcfgCommandReads and executes serverauto.cfg then server.cfg from the server's cfg folder, applying all saved convar values
  • server.rejoin_delaySettingSeconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes)
  • server.reportsserverendpointSettingHTTP API endpoint for receiving F7 reports
  • server.reportsserverendpointkeySettingIf set, this key will be included with any reports sent via reportsServerEndpoint (for validation)
  • server.repositionattachmentsonreskinSettingReposition attachments like storage adaptors if they have moved on reskins
  • server.resetrespawnsCommandClear all static respawn points
  • server.resetserveremojiCommandRescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji
  • server.respawnatdeathpositionSettingIf a player presses the respawn button, respawn at their death location (for trailer filming)
  • server.respawnresetrangeSettingRadius in metres around a player's death point, any sleeping bag or bed within this range is put on a respawn cooldown to prevent spawn-camping
  • server.respawntimeadditionbagSettingBags will increase their respawn time by this much
  • server.respawntimeadditionbedSettingBeds will increase their respawn time by this much
  • server.respawnwithloadoutSettingWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
  • server.rewounddelaySettingMinimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again
  • server.rpclogCommandPrints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = true
  • server.rpclog_enabledSettingEnables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called
  • server.rust_relay_send_queueSettingPrints the current server decryption queue depth
  • server.saltSettingSecondary salt value mixed into procedural world generation; used to vary monument and road placement
  • server.saveCommandForce save the current game
  • server.savebackupcountSettingNumber of rolling save-file backups to keep; each autosave rotates the oldest backup out
  • server.savecachesizeSettingMaximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit
  • server.saveframebudgetSettingMS per frame to spend warming up entity save caches
  • server.saveintervalSettingHow often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes)
  • server.schematimeSettingHow often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds
  • server.seedSettingSeed value used for procedural world generation; changing this produces a completely different map layout
  • server.sendnetworkupdateCommandSend network update for all players
  • server.server_idSettingPersistent unique identifier for this server instance, used when recording demos and for analytics attribution
  • server.setshowholstereditemsCommandShow holstered items on player bodies
  • server.showholstereditemsSettingWhen enabled, weapons and tools holstered on a player's back are visible on their character model to other players
  • server.skipdeathscreenfadeSettingSkip death screen fade
  • server.snapshotCommandThis sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
  • server.snapshottaskbatchcountSettingUsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task
  • server.spawnvinetreesSettingWhen true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map
  • server.sprinklereyeheightoffsetSettingVertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant
  • server.sprinklerradiusSetting
  • server.stabilitySettingEnables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed
  • server.startCommandStarts a server
  • server.statbackupSettingEnables automatic backups of server statistics data
  • server.statsSettingEnables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered
  • server.stopCommandStops a server
  • server.strictauth_eacSettingWhen true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable
  • server.strictauth_steamSettingWhen true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable
  • server.tagsSettingComma-separated server browser tag values (see wiki)
  • server.tickrateSettingNumber of server simulation ticks per second; higher values improve responsiveness but increase CPU usage
  • server.tutorialenabledSettingControls whether the tutorial is enabled on this server
  • server.unlockrespawnsCommandUnlock all static respawn points
  • server.updatebatchSettingNumber of entities processed per network update batch; lower values spread the load across more frames but increase total overhead
  • server.updatebatchspawnSettingNumber of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load
  • server.upgrade_keeps_healthSettingWhen a deployable is upgraded in place (e.g. stacking sandbags) the new tier keeps the damaged health fraction of the one it replaced instead of spawning at full health
  • server.urlSettingServer website URL displayed in the server browser; leave empty to show no link
  • server.uselegacyworkbenchinteractionSettingOpens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods.
  • server.useminimumplantconditionSettingWhen enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying
  • server.useperplayerrequiredsystemconfigSettingEnables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players
  • server.useplayerupdatejobsSettingPlayer Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default
  • server.useserverwiderequiredsystemconfigSettingEnables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements
  • server.watercontainersleavewaterbehindSettingWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss
  • server.waterwellnpcsalesrefreshfrequencySettingHow often (in hours) the water well NPC's update their sell orders
  • server.waterwheelworkbudgetmsSettingHow long per frame to spend on updating water wheel power generation and water info
  • server.workbenchtaxrate1SettingHow much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost
  • server.workbenchtaxrate2SettingHow much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost
  • server.workbenchtaxrate3SettingHow much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost
  • server.worldsizeSettingWidth and height of the procedurally generated world in metres; larger values create a bigger map with more resources
  • server.woundedmaxfoodandwaterbonusSettingMaximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level
  • server.woundedmaxoverfedchanceSettingWounded/incapacitated recovery chance for a player carrying a full extra bar of calories above the normal cap, scaled down by how overfed they actually are
  • server.woundedrecoverchanceSettingBase chance of recovery after crawling wounded state
  • server.woundingenabledSettingCan players be wounded after receiving fatal damage
  • server.writecfgCommandWrites config files
  • serverocclusion.occlusionvalidategroupsCommandValidates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies found
  • serverocclusion.serverocclusiondebugCommandTests occlusion visibility between two positions
  • sheep.populationSettingPopulation active on the server, per square km
  • shield.infiniteshieldblockSetting
  • signage.adminscanalwaysupdatesignsSettingIf true admins can always update signs, regardless of lock, build auth, etc
  • simpleshark.disableSetting
  • simpleshark.forcesurfaceamountSetting
  • sleepingbag.assigntoplayerCommandReassigns ownership of a sleeping bag (by entity ID) to the calling player; notifies both the old and new owner
  • sleepingbag.clearfromplayerCommandClears ownership of a sleeping bag (by entity ID), setting the owner ID to 0 and removing it from the old owner's bag list
  • sleepingbag.useteamlabelsSetting
  • slotmachine.forcepayoutindexSetting
  • smallengine.maxthrustmultiplierSetting
  • snakehazard.populationSettingPopulation active on the server, per square km
  • snowmobile.allowpassengeronlySettingAllow mounting as a passenger when there's no driver
  • snowmobile.allterrainSettingIf true, snowmobile goes fast on all terrain types
  • snowmobile.outsidedecayminutesSettingHow long before a snowmobile loses all its health while outside
  • softcore.raidwindow_allow_tc_authedSettingAllow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC)
  • softcore.raidwindow_allow_twigSettingAllow explosive damage to twig-grade building blocks even outside the raid window
  • softcore.raidwindow_block_extra_enabledSettingOutside the window, also block a non-explosive damage type against non-twig building blocks (e.g. shotgunning down a stone wall). Melee is only affected by softcore.raidwindow_block_melee_doors
  • softcore.raidwindow_block_extra_typeSettingRust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns)
  • softcore.raidwindow_block_melee_doorsSettingOutside the window, block melee damage to doors so they can't be beaten down while the window is closed
  • softcore.raidwindow_block_mlrsSettingBlock launching MLRS rockets outside the raid window so they are not wasted
  • softcore.raidwindow_enabledSettingEnable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time window
  • softcore.raidwindow_end_hourSettingRaid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnight
  • softcore.raidwindow_fresh_tc_secondsSettingSeconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disables
  • softcore.raidwindow_hours_offsetSettingHours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later)
  • softcore.raidwindow_start_hourSettingRaid window start hour in server system local time, 0-24 (default 18 = 6pm)
  • softcore.raidwindow_statusCommandPrint the current raid-window state: server local time, effective hours, and whether the window is open right now
  • softcore.raidwindow_weekend_enabledSettingUse separate raid hours on Saturday and Sunday
  • softcore.raidwindow_weekend_end_hourSettingWeekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true)
  • softcore.raidwindow_weekend_start_hourSettingWeekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true)
  • solarpanel.sunupdatebudgetmsSetting
  • spawn.cargoshipdockingtestCommandSpawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harbors
  • spawn.cargoshipeventCommandSpawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler
  • spawn.ch47eventCommandTriggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300)
  • spawn.delete_all_populationsCommandDeletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes
  • spawn.delete_populationsCommandDeletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups
  • spawn.dump_mapCommandGenerates a debug spawn map for a named population, simulating up to the given number of spawn attempts and reporting how many would succeed; used to diagnose spawn point coverage
  • spawn.fill_groupsCommandFills all spawn groups to their maximum count without waiting for the normal tick interval
  • spawn.fill_individualsCommandImmediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay
  • spawn.fill_populationsCommandImmediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period
  • spawn.loot_population_testSettingIf set the loot spawn system will consider this the player count, not the actual player count. Useful for testing
  • spawn.max_densitySettingMaximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts
  • spawn.max_rateSettingMaximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases
  • spawn.min_densitySettingMinimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts
  • spawn.min_rateSettingMinimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low
  • spawn.ore_mapCommandRenders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones)
  • spawn.player_baseSettingBase player count used when computing population spawn rates; below this value player_scale group rates are not yet applied
  • spawn.player_scaleSettingMultiplier applied to group spawn rates based on current player count relative to player_base; higher values cause more group spawns as the server fills up
  • spawn.population_cap_rateSettingWhen scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this
  • spawn.reportCommandPrints a spawn handler report listing all populations, their current count, target count, and fill percentage; pass true for detailed mode or a name filter as a second argument
  • spawn.reset_groupsCommandClears all spawn groups of already spawned entities, then re-fills them
  • spawn.respawn_groupsSettingWhen enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared
  • spawn.respawn_individualsSettingWhen enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed
  • spawn.respawn_populationsSettingWhen enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested
  • spawn.respawnloot_allCommandRespawns loot in all loot containers currently on the server
  • spawn.respawnloot_lookingatCommandRespawns loot in the loot container currently being looked at
  • spawn.respawnloot_radiusCommandRespawns loot in all loot containers within the given radius
  • spawn.scalarsCommandPrints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable output
  • spawn.simulate_lootCommand<iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawned
  • spawn.svshielddummyCommandServer-side handler that spawns a dummy player entity at the given position and direction loaded with the Shields loadout, optionally holstering the shield; triggered by spawn.shielddummy
  • spawn.tick_individualsSettingInterval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities
  • spawn.tick_populationsSettingInterval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load
  • squirrel.populationSettingPopulation active on the server, per square km
  • stability.accuracySettingFloating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations
  • stability.collapseSettingStability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall
  • stability.log_ground_missing_deathSettingWhen enabled, logs when entities die because their ground support entity was destroyed or is missing
  • stability.log_stability_deathSettingWhen enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name
  • stability.log_stability_updatesSettingWhen enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging
  • stability.refresh_stabilityCommandForces an immediate recalculation of stability for all building blocks in the world; expensive on large bases
  • stability.stabilityqueueSettingMaximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick
  • stability.strikesSettingNumber of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time
  • stability.surroundingsqueueSettingMaximum time in seconds that surrounding-support check jobs can run per server tick before deferral
  • stability.verboseSettingVerbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation
  • stag.populationSettingPopulation active on the server, per square km
  • stash.reveal_tick_rateSettingInterval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate
  • steam.server_allow_steam_nicknamesSetting
  • storagecontainer.canrequireauthifnolockSettingWhen enabled, storage containers without a lock can still require tool cupboard auth to access; default false
  • storagecontainer.corpseitemssavedpercentSettingFraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death
  • storagecontainer.dropcorpseondeathSettingWhen enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed
  • supply.callCommandCalls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing
  • supply.dropCommandSpawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop
  • system.cpu_affinityCommandSets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5)
  • system.cpu_priorityCommandSets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX
  • telephonemanager.maxcalllengthSettingMaximum duration in seconds a telephone call can remain active before it is automatically terminated
  • telephonemanager.maxconcurrentcallsSettingMaximum number of simultaneous active telephone calls allowed on the server at any time
  • telephonemanager.printallphonesCommandPrints a table of all registered telephone entities showing their number, directory name, and world position
  • territory.clearCommandClear all territory ownership
  • territory.createfactionCommandCreate a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0>
  • territory.destroyCommandRemove the territory grid entirely
  • territory.factionsCommandList created factions and their colours
  • territory.fillCommandFill every hex cell: territory.fill <faction name|none>
  • territory.hexsizeSettingHex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership
  • territory.offsetxSettingShifts the whole territory grid east/west in metres. Painted cells move with it
  • territory.offsetzSettingShifts the whole territory grid north/south in metres. Painted cells move with it
  • territory.setatCommandSet the hex cell containing a world position: territory.setat <x> <z> <faction name|none>
  • territory.setcellCommandSet a hex cell by index: territory.setcell <cell> <faction name|none>
  • territory.sethereCommandSet the hex cell at your position: territory.sethere <faction name|none>
  • territory.stateCommandReturns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdings
  • ticklogging.tick_uploader_lifetimeSetting
  • tiger.populationSettingPopulation active on the server, per square km
  • tigerfsm.chargerangeSettingThe range at which the tiger will charge instead of fleeing if aimed at
  • tigersneaktelegraphgrowl.minangleSettingMinimum angle for the tiger to growl when stalking a player
  • tigersneaktelegraphgrowl.mintimebetweengrowlsSettingTime between growls when stalking a player
  • time.cl_maxstepsperframeSettingThe maximum amount physics ticks per frame on clients. If things are taking too long, time slows down
  • time.cl_stepsSettingDesired physics ticks per second on clients
  • time.missiontimerscaleSetting
  • time.pausewhileloadingSetting
  • time.sv_maxstepsperframeSettingThe maximum amount physics ticks per frame on the server. If things are taking too long, time slows down
  • time.sv_stepsSettingDesired physics ticks per second on the server
  • time.timescaleSetting
  • traincar.decayminutesSettingHow long before a train car despawns
  • traincar.killofftracktrainsSettingShould train cars that are not spawned near train tracks be killed instantly (default = true)
  • traincar.populationSettingPopulation active on the server
  • traincar.trainturretinaccuratepervelocitySettingChance to miss per m/s of velocity for turrets shooting players on moving trains
  • traincar.wagons_per_engineSettingRatio of wagons to train engines that spawn
  • traincarunloadable.decayminutesafterunloadSettingHow long before an unloadable train car despawns afer being unloaded
  • traincouplingcontroller.max_couple_speedSettingMaximum difference in velocity for train cars to couple
  • travellingvendor.alive_time_secondsSettingMaximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes)
  • travellingvendor.attempt_pulloversSettingWhen enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route
  • travellingvendor.max_speedSetting
  • travellingvendor.should_destroy_buildingsSettingWhen enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path
  • travellingvendor.should_spawnSettingWhen enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning
  • travellingvendor.spawnCommandSpawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawn
  • travellingvendor.starteventCommandSpawns a Travelling Vendor event instance; registered as travellingvendor.startevent
  • tree.global_broadcastSettingWhen enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network
  • tree.simplified_colliderSettingWhen enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy
  • treemanager.cellsizeSettingDefine cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512.
  • treemanager.enabletreestreamingSettingWhen enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth
  • treemanager.playerbudgetmsSettingPer-frame CPU budget in milliseconds allocated to sending tree streaming data per player
  • treemanager.updatebudgetmsSettingTotal per-frame CPU budget in milliseconds for the tree streaming update system
  • treemanager.uselazyserializationSettingInstead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens.
  • triggerbase.clearexcludelayersCommandRemoves the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers
  • triggerbase.setexcludelayersCommandApplies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections
  • triggerbase.useexcludelayersSettingWhen enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers
  • triggerboatmagnet.boatmagnetsenabledSettingWhen enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position
  • triggerparent.allowtriggersleepingSettingAllow triggers to sleep if both they and their contents are stationary (TickMode 1 only)
  • triggerparent.sleeping_trigger_mask_epsilonSettingworld units a trigger can move in WS before it is woken
  • triggerparent.tickmodeSetting0 - old InvokeHandler, 1 - Jobs
  • triggerparentdelayedexit.disable_delayed_exitSettingMakes TriggerParentDelayedExit act as a TriggerParent again
  • tugboat.tugcorpsesecondsSetting
  • tugboat.tugdecayminutesSettingHow long before a tugboat loses all its health while outside
  • tugboat.tugdecaystartdelayminutesSettingHow long until decay begins after the tugboat was last used
  • tutorialisland.debugislandpositionsCommand
  • tutorialisland.enforcetrespasschecksSetting
  • tutorialisland.overridetutoriallocationSettingWill place the tutorial as close as possible to this pos, only for debugging (
  • tutorialisland.spawntutorialislandfornewplayerSetting
  • unsafe.debugmtlockmaxframesSettingHow many frames of a stack to emit
  • unsafe.enabledebugmtlockSettingControls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled
  • unsafe.usemultithreadedscriptingSettingControls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability
  • vddraw.setisrecordingCommandToggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recording
  • vehicle.autohoverCommandToggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input
  • vehicle.boat_corpse_secondsSetting
  • vehicle.boatdriftinfoCommandPrint out boat drift status for all boats
  • vehicle.carwrecksSettingDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true
  • vehicle.cinematictrainsSettingIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false
  • vehicle.deepseaportal_boundary_force_start_distanceSettingDistance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles
  • vehicle.disable_wheels_when_sleepingSettingWhen enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles
  • vehicle.fixcarsCommandFixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and more
  • vehicle.killboatsCommandDestroys all boat vehicles (rowboats, RHIBs) currently spawned on the server
  • vehicle.killcarsCommandDestroys all modular car vehicles currently spawned on the server
  • vehicle.killdronesCommandDestroys all drone vehicles currently spawned on the server
  • vehicle.killminisCommandDestroys all minicopter vehicles currently spawned on the server
  • vehicle.killmotorbikesCommandDestroys all motorbike vehicles currently spawned on the server
  • vehicle.killpushbikesCommandDestroys all push bike vehicles currently spawned on the server
  • vehicle.killscraphelisCommandDestroys all scrap transport helicopter vehicles currently spawned on the server
  • vehicle.killtrainsCommandDestroys all train vehicles currently spawned on the server
  • vehicle.padrepairsrequiredSettingWhether repairable vehicle pads (eg. the Air Wolf helipad) have to be rebuilt with a hammer before their vendor will sell. When disabled, pads spawn already rebuilt and players cannot repair them.
  • vehicle.setrepairablepadsCommandForces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again.
  • vehicle.stop_all_trainsCommandImmediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths
  • vehicle.swapseatsCommand
  • vehicle.swaptoseatCommand
  • vehicle.train_accel_forceSettingAcceleration force used by vehicle.train_speed (default 50000, same as train engine force)
  • vehicle.train_brake_forceSettingBraking force used by vehicle.train_stop (default 50000, same as train engine force)
  • vehicle.train_listCommandList all train engines with their entity IDs and current speeds.
  • vehicle.train_speedCommandSet a train's target speed in km/h. Usage: vehicle.train_speed <km/h> (look-at) or vehicle.train_speed <id> <km/h>. Negative = reverse.
  • vehicle.train_speed_allCommandSet all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse.
  • vehicle.train_stopCommandGradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>.
  • vehicle.trainskeeprunningSettingDetermines whether trains stop automatically when there's no-one on them. Default: false
  • vehicle.vehiclesdroplootSettingDetermines whether vehicles drop storage items when destroyed. Default: true
  • vehicle.world_boundary_force_offsetSettingAdditional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up
  • vehicle.world_boundary_force_start_distanceSettingDistance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area
  • vendingmachine.clearallvendingcustomerhistoryCommandWipe the backend customer stats data on all vending machines. Slow operation.
  • vendingmachine.clearallvendinghistoryCommandWipe the backend stats data on all vending machines. Slow operation.
  • vendingmachine.max_historySetting
  • vendingmachine.max_processedSetting
  • vendingmachine.max_returnedSetting
  • vinemountable.allowchainingSetting
  • vis.attackSetting
  • vis.damageSetting
  • vis.hitboxesSetting
  • vis.lineofsightSetting
  • vis.protectionSetting
  • vis.senseSetting
  • vis.triggersSetting
  • vis.weakspotsSetting
  • voice.togglevoicerangeboostCommandEnabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1
  • voice.voicerangeboostamountSetting
  • watercatcher.forceenableconditionalspawningSettingDebug flag to force enable conditional spawning for all water catchers, regardless of their individual settings.
  • watercatcher.oilproductionstartdelaySettingHow long in seconds an oil pump runs after its oil switch is activated before it starts producing crude.
  • watercatcher.watercatcherbudgetmsSetting
  • watertreatmentflowratebroadcast.force_flow_rateCommandForce the water treatment flow rate per minute. Pass no argument to release the override and return to pressure-derived state.
  • watertreatmentflowratebroadcast.get_num_broadcastersCommand
  • watertreatmentflowratebroadcast.get_num_listenersCommand
  • watertreatmentwatercatcher.evaporationperminuteSetting
  • watertreatmentwatertank.debug_wtp_pressureCommand
  • watertreatmentwatertank.force_pressureCommand
  • watertreatmentwatertank.maxflowrateperminuteSetting
  • watertreatmentwatertank.maximumpressureSetting
  • watertreatmentwatertank.pressuredecayperminuteSetting
  • waypointrace.racetimeoutSettingHow long a race can go until it times out (in seconds)
  • waypointrace.startraceCommand
  • weather.ambient_light_multiplierSetting
  • weather.arctic_fog_ambient_intensity_multSetting
  • weather.arctic_fog_light_boost_multSetting
  • weather.arctic_fog_ramp_endSetting
  • weather.arctic_fog_ramp_startSetting
  • weather.arid_fog_ambient_intensity_multSetting
  • weather.arid_fog_light_boost_multSetting
  • weather.arid_fog_ramp_endSetting
  • weather.arid_fog_ramp_startSetting
  • weather.atmosphere_brightnessSetting
  • weather.atmosphere_contrastSetting
  • weather.atmosphere_directionalitySetting
  • weather.atmosphere_fog_height_falloffSetting
  • weather.atmosphere_fog_ramp_end_distanceSetting
  • weather.atmosphere_fog_ramp_start_distanceSetting
  • weather.atmosphere_mieSetting
  • weather.atmosphere_rayleighSetting
  • weather.biome_fog_ambient_saturation_multSetting
  • weather.biome_fog_distance_curveSetting
  • weather.clear_chanceSetting
  • weather.cloud_attenuationSetting
  • weather.cloud_brightnessSetting
  • weather.cloud_coloringSetting
  • weather.cloud_configSetting
  • weather.cloud_coverageSetting
  • weather.cloud_opacitySetting
  • weather.cloud_saturationSetting
  • weather.cloud_scatteringSetting
  • weather.cloud_sharpnessSetting
  • weather.cloud_sizeSetting
  • weather.directional_light_multiplierSetting
  • weather.dust_chanceSetting
  • weather.fogSetting
  • weather.fog_chanceSetting
  • weather.fog_multiplierSetting
  • weather.jungle_fog_ambient_intensity_multSetting
  • weather.jungle_fog_light_boost_multSetting
  • weather.jungle_fog_ramp_endSetting
  • weather.jungle_fog_ramp_startSetting
  • weather.list_cloud_configsCommandLists all available volumetric cloud configuration asset names registered in the Climate instance
  • weather.loadCommandLoads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients
  • weather.load_cloud_configCommandLoads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients
  • weather.moon_mesh_brightness_multiplierSetting
  • weather.ocean_scaleSetting
  • weather.ocean_timeSetting
  • weather.overcast_chanceSetting
  • weather.rainSetting
  • weather.rain_chanceSetting
  • weather.rain_grace_activeSettingWhether the post-wipe rain grace period is currently active (set automatically by the server)
  • weather.rain_grace_periodSettingNumber of in-game hours after a wipe during which rain and storms are suppressed (0 to disable)
  • weather.rainbowSetting
  • weather.reflection_multiplierSetting
  • weather.reportCommandPrints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only
  • weather.resetCommandResets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients
  • weather.reset_cloud_configCommandClears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients
  • weather.storm_chanceSetting
  • weather.sun_mesh_brightness_multiplierSetting
  • weather.temperate_fog_ambient_intensity_multSetting
  • weather.temperate_fog_light_boost_multSetting
  • weather.temperate_fog_ramp_endSetting
  • weather.temperate_fog_ramp_startSetting
  • weather.thunderSetting
  • weather.tundra_fog_ambient_intensity_multSetting
  • weather.tundra_fog_light_boost_multSetting
  • weather.tundra_fog_ramp_endSetting
  • weather.tundra_fog_ramp_startSetting
  • weather.vclouds_moon_color_scaleSetting
  • weather.vclouds_sun_color_scaleSetting
  • weather.wetness_rainSettingControls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining
  • weather.wetness_snowSettingControls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness
  • weather.windSetting
  • wildlifehazard.chancetorepositionmultiplierSettingGlobal multiplier applied to the per-tick probability that a wildlife hazard attempts to reposition
  • wildlifehazard.clienttickrateSettingInterval in seconds between client-side tick updates for wildlife hazard entities
  • wildlifehazard.reactiontimemultiplierSettingGlobal multiplier applied to wildlife hazard reaction time; higher values make hazards slower to react to player presence
  • wildlifehazard.repositionattemptsSettingMaximum number of position candidates sampled when a wildlife hazard searches for a valid reposition destination
  • wildlifehazard.repositionradiusmultiplierSettingGlobal multiplier for the radius used when choosing a new reposition destination for a wildlife hazard
  • wildlifehazard.repositiontimermultiplierSettingGlobal multiplier applied to the cooldown timer between wildlife hazard reposition attempts
  • wipetimer.days_to_add_testSettingNumber of days to add to the server's wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment
  • wipetimer.hours_to_add_testSettingNumber of hours to add to the server's wipe timer during testing; registered as wipetimer.hours_to_add_test
  • wipetimer.printtimezonesCommandPrints a JSON list of all system, Windows, and IANA timezone identifiers available on the server machine
  • wipetimer.printwipeCommandPrints the current wipe timer status including next wipe date, frequency, and time remaining
  • wipetimer.wipecronoverrideSettingCustom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/
  • wipetimer.wipedayofweekSetting0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat
  • wipetimer.wipehourofdaySettingWhich hour to wipe? 14.5 = 2:30pm
  • wipetimer.wipetimezoneSettingThe timezone to use for wipes. Defaults to the server's time zone if not set or invalid. Value should be a TZ identifier as seen here: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones
  • wipetimer.wipeunixtimestampoverrideSettingUnix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.
  • wolf2.populationSettingPopulation active on the server, per square km
  • workbench.comfortradiusscaleSetting
  • workbench.scalecomfortradiusSetting
  • workbench.skipclearancechecksSetting
  • workshop.print_approved_skinsCommandPrints a list of all workshop-approved skins on the server with their item short names and approved skin IDs
  • world.cacheSetting
  • world.configfileSettingPath to a world generation config file used by the procedural map generator; used when configString is empty
  • world.configstringSettingWorld generation config string passed directly to the procedural map generator; overrides the config file if set
  • world.drawboundsCommandDraws flat wireframe boxes in the world showing world bounds (red), terrain margin (yellow), deep sea bounds (cyan), and portal bounds (green/magenta) for the given duration in seconds
  • world.monumentsCommandPrints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only
  • world.renderlabsCommandRenders a PNG of the current map's underwater labs, for a specific floor
  • world.rendermapCommandRenders a high resolution PNG of the current map
  • world.rendertunnelsCommandRenders a PNG of the current map's tunnel network
  • xmas.enabledSettingEnables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics
  • xmas.giftsperplayerSettingTarget number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server
  • xmas.refillCommandManually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players
  • xmas.spawnattemptsSettingNumber of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas
  • xmas.spawnrangeSettingRadius in metres around each player within which Christmas gift entities are spawned during the xmas event refill
  • xmasdungeon.playerdetectrangeSettingHow far we detect players from our inside/outside
  • xmasdungeon.xmaslifetimeSettingHow long each active dungeon should last before dying
  • xmasdungeon.xmaspopulationSettingPopulation active on the server
  • ziplinelaunchpoint.highlightCommand
  • ziplinelaunchpoint.reportCommand
  • zombie.populationSettingPopulation active on the server, per square km

New since August

Between 9 August and 7 October 2026 the game added 274 and removed 10. Removed ones are struck through.

  • ai.batch_navmesh_pathfollowing
  • ai.batch_navmesh_transforms
  • ai.critters_frametime
  • ai.critters_startle_distance
  • ai.debugmovedraw
  • ai.debugmovegait
  • ai.debugmovespacing
  • ai.deselectnpc
  • ai.fsm_frametime
  • ai.movenpc
  • ai.ocean_critters_movement_frametime
  • ai.releasenpc
  • ai.selectnpc
  • ai.selectnpcsinrange
  • ai.showstateflashduration
  • antihack.terrain_vehicle_seat_padding
  • apartment.givestalecombattrigger
  • app.endpoint
  • cow.population
  • crabs.population
  • debug.addmonumentblockergrace
  • debug.printmonumentblocker
  • debug.refrigeratedinventoryhours
  • decay.addfakeauthhistory
  • decay.clearauthhistory
  • decay.upkeep_group_count_locks
  • decay.upkeep_group_history_max
  • decay.upkeep_group_max_multiplier
  • decay.upkeep_group_scaling
  • decay.upkeep_group_tier_0_increase
  • decay.upkeep_group_tier_0_playercount
  • decay.upkeep_group_tier_1_increase
  • decay.upkeep_group_tier_1_playercount
  • decay.upkeep_group_tier_2_increase
  • decay.upkeep_group_window_hours
  • decay.upkeep_lock_min_users
  • deepsea.stricttransitionreposition
  • deepsea.terrain_everywhere
  • drone.samproximityfuseradius
  • entity.countby
  • env.daylength
  • frog.population
  • global.adminpanel
  • global.espgui
  • global.unlockradius
  • jellyfish.population
  • livestock.agescale
  • livestock.ageup
  • livestock.allowmounting
  • livestock.baselinenameweight
  • livestock.breedcooldown
  • livestock.breedingenabled
  • livestock.breedpausecondition
  • livestock.breedresumecondition
  • livestock.breedsearchradius
  • livestock.calmedtrustfloor
  • livestock.calvingcooldownscale
  • livestock.census
  • livestock.censusreset
  • livestock.cleargrazing
  • livestock.completepregnancy
  • livestock.conditionfallseconds
  • livestock.conditionfullcontentment
  • livestock.conditionriseseconds
  • livestock.curiousbreakdistance
  • livestock.curiouschance
  • livestock.curiousfamiliarityscale
  • livestock.debugcondition
  • livestock.debugdaybudget
  • livestock.debuggait
  • livestock.debuggenes
  • livestock.debugovergrazing
  • livestock.debugspecials
  • livestock.defendreactiontime
  • livestock.devnamechance
  • livestock.dung
  • livestock.dungconditionfloor
  • livestock.dungconditionfull
  • livestock.dungslowestscale
  • livestock.dynasticnames
  • livestock.emptyfullness
  • livestock.emptyhydration
  • livestock.emptysocial
  • livestock.familiaritydistresspenalty
  • livestock.familiarityforgettime
  • livestock.familiarityhurtpenalty
  • livestock.familiarityradius
  • livestock.familiarityrate
  • livestock.fillfullness
  • livestock.fillhydration
  • livestock.fillsocial
  • livestock.forcebreed
  • livestock.friskythreshold
  • livestock.genebadchance
  • livestock.genedungbad
  • livestock.genedunggood
  • livestock.genefertilitybad
  • livestock.genefertilitygood
  • livestock.genegoodchance
  • livestock.genehardinessbad
  • livestock.genehardinessgood
  • livestock.genelongevitybad
  • livestock.genelongevitygood
  • livestock.genemutationchance
  • livestock.genesenabled
  • livestock.geneyieldbad
  • livestock.geneyieldgood
  • livestock.grazesuntilovergrazed
  • livestock.grudgeduration
  • livestock.grudgerange
  • livestock.inbredscale
  • livestock.leadbreakdistance
  • livestock.localenames
  • livestock.makepregnant
  • livestock.maxlittersize
  • livestock.motherlyduration
  • livestock.namelocale
  • livestock.overgrazedareacooldownminutes
  • livestock.overgrazedarearadius
  • livestock.overgrazehere
  • livestock.overgrazingenabled
  • livestock.panelage
  • livestock.panelalleles
  • livestock.paneldung
  • livestock.panelgender
  • livestock.panelgenes
  • livestock.paneltrust
  • livestock.panelyield
  • livestock.priceageprime
  • livestock.priceconditionfloor
  • livestock.priceconditionfull
  • livestock.pricefullqualityscale
  • livestock.pricegeneweight
  • livestock.priceoldestscale
  • livestock.pricewildpenalty
  • livestock.priceworstscale
  • livestock.profile
  • livestock.readytomilk
  • livestock.readytoshear
  • livestock.rename
  • livestock.sendhome
  • livestock.setcondition
  • livestock.setcurious
  • livestock.setfamiliarity
  • livestock.setfamiliarityall
  • livestock.setgene
  • livestock.setinbred
  • livestock.showcoat
  • livestock.showgenes
  • livestock.spawnspecial
  • livestock.specialchance
  • livestock.specials
  • livestock.swapgender
  • livestock.trustcap
  • livestock.trustfloor
  • livestock.trusttobond
  • livestock.trusttodefend
  • livestock.trusttofollow
  • livestock.trusttotolerate
  • livestock.vendorannoyedtime
  • livestock.vendorgenerouschance
  • livestock.vendorgenerousmax
  • livestock.vendorgenerousmin
  • livestock.vendoroffercount
  • livestock.vendorofferitems
  • livestock.vendoroffervariance
  • livestock.vendorwoollotsize
  • livestock.vendorwoolminimum
  • livestock.wildconditionfloor
  • navstress.bench
  • navstress.benchresults
  • navstress.build_env
  • navstress.chase
  • navstress.clear
  • navstress.envreport
  • navstress.idle
  • navstress.killforeign
  • navstress.rebuildstorm
  • navstress.refcompare
  • navstress.refrecord
  • navstress.refresults
  • navstress.setmode
  • navstress.spawn
  • navstress.stats
  • navstress.wander
  • nexus.hidefullislands
  • playerboat.deployandeditanywhere
  • powergrid.fusedecayhighpop
  • powergrid.fusedecaylowpop
  • powergrid.fusedecaylowpopscale
  • powergrid.marketplacechargecapacity
  • powergrid.marketplacechargeperfuse
  • powergrid.marketplacedrainrate
  • powergrid.marketplaceminimumfusestocharge
  • powergrid.marketplacerequiredchargefraction
  • powergrid.powerlinebasepoweroutput
  • powergrid.powerlinemaxpoweroutput
  • rabbit.population
  • room.draw_faces
  • room.draw_live
  • room.draw_live_normals
  • room.draw_live_range
  • room.draw_networkgroups
  • room.draw_networkgroups_live
  • room.draw_portals
  • room.draw_rooms
  • room.draw_visible
  • room.exportbase
  • room.exportpastes
  • room.occlusion
  • room.occlusion_admin_bypass
  • room.occlusion_deployables
  • room.occlusion_door_immediate
  • room.occlusion_door_immediate_range
  • room.occlusion_linger
  • room.occlusion_nearby_range
  • room.occlusion_range
  • room.occlusionstats
  • room.printfaces
  • room.printhidden
  • room.printportals
  • room.printrooms
  • room.printvisible
  • rustnav.addtilebudgetms
  • rustnav.bakestats
  • rustnav.bakestatsenabled
  • rustnav.collectbudgetms
  • rustnav.detailsampledistmult
  • rustnav.detailsamplemaxerrormult
  • rustnav.doorreassertspertick
  • rustnav.drawkbps
  • rustnav.dumptilegeo
  • rustnav.legacybuild
  • rustnav.maxshoredistance
  • rustnav.navmeshstats
  • rustnav.numthreads
  • rustnav.savecompression
  • rustnav.savedelta
  • rustnav.savedeltabudget
  • rustnav.savethreads
  • rustnav.savewarnms
  • seaturtle.forcesurfaceamount
  • seaturtle.population
  • server.creamseparationhours
  • server.log_invalid_packet_lengths
  • server.upgrade_keeps_health
  • server.woundedmaxoverfedchance
  • sheep.population
  • squirrel.population
  • territory.clear
  • territory.createfaction
  • territory.destroy
  • territory.factions
  • territory.fill
  • territory.hexsize
  • territory.offsetx
  • territory.offsetz
  • territory.setat
  • territory.setcell
  • territory.sethere
  • territory.state
  • unsafe.debugmtlockmaxframes
  • unsafe.enabledebugmtlock
  • unsafe.usemultithreadedscripting
  • vehicle.padrepairsrequired
  • vehicle.setrepairablepads
  • watercatcher.oilproductionstartdelay
  • watertreatmentflowratebroadcast.force_flow_rate
  • watertreatmentflowratebroadcast.get_num_broadcasters
  • watertreatmentflowratebroadcast.get_num_listeners
  • watertreatmentwatercatcher.evaporationperminute
  • watertreatmentwatertank.maxflowrateperminute
  • watertreatmentwatertank.maximumpressure
  • watertreatmentwatertank.pressuredecayperminute
  • pool.usemutexpool
  • rustnav.drawtilebudget
  • server.uselegacysprinklerloadprocess
  • watertreatmentswitchbroadcast.get_num_listeners
  • watertreatmentswitchbroadcast.senddebugbroadcast
  • watertreatmentwatertank.maxpressure
  • watertreatmentwatertank.pressuredecaypertick
  • watertreatmentwatertank.pressureoffthreshold
  • watertreatmentwatertank.pressureonthreshold
  • watertreatmentwatertank.secondsbeforedecayingpressure

Coming soon: type any of these from your browser with Rust On Top's admin console, free.

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Checked on 7 October 2026 against Rust's October update, on our own server.