The Workbench · Databases
Rust Admin Commands List
Every console command and server convar in the game, dumped straight from the dedicated server after each update — defaults, realms and per-build changes included.
> rust admin commands
loaded 2,161 commands · 1,476 convars · build 24793074
updated Aug 19, 2026
2,161 commands shown
>_ Run these commands from your browser — Rust Admin Pro →- Server, VariableDefault: 0
AIOverrides the current day used by the Advent calendar system.
- Server, VariableDefault: 0
AIOverrides the month used by the advent calendar system. A value of 0 indicates no month override.
- Server, VariableDefault: True
autoWhen enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance
- Server, Command
Add a player (or command user if no player is specified) to the AIs ignore list.
- Server, VariableDefault: 10
The angle under which the AI will think it's being aimed at at by a player
- Server, Command
autoPrints the total count of registered AIInformationZone instances on the server
- Server, VariableDefault: True
If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true)
- Server, Command
autoPrints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server
- Server, Command
Remove all players from the AIs ignore list.
- Server, VariableDefault: 0.1
autoDefault network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections
- Server, Client, Replicated, VariableDefault: False
AIControls whether AI designing functionality is enabled.
- Server, VariableDefault: False
autoWhen enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely
- Server, VariableDefault: 5
autoTarget frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame
- Server, VariableDefault: True
autoWhen enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals
- Server, VariableDefault: False
autoWhen enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference
- Server, Command
autoKills all animal NPCs and animal NPC2 entities currently on the server
- Server, Command
autoKills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server
- Server, VariableDefault: False
autoWhen enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors
- Server, VariableDefault: True
autoWhen enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running
- Server, VariableDefault: 2
The height of the carve volume. (default: 2)
- Server, VariableDefault: 2
The minimum size we allow a carving volume to be. (default: 2)
- Server, VariableDefault: 25
The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25)
- Server, VariableDefault: 4
The 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)
- Server, VariableDefault: False
If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false)
- Server, VariableDefault: True
autoWhen enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running
- Server, VariableDefault: 0.01
npc_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)
- Server, VariableDefault: 0.5
This 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)
- Server, VariableDefault: 0.5
npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5)
- Server, Client, Replicated, VariableDefault: False
AIControls whether NPC barks are enabled.
- Server, VariableDefault: True
autoWhen enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations
- Server, VariableDefault: 10
npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10)
- Server, VariableDefault: 20
The 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)
- Server, VariableDefault: 2
npc_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)
- Server, VariableDefault: True
If 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.
- Server, VariableDefault: 0.85
The 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)
- Server, VariableDefault: 1.25
The offset with which the NPC will maximum miss the target. (default: 1.25)
- Server, VariableDefault: 1.5
The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5)
- Server, VariableDefault: 1.5
npc_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)
- Server, VariableDefault: True
If npc_enable is set to false then npcs won't spawn. (default: true)
- Server, VariableDefault: True
If npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true)
- Server, VariableDefault: 0.15
The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15)
- Server, VariableDefault: 1
autoGlobal health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs
- Server, VariableDefault: 1.15
Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f)
- Server, VariableDefault: 3
npc_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)
- Server, VariableDefault: True
If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true)
- Server, VariableDefault: 8
npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8)
- Server, VariableDefault: 0.07
defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1)
- Server, VariableDefault: 30
npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30)
- Server, VariableDefault: 3
npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3)
- Server, VariableDefault: 3
This 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)
- Server, VariableDefault: True
If 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)
- Server, VariableDefault: 5
npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5)
- Server, VariableDefault: 1
The 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)
- Server, VariableDefault: 1920
npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920)
- Server, VariableDefault: 480
npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480)
- Server, VariableDefault: 5
The 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)
- Server, VariableDefault: True
Spawn NPCs on the Cargo Ship. (default: true)
- Server, VariableDefault: True
Spawn NPCs on deep sea islands (default: false)
- Server, VariableDefault: True
Spawn NPCs on junkpiles (default: true)
- Server, VariableDefault: 1
npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1)
- Server, VariableDefault: 1
npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1)
- Server, VariableDefault: 0.25
npc_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)
- Server, VariableDefault: 0.1
npc_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)
- Server, VariableDefault: 0.4
npc_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)
- Server, VariableDefault: 1
npc_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)
- Server, VariableDefault: 0.18
npc_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)
- Server, VariableDefault: True
autoWhen enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies
- Server, VariableDefault: True
If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true)
- Server, VariableDefault: True
If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true)
- Server, VariableDefault: 0.8
npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8)
- Server, VariableDefault: 0.92
npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92)
- Server, VariableDefault: 100000
autoMaximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost
- Server, Command
Print a lost of all the players in the AI ignore list.
- Server, Command
Print a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument.
- Server, Command
Remove a player (or command user if no player is specified) from the AIs ignore list.
- Server, VariableDefault: True
Do any kind of scientists spawn on the map (default: true)
- Server, Command
autoEditor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy
- Server, VariableDefault: 1
autoHow frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react
- Server, VariableDefault: True
autoWhen enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh
- Server, Command
The time it takes for a NPC to fully notice a player standing right in front of them, in seconds.
- Server, Command
autoEditor-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
- Server, Command
AIDisplays current AI state information for inspection.
- Server, VariableDefault: True
autoWhen enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times
- Server, Command
autoPrints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities
- Server, VariableDefault: 4
autoRadius in metres within which a thrown smoke grenade suppresses NPC vision and targeting
- Server, VariableDefault: True
autoWhen enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick
- Server, VariableDefault: True
autoWhen enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place
- Server, VariableDefault: 5
autoNumber of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost
- Server, VariableDefault: True
autoWhen enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only
- Server, VariableDefault: True
autoWhen enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues
- Server, VariableDefault: True
autoWhen enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target
- Server, Command
autoWakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken
- Server, VariableDefault: 50
The angle under which the AI will think it's being watched by another entity
- Server, VariableDefault: 0.2
autoInterval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions
- Server, VariableDefault: 0.5
autoInterval in seconds between line-of-sight update ticks for all NPC types tracking known player positions
- Server, VariableDefault: 0.5
autoInterval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings
- Server, VariableDefault: False
AIDetermines whether AI information zones use a simplified line-of-sight check.
- Server, VariableDefault: True
If 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.
- Server, VariableDefault: 30
ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30)
- Server, VariableDefault: 4
ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms)
- Server, VariableDefault: 4
ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms)
- Server, VariableDefault: 4
ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms)
- Server, VariableDefault: True
If 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)
- Server, VariableDefault: 160
If an agent is beyond this distance to a player, it's flagged for becoming dormant.
- Server, VariableDefault: False
If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move
- Server, VariableDefault: 2
nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve.
- Server, VariableDefault: True
If 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.
- Server, VariableDefault: 100
The 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.
- Server, VariableDefault: False
If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.
- Server, VariableDefault: 3
AIControls the burst length used by the AI mounted weapon controller.
- Server, VariableDefault: 0.125
AIControls the fire rate used by AI-controlled mounted weapons.
- Server, VariableDefault: 3
AIControls the time interval between bursts for AI-controlled mounted weapons.
- Server, Command
AIForces the Airfield airdrop terminal to charge.
- Server, Command
AIForces a short circuit in the airfield airdrop terminal system.
- Server, Command
AIForces the Airfield Chinook call terminal to charge.
- Server, Command
AIForces the Airfield Chinook call terminal into its short-circuit state.
- Server, VariableDefault: 2
AIControls the per-frame time budget for processing animal AI, in milliseconds.
- Server, VariableDefault: 2
AISets the per-frame processing time budget, in milliseconds, for the AI think manager.
- Server, VariableDefault: 1
AISets the per-frame processing time budget, in milliseconds, for pet AI thinking.
- Server, Variable
Azure blob container url for use with client secret authentication
- Server, Variable
Azure blob container url + SAS token, enables a more efficient upload method
- Server, VariableDefault: X-API-KEY
Header key of secret when uploading analytics
- Server, Variable
Header secret value when uploading analytics
- Server, Variable
Azure client id for authentication
- Server, Variable
Azure client secret for authentication
- Server, Variable
Azure tenant id for authentication
- Server, Client, VariableDefault: False
Executes entire flow without actually sending out anything
- Server, VariableDefault: False
Toggle whether gameplay analytics is collected
- Server, VariableDefault: True
Toggle whether gameplay rpc logging is collected
- Server, VariableDefault: False
Toggle whether gameplay tick analytics is collected
- Server, Client, VariableDefault: False
AIControls whether analytics activity is logged.
- Server, VariableDefault: True
Toggle to turn off server performance collection
- Server, Client, Command
AIResets statistics tracked by the analytics subsystem.
- Server, VariableDefault: https://rust-api.facepunch.com/api/public/analytics/rust/server
AISets the URL endpoint used by the server analytics subsystem.
- Server, Client, Command
AIDisplays statistics for the analytics subsystem.
- Server, Client, Command
AIDisplays table statistics for the analytics subsystem.
- Server, Client, Command
AIDisplays statistics for the analytics uploader.
- Server, VariableDefault: True
AIControls the anti-hack subsystem’s handling of administrator cheat functionality.
- Server, VariableDefault: 2
AIControls the anti-cheat check for detecting building placement inside restricted geometry.
- Server, VariableDefault: 0.01
AIControls the radius used for anti-hack line-of-sight checks related to building.
- Server, VariableDefault: 0.3
AIControls the line-of-sight radius used by the anti-hack system for sleeping bag placement.
- Server, VariableDefault: True
AIControls whether anti-cheat terrain checks are applied during building.
- Server, VariableDefault: True
AIControls whether the anti-cheat system checks vehicle-related conditions during building.
- Server, VariableDefault: 1
AIControls whether the anti-cheat system checks mounting distance.
- Server, VariableDefault: 1
AIControls the debug level for the server’s anti-hack subsystem.
- Server, VariableDefault: 1
AIControls the enforcement level used by the server's anti-cheat system.
- Server, VariableDefault: False
Should explosives parented to vehicles damage deployables
- Server, VariableDefault: 2
AISets the number of client frames used by anti-hack eye checks.
- Server, VariableDefault: 2
AIControls the forgiveness applied to eye-distance anti-cheat checks for parented, mounted players.
- Server, VariableDefault: 0.4
AIControls the forgiveness value used by the anti-hack subsystem for eye-related checks.
- Server, VariableDefault: 0.1
AIControls the forgiveness applied to eye-history checks in the antihack system.
- Server, VariableDefault: 100
AISets the penalty value used by the antihack subsystem for eye-history checks.
- Server, VariableDefault: 0.158
AISets the radius used for eye line-of-sight checks by the anti-cheat system.
- Server, VariableDefault: 0.01
AISets the backtracking parameter used by the anti-hack system for eye noclip checks.
- Server, VariableDefault: 0.06
AIControls the cutoff threshold used by the anti-hack system’s eye noclip detection.
- Server, VariableDefault: 0.25
AISets the margin used by the anti-hack system when checking eye-position noclip violations.
- Server, VariableDefault: 0
AIControls the penalty setting used by the anti-hack system for eye-related checks.
- Server, VariableDefault: 4
AIControls the server’s eye-protection setting within the anti-hack system.
- Server, VariableDefault: 2
AIControls the server-frame setting used by the anti-hack eye-check subsystem.
- Server, VariableDefault: True
AIControls whether the anti-hack system checks eye-position data against terrain.
- Server, VariableDefault: True
AIControls whether the anti-hack subsystem performs eye-position checks related to vehicles.
- Server, VariableDefault: 2
AIControls the extrusion setting used by the anti-hack system’s flyhack detection.
- Server, VariableDefault: 1.5
AISets the horizontal forgiveness threshold used by the anti-cheat system when evaluating potential flyhack violations.
- Server, VariableDefault: 10
AIControls the horizontal inertia forgiveness setting used by flyhack detection.
- Server, VariableDefault: 1
AIControls the vertical forgiveness setting used by the anti-cheat system when evaluating suspected flyhack movement.
- Server, VariableDefault: 7
AIControls the vertical inertia forgiveness applied by the flyhack detection system.
- Server, VariableDefault: 0.1
AISets the margin used by the anti-cheat system when detecting flyhack behavior.
- Server, VariableDefault: 15
AISets the maximum number of steps used by the anti-cheat system when checking for flyhacking.
- Server, VariableDefault: 100
AISets the penalty value applied by the anti-hack system for flyhack violations.
- Server, VariableDefault: 3
AIControls the level or mode of server-side flyhack protection.
- Server, VariableDefault: True
AIControls whether the anti-cheat system rejects movement detected as fly hacking.
- Server, VariableDefault: 0.1
AIControls the step size used by the anti-cheat system when checking for fly hacking.
- Server, VariableDefault: True
AIEnables or disables forced position handling by the anti-cheat subsystem.
- Server, VariableDefault: 1
AISets the networking mode used by the anti-hack subsystem for hotbar handling.
- Server, VariableDefault: 0.45
AISets the distance forgiveness used by the anti-cheat system when validating impact effects.
- Server, VariableDefault: 1
AISets the maximum delta time used by the anti-cheat system.
- Server, VariableDefault: 0.8
AISets the maximum desynchronization threshold used by the anti-cheat system.
- Server, VariableDefault: 100
AISets the maximum anti-cheat violation threshold used by the server.
- Server, VariableDefault: 0.01
AIControls the melee backtracking parameter used by the anti-cheat system when validating melee attacks.
- Server, VariableDefault: 2
AIControls the number of client frames considered by the anti-cheat system when validating melee actions.
- Server, VariableDefault: 0.05
AIControls the radius used by the anti-cheat system when evaluating entity bounds for melee checks.
- Server, VariableDefault: 0.5
AIControls the amount of forgiveness applied by the anti-cheat system when validating melee actions.
- Server, VariableDefault: True
AIControls whether melee line-of-sight validation uses an entity’s real position.
- Server, VariableDefault: 1.3
AIControls the distance threshold for an entity’s real position during melee line-of-sight anti-cheat checks.
- Server, VariableDefault: 0.2
AIControls the line-of-sight forgiveness applied by anti-hack validation for melee attacks.
- Server, VariableDefault: 0
AIControls the melee penalty setting used by the anti-cheat system.
- Server, VariableDefault: 5
AIControls melee-related protection within the server’s anti-hack system.
- Server, VariableDefault: 2
AIControls the number of server frames considered by anti-cheat checks for melee actions.
- Server, VariableDefault: True
AIControls whether the anti-cheat system checks terrain when validating melee actions.
- Server, VariableDefault: True
AIControls whether anti-cheat checks account for vehicles during melee attack validation.
- Server, VariableDefault: 50
AISets the distance used by the anti-cheat system when checking whether an entity is inside a mesh.
- Server, VariableDefault: True
AIControls whether model-state checks are enabled in the server’s anti-cheat system.
- Server, Client, Replicated, VariableDefault: 0.01
AIControls the backtracking setting used by the anti-hack system when checking for noclip movement.
- Server, VariableDefault: 0.16
AISets the margin used by the anti-cheat system when detecting noclip movement.
- Server, Client, Replicated, VariableDefault: 0.22
AISets the margin used by anti-hack noclip checks when dismounting.
- Server, VariableDefault: 15
AISets the maximum number of steps used by the anti-hack system when checking for noclip movement.
- Server, VariableDefault: 0
AIControls the anti-cheat penalty applied when noclip behavior is detected.
- Server, VariableDefault: 3
AIControls the server-side level of anti-cheat protection against noclip movement.
- Server, VariableDefault: True
AIControls whether the anti-cheat system rejects movement detected as noclip.
- Server, VariableDefault: 0.1
AIControls the step size used by the anti-hack system when performing noclip detection checks.
- Server, VariableDefault: True
AIControls whether anti-hack checks related to object placement are enabled on the server.
- Server, VariableDefault: True
AIEnables or disables parent-history handling in the anti-hack subsystem.
- Server, VariableDefault: 60
AIControls the projectile angle-change setting used by the anti-cheat system.
- Server, VariableDefault: 0.01
AIControls the projectile backtracking parameter used by the server’s anti-hack system.
- Server, VariableDefault: 2
AIControls the client-frame parameter used by the anti-hack subsystem for projectile checks.
- Server, VariableDefault: 2
AISets the projectile damage depth used by the server’s anti-hack checks.
- Server, VariableDefault: True
AIEnables or disables the anti-hack system’s default projectile check.
- Server, VariableDefault: True
AIControls whether anti-cheat checks are applied to deployed projectiles.
- Server, VariableDefault: 1
AIControls the anti-cheat system’s handling or detection of projectile desynchronization.
- Server, VariableDefault: 25
AISets the minimum projectile-distance forgiveness value used by the anti-cheat system.
- Server, VariableDefault: 0.5
AIControls the forgiveness applied by the anti-hack system when validating projectile behavior.
- Server, VariableDefault: 1
AIControls the projectile impact spawn-depth setting used by the anti-hack subsystem.
- Server, VariableDefault: 0.2
AIControls the tolerance applied by the anti-hack system when validating projectile line-of-sight checks.
- Server, VariableDefault: 0
AIControls the projectile-related penalty setting used by the anti-hack system.
- Server, VariableDefault: True
AIControls whether projectile position-offset validation is enabled in the anti-cheat system.
- Server, VariableDefault: 6
AIControls projectile protection behavior in the server’s anti-hack system.
- Server, VariableDefault: 2
AIControls the number of server frames used by the anti-hack system when validating projectiles.
- Server, VariableDefault: True
AIControls whether anti-cheat terrain checks are applied to projectiles.
- Server, VariableDefault: 2
AIControls server-side anti-hack validation of projectile trajectories.
- Server, VariableDefault: 0.02
AIControls the projectile trajectory update setting used by the anti-cheat system.
- Server, VariableDefault: 4
AISets the projectile update limit used by the anti-hack system.
- Server, VariableDefault: True
AIControls whether the anti-cheat system checks projectiles in relation to vehicles.
- Server, VariableDefault: 1.1
AIControls the anti-cheat setting used to evaluate changes in projectile velocity.
- Server, VariableDefault: 10
AIControls the pause setting used by the anti-hack system’s relaxation logic.
- Server, VariableDefault: 0.1
AIControls the relaxation rate used by the server’s anti-hack system.
- Server, VariableDefault: False
AIControls whether anti-hack reporting is enabled on the server.
- Server, VariableDefault: 2.5
AIControls the fade setting used by the anti-hack system when handling RPC stalls.
- Server, VariableDefault: 1
AISelects the anti-cheat subsystem’s mode for handling RPC stalls.
- Server, VariableDefault: 0.8
AIControls the RPC stall threshold used by the anti-hack subsystem.
- Server, VariableDefault: 1
AIControls the forgiveness setting used by the anti-hack system for RPC timer checks.
- Server, VariableDefault: False
AIControls whether administrators bypass server-side occlusion checks in the anti-hack system.
- Server, VariableDefault: 0
AISets the blocked-grid threshold used by server-side occlusion checks in the anti-hack system.
- Server, VariableDefault: True
AIControls whether the anti-cheat system uses server-side occlusion caching.
- Server, VariableDefault: False
AIControls whether line-of-sight checks are disabled in the anti-hack system’s server-side occlusion handling.
- Server, VariableDefault: False
AIControls whether line-of-sight checks for sleeping players are disabled in the server-side anti-hack occlusion system.
- Server, VariableDefault: 2
AISets the neighbour threshold used by the server-side anti-hack occlusion system.
- Server, VariableDefault: True
AIControls whether the anti-hack system saves the server-side occlusion grid.
- Server, VariableDefault: False
AIControls whether the server-side anti-hack occlusion system uses neighbour thresholds.
- Server, VariableDefault: 2
AIControls the forgiveness setting used by the anti-cheat system when evaluating suspected speed hacking.
- Server, VariableDefault: 10
AISets the inertia value used by the anti-cheat system for speedhack forgiveness.
- Server, VariableDefault: 0
AIControls the penalty applied when the anti-cheat system detects speed hacking.
- Server, VariableDefault: 3
AIControls the level or mode of speed-hack protection used by the anti-cheat system.
- Server, VariableDefault: True
AIControls whether the anti-hack system rejects movement detected as speed hacking.
- Server, VariableDefault: 10
AIControls the slope-speed setting used by the anti-cheat system’s speedhack detection.
- Server, VariableDefault: 0.4
AISets the water-specific threshold used by the anti-cheat system when detecting speed hacking.
- Server, VariableDefault: True
AIControls whether the antihack system applies position restrictions related to stalling.
- Server, VariableDefault: 1
AIControls whether strict anti-cheat validation is applied to mounting interactions.
- Server, VariableDefault: False
AIControls whether the anti-cheat system checks terrain geometry.
- Server, VariableDefault: True
AIControls whether the anti-cheat system kills players for terrain-related violations.
- Server, VariableDefault: 0.3
AIControls the terrain padding value used by the anti-hack system for terrain-related checks.
- Server, VariableDefault: 100
AISets the terrain-related penalty used by the anti-cheat system.
- Server, VariableDefault: 1
AIControls terrain-related protection in the anti-cheat system.
- Server, VariableDefault: 64
AISets the time-slice value used for terrain-related anti-hack processing.
- Server, VariableDefault: 2
AISets the tick-buffer threshold used by the anti-hack system for no-clip detection.
- Server, VariableDefault: True
AIControls whether the anti-cheat system uses tick buffer preventions.
- Server, VariableDefault: 3
AISets the tick buffer rejection threshold used by the anti-cheat system.
- Server, VariableDefault: 0.3
AISets the server lag threshold used by the anti-hack tick buffer.
- Server, VariableDefault: 5
AIControls the anti-hack system’s distance tolerance for tick-based checks.
- Server, VariableDefault: 0.1
AIControls the amount of tick history forgiveness used by the anti-cheat system.
- Server, VariableDefault: 0.5
AISets the tick history time window considered by the anti-cheat system.
- Server, VariableDefault: 1.1
AIControls the maximum distance threshold used by the anti-hack system during tick-based checks.
- Server, VariableDefault: 4
AISets the maximum per-tick distance used by the anti-hack system when checking falling movement.
- Server, VariableDefault: 3
AISets the maximum tick distance used by the anti-hack system for parented entities.
- Server, VariableDefault: True
AIControls whether the anti-cheat system uses the legacy mesh-inside check.
- Server, VariableDefault: 2
AIControls the user level setting used by the server’s anti-hack subsystem.
- Server, Client, Replicated, VariableDefault: False
Should admins be able to bypass apartment authorization checks?
- Server, VariableDefault: True
Should admins be able to noclip in apartments?
- Server, Client, Replicated, VariableDefault: True
Should combat be allowed inside apartment rooms outside of the break-in period?
- Server, Client, Replicated, VariableDefault: 86400
How long should we wait before evicting a player from their apartment if they don't pay rent?
- Server, VariableDefault: 4
How many hours of scrap upkeep does the apartments spawn with (so players don't see 'Eviction' vital right after renting an apartment
- Server, Client, Replicated, VariableDefault: True
Should an invisible blocker prevent guests from entering apartments that they don't have access to?
- Server, Client, Replicated, VariableDefault: 30
How long a player needs to hold the break in interaction on an apartment door with a master key
- Server, Command
Checkout every room in the apartment complex
- Server, Command
AIChecks out a room in the apartment subsystem.
- Server, Command
AITriggers a simulated room-rental operation in the apartment subsystem.
- Server, VariableDefault: 300
How long a player stays authorized on an apartment room after breaking in with a master key
- Server, Client, Replicated, VariableDefault: 1000
How much scrap the apartment security NPC charges for a master key
- Server, VariableDefault: 300
How long should the apartment security NPC keep the door open for after being paid?
- Server, Command
Print list of furniture inside your room
- Server, Command
Print out a list of all items that apartments will tax
- Server, Command
AIRents all rooms in the apartment subsystem.
- Server, Command
AIRents all apartment rooms matching a specified room type.
- Server, Command
AIInitiates the room rental process in the apartment system.
- Server, VariableDefault: 0
Should the rent scale based on the items you have stored inside your apartment?
- Server, Command
Test triggering the scheduled death in safezones
- Server, Command
Test triggering the apartment security door
- Server, VariableDefault: 30
Cooldown time before alarms can send another notification (in seconds)
- Server, Command
autoBans a player by Steam ID from the server via the app layer, adding them to the banlist and kicking them if connected
- Server, Command
autoRemoves a ban for the specified Steam ID from the server banlist, allowing the player to reconnect
- Server, Command
autoPrints current server info including name, level, connected players, max players, and network address to the console
- Server, Variable
autoIP address the server listens on for incoming connections; leave empty to bind to all available network interfaces
- Server, VariableDefault: True
autoWhen enabled, server-side C# exceptions are written to the server log file; disabling reduces log noise on servers with known non-critical exceptions
- Server, VariableDefault: 500
autoMaximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message
- Server, VariableDefault: 5
autoMaximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots
- Server, VariableDefault: 1048576
autoMaximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks
- Server, VariableDefault: True
Enables sending push notifications
- Server, Command
AIInitiates the pairing process for the Rust companion app.
- Server, VariableDefault: 0
autoUDP port number the server listens on; default is 28015; must be open in firewall for players to connect
- Server, Variable
autoPublic IP address advertised to the Steam server browser; leave empty to auto-detect; set explicitly if behind NAT
- Server, VariableDefault: 100
Max number of queued messages - set to 0 to disable message processing
- Server, Command
AIRegenerates the token used by the app subsystem.
- Server, Command
Retry initializing the Rust+ companion server if it previously failed
- Server, Client, Replicated, Variable
AISpecifies the server identifier used by the app subsystem.
- Server, VariableDefault: True
Disables updating entirely - emergency use only
- Server, VariableDefault: 0.1
How many milliseconds to spend on ammo updating per frame
- Server, VariableDefault: 0.5
How many milliseconds to spend on target scanning per frame
- Server, VariableDefault: 1
How many milliseconds to spend on a tick per frame
- Server, Command
autoForces the ballista gun nearest to the calling admin player to reload immediately; admin-only
- Server, VariableDefault: False
autoWhen enabled, logs debug information about AI ejection events when passengers are removed from boat seats
- Server, VariableDefault: True
autoWhen enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapses
- Server, VariableDefault: 1
AIControls the drift speed setting for base boats.
- Server, VariableDefault: True
autoWhen enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testing
- Server, Command
AIControls the interval between shore-drift updates for base boats.
- Server, Command
AIControls the number of seconds before a base boat begins drifting toward shore.
- Server, VariableDefault: 25
AISets the maximum number of active fireworks allowed at one time.
- Server, VariableDefault: False
autoWhen enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedback
- Server, VariableDefault: False
autoWhen enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logic
- Server, VariableDefault: False
autoWhen enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite response
- Server, VariableDefault: 1
autoInterval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches
- Server, VariableDefault: 1
autoMinimum distance in metres the player must move before a new long-range detection check is triggered
- Server, VariableDefault: 0.25
autoInterval in seconds between nearest-detectable-object distance checks performed by the metal detector
- Server, VariableDefault: 3
Minimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueue
- Server, VariableDefault: True
autoWhen enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server
- Server, VariableDefault: 0.1
How long per frame (ms) to spend processing updateMissionValidStateWorkQueue
- Server, VariableDefault: 3
Minimum time (s) between starting runs of updateMissionValidStateWorkQueue
- Server, Command
Generate a performance capture containing the next run of updateMissionValidStateWorkQueue
- Server, VariableDefault: False
Toggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently)
- Server, VariableDefault: 2
How many frames between base navigation movement updates
- Server, VariableDefault: 1.7
The max step-up height difference for pet base navigation
- Server, VariableDefault: 1
AIControls a distance-related navigation type setting for the base navigator subsystem.
- Server, VariableDefault: 0.5
AISets the height offset applied by the base navigator when handling navigation types.
- Server, VariableDefault: 10
How long we are not moving for before trigger the stuck event
- Server, VariableDefault: 1
AISets the server-side processing time budget, in milliseconds, for base pet movement updates.
- Server, VariableDefault: True
AIControls queueing behavior for base navigation movements in the base pet subsystem.
- Server, VariableDefault: True
AIControls whether queued movements are allowed for base pets.
- Server, VariableDefault: True
autoWhen enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restarts
- Server, VariableDefault: 0.05
autoPer-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders
- Server, VariableDefault: 0.25
AIControls the per-frame processing time budget, in milliseconds, for the BasePlayer life story system.
- Server, VariableDefault: 0.05
autoPer-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue
- Server, Command
AIApplies random shapes within the base sculpture subsystem.
- Server, Command
AILists saved base sculptures on the server.
- Server, Command
AILoads a base sculpture on the server.
- Server, Command
AIPrints the CRC value associated with the base sculpture subsystem to the server console.
- Server, Command
AISaves base sculpture data.
- Server, Client, Replicated, VariableDefault: False
Use convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modifications
- Server, VariableDefault: 600
How many minutes before a siege weapon loses all its health while outside
- Server, VariableDefault: 120
How long before a submarine loses all its health while in deep water
- Server, VariableDefault: 180
How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
- Server, VariableDefault: 10
How long a submarine can stay underwater until players start taking damage from low oxygen
- Server, VariableDefault: 0
autoVerbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console
- Server, VariableDefault: 2
autoMaximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone)
- Server, Command
autoDeals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only
- Server, VariableDefault: 2
Population active on the server, per square km
- Server, VariableDefault: 120
How long before a Beehive will update
- Server, VariableDefault: 120
How long before the Beehive will perform temperature and inside checks
- Server, VariableDefault: 2
How much the Nucleus's XP should be increased per honeycomb generated
- Server, VariableDefault: 15
Range to leave current target alone (should be higher than search)
- Server, VariableDefault: False
AIControls whether bee swarm AI is disabled on the server.
- Server, VariableDefault: 5.5
How far away fire has to be to set the swarm on fire
- Server, VariableDefault: 150
How long a swarm will stick around without a target
- Server, VariableDefault: 10
Range to find new targets
- Server, VariableDefault: 0.1
How many milliseconds to spend on thinking per frame
- Server, VariableDefault: 0.6
How much water a player needs to be in to be ignored
- Server, VariableDefault: 3
How many child swarms a master swarm will create
- Server, VariableDefault: 150
How long a master swarm will stick around without a target
- Server, VariableDefault: 60
How long before a master swarm will create a child
- Server, VariableDefault: 45
AIControls the interval, in seconds, between spins in the Big Wheel game.
- Server, VariableDefault: True
Can bike crashes cause damage or death to the rider?
- Server, VariableDefault: 1
Motorbike population in monuments
- Server, VariableDefault: 1440
How long before a bike loses all its health while outside
- Server, VariableDefault: 1
Pedal bike population in monuments
- Server, VariableDefault: 1
Pedal bike population active on the server (roadside spawns)
- Server, VariableDefault: 10
Amount of collision damage on a bike required to ragdoll the player
- Server, VariableDefault: 500
Maximum initial bet per round
- Server, VariableDefault: 5
Population active on the server, per square km
- Server, VariableDefault: False
autoWhen enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boats
- Server, VariableDefault: 0.8
How often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance.
- Server, VariableDefault: 0.3
How long per frame to spend on boat ai
- Server, VariableDefault: False
autoWhen enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding state
- Server, VariableDefault: 750
Distance players need to be to start syncing mounted seats
- Server, VariableDefault: 0.9
autoMaximum 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
- Server, VariableDefault: False
autoWhen enabled, logs verbose boat AI decision-making output to the server console each AI tick
- Server, VariableDefault: 30
autoNumber of seconds a boat AI will wait without player interaction before entering sleep mode; default 30s
- Server, Client, Replicated, VariableDefault: True
AIControls whether boat building blocks are always rotatable.
- Server, Client, Replicated, VariableDefault: True
AIControls whether boat building blocks are always demolishable.
- Server, VariableDefault: True
autoWhen enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity
- Server, VariableDefault: 30
Multiplied by the base BuildingBlockDecay duration
- Server, VariableDefault: 1
Multiplied by the base BuildingBlockDecay duration
- Server, VariableDefault: 150
AIControls the player-check interval used by the boat building station’s automatic closing system.
- Server, VariableDefault: 2
AISets the trigger count used by the boat building station’s automatic-close player check.
- Server, Client, Replicated, VariableDefault: 5
AIControls the use interval associated with finishing an edit at the boat building station.
- Server, VariableDefault: 0
AIControls the interval associated with completing global edits in the boat building station subsystem.
- Server, VariableDefault: False
AIControls whether boat-building events from boat building stations are logged on the server.
- Server, Client, Replicated, VariableDefault: 1
AIControls the maximum boat building station count used by the boat building station subsystem.
- Server, Command
AIPrints statistics for the boat building station subsystem to the server console.
- Server, VariableDefault: True
AIControls whether static boat building stations are enabled on the server.
- Server, VariableDefault: 30
autoNumber of seconds of audio backtrack buffer maintained by the boombox for streaming synchronisation; default 30s
- Server, Command
autoClears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the server
- Server, Client, Replicated, Variable
A list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
- Server, Command
autoSets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenarios
- Server, Command
autoExecutes 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
- Server, Command
autoExecutes a console command on every bot player currently on the server; hidden from admin UI
- Server, Command
autoExecutes a console command on all bot players within a given radius of the calling admin; hidden from admin UI
- Server, VariableDefault: True
autoWhen false, prevents the Bradley APC from spawning or respawning on the server
- Server, Command
autoForces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only
- Server, VariableDefault: 60
autoNumber of minutes after the Bradley APC is destroyed before it respawns at its patrol path; default is 60 minutes
- Server, VariableDefault: 1
autoRandom variance multiplier applied to respawnDelayMinutes; a value of 1.0 means the actual delay is randomly chosen between 0 and respawnDelayMinutes
- Server, VariableDefault: 50
AISets the maximum attack deployment distance used by the Bradley APC.
- Server, VariableDefault: 0.5
AISets the upper bound of the Bradley APC’s deployment health range.
- Server, VariableDefault: 0.4
AISets the minimum health range used by the Bradley APC deployment logic.
- Server, VariableDefault: 1
AIControls the interval between Bradley APC deployments.
- Server, VariableDefault: 1
AIControls the interval between damage checks used by the Bradley APC deployment system.
- Server, VariableDefault: False
AIControls whether scientists are killed when the Bradley APC is destroyed.
- Server, VariableDefault: 180
AIControls the duration the Bradley APC must remain unattacked before it can be mounted.
- Server, VariableDefault: 60
AIControls the no-fire duration threshold used by the Bradley APC’s mounting behavior.
- Server, VariableDefault: 60
AIControls the no-target duration used by the Bradley APC’s mounting behavior.
- Server, VariableDefault: 60
AISets the minimum interval between scientist redeployments associated with the Bradley APC.
- Server, Command
AISpawns a Bradley APC associated with the road-based Bradley system.
- Server, VariableDefault: True
AIControls whether the Bradley APC uses smoke grenades.
- Server, VariableDefault: True
autoWhen enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency
- Server, VariableDefault: 100
Metal detector loot weight is 100.
- Server, VariableDefault: 0.85
[0.0 to 1.0]
- Server, VariableDefault: 86400
Time in seconds before an item expires.
- Server, VariableDefault: 32
AISets the maximum number of buried items managed by the buried items subsystem.
- Server, VariableDefault: 5
autoPer-frame CPU budget in milliseconds for completing pending companion server camera renders
- Server, VariableDefault: True
Enable developer-specific permissions for camera access (less restricted)
- Server, VariableDefault: True
autoWhen enabled, the companion server camera rendering system is active and processes camera render requests from the companion app
- Server, VariableDefault: 5
autoMaximum age in frames for a known collider entity entry in the companion server camera cache before it is evicted
- Server, VariableDefault: 100
autoMaximum distance in metres from the companion server camera at which entity colliders are tracked for rendering
- Server, VariableDefault: 250
autoFar clipping plane distance in metres for companion server camera renders; default 250
- Server, VariableDefault: 180
autoHeight in pixels of the companion server camera render output; default 180
- Server, VariableDefault: 1218656529
autoPhysics layer mask used for raycasting in companion server camera depth sampling; defaults to solid, water, and player movement layers
- Server, VariableDefault: 100000
autoMaximum number of raycasts per frame used for companion server camera depth sampling
- Server, VariableDefault: 25
autoMaximum number of camera render tasks that can complete per frame for companion server cameras
- Server, VariableDefault: 0
autoNear clipping plane distance for companion server camera renders; 0 = use default
- Server, VariableDefault: 30
autoMaximum distance in metres at which player entities are included in companion server camera renders
- Server, VariableDefault: 10
autoMaximum distance in metres at which player name labels are included in companion server camera render output
- Server, VariableDefault: 0.5
autoMaximum 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
- Server, VariableDefault: 0.05
autoInterval in seconds between successive companion server camera render dispatches; default 0.05s (20 Hz)
- Server, VariableDefault: 3000
autoNumber of raycast samples taken per companion server camera render pass for depth reconstruction
- Server, VariableDefault: 65
autoVertical field of view in degrees for companion server camera renders; default 65
- Server, VariableDefault: 320
autoWidth in pixels of the companion server camera render output; default 320
- Server, Command
autoPrints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return counters
- Server, Command
AIFires a cannon through an administrative server command.
- Server, VariableDefault: False
Allows mounting cannons outside of boats for testing.
- Server, VariableDefault: True
AIControls whether the cargo ship’s escape boat is a RHIB.
- Server, Command
AIDisplays debug status information for the cargo ship system.
- Server, Command
AIDisplays debugging information for the cargo ship system.
- Server, VariableDefault: False
AIControls whether debugging for Cargo Ship docking is enabled on the server.
- Server, VariableDefault: 480
AIControls how long the Cargo Ship remains docked.
- Server, Command
AIInitiates the cargo ship’s departure sequence.
- Server, VariableDefault: 10
AIControls the duration, in minutes, of the cargo ship’s egress phase.
- Server, VariableDefault: 50
AISets the duration, in minutes, of the cargo ship event.
- Server, VariableDefault: True
AIControls whether the cargo ship event is enabled on the server.
- Server, VariableDefault: 3
AIControls the number of loot rounds associated with the cargo ship.
- Server, VariableDefault: 10
AIControls the spacing in minutes between loot rounds for the Cargo Ship event.
- Server, VariableDefault: True
AIControls whether the Cargo Ship refreshes its loot when it docks.
- Server, VariableDefault: True
AIControls whether the cargo ship should dock.
- Server, Command
autoClears the saved audio recording from all cassette items currently on the server; returns count of cassettes cleared
- Server, Command
autoClears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes cleared
- Server, Client, Replicated, VariableDefault: 5
AISets the maximum cassette file size in megabytes.
- Server, Command
Fire all catapults
- Server, Command
Reload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot player
- Server, VariableDefault: 300
AIControls how long CCTV cameras remain disabled.
- Server, VariableDefault: 0.05
AISets the server-side time budget for processing CCTV input, in milliseconds.
- Server, Command
autoCommands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately
- Server, Command
AIHandles chat messages associated with the card-game subsystem.
- Server, Command
AISends a message to the player’s clan chat channel.
- Server, VariableDefault: True
autoWhen enabled, this system is globally active; disable to deactivate the system for the current session
- Server, Client, Replicated, VariableDefault: True
AIEnables or disables global chat.
- Server, Client, Replicated, VariableDefault: True
AIControls whether the chat interface is hidden during the tutorial.
- Server, VariableDefault: 1000
Number of messages to keep in memory for chat history
- Server, Client, Replicated, VariableDefault: False
AIControls whether local chat mode is enabled.
- Server, VariableDefault: 100
autoMaximum distance in metres within which local chat messages are visible to nearby players; messages from beyond this range are not received
- Server, Command
AISends a message through the local chat channel.
- Server, Command
AISends a chat message from the player who runs the command.
- Server, Command
AIPerforms a search within the server’s chat subsystem.
- Server, VariableDefault: True
autoWhen enabled, all chat messages are written to the server log file in addition to being broadcast to players
- Server, Command
AIDisplays the most recent server chat activity in a tail-style view.
- Server, Command
AISends a chat message to the player's team channel.
- Server, VariableDefault: 3
Population active on the server, per square km
- Server, Command
Hides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)
- Server, Command
Adds a player by SteamID64 to your current clan
- Server, Command
Disbands your current clan
- Server, Client, Replicated, VariableDefault: True
If enabled then players will need to be near a Clan Table to make changes to clans
- Server, VariableDefault: True
Enables the clan system if set to true (must be set at boot, requires restart)
- Server, Command
Prints info about a clan given its ID or a steamID of a player in that clan
- Server, VariableDefault: 100
Maximum number of members each clan can have (local backend only!)
- Server, VariableDefault: 50
How much score players earn for destroying bradley
- Server, VariableDefault: 50
How much score players earn for destroying patrol heli
- Server, VariableDefault: 3
How much score players earn for running the water treatment plant, per consumed item
- Server, VariableDefault: 5
How much score players earn for hacking crates
- Server, VariableDefault: 5
How much score players earn for inserting a heavy fuse into powerplant
- Server, VariableDefault: 25
How much score players earn for launching a satellite
- Server, VariableDefault: 5
How much score players earn for looting an elite crate
- Server, VariableDefault: 10
How much score players earn for looting a crashed satellite's crates
- Server, VariableDefault: 10
How much score players earn for opening hacked crates
- Server, VariableDefault: 10
How much score players earn for reaching cargo ship
- Server, VariableDefault: 3
How much score players earn for running the excavator, per diesel fuel consumed
- Server, VariableDefault: 5
How much score players earn for starting the oil rig fuel switch
- Server, VariableDefault: 5
How much score players earn for swiping a red keycard
- Server, Command
Adds a generic score event to your clan
- Server, Command
AIShows claw marks associated with the claw mark spawner subsystem.
- Server, VariableDefault: 20
distance cloth will simulate until
- Server, VariableDefault: 900
autoDuration in seconds a player is locked out from attempting the code lock after exceeding maxFailedAttempts; default 900s (15 minutes)
- Server, VariableDefault: 8
autoMaximum number of failed code entry attempts on a code lock before the player is locked out; default 8
- Server, VariableDefault: False
Can command blocks execute commands
- Server, VariableDefault: True
Print a log message when a command block is executed
- Server, VariableDefault: False
If enabled, commands from command blocks will run using the last player who set them, allowing for a wider range of commands to be used
- Server, Command
AIEchoes text to the server console.
- Server, Command
AISearches the console command registry for matching entries.
- Server, Command
AITriggers a test routine in the community entity subsystem.
- Server, Command
AIAdvances the Community Entity pie test to its next step.
- Server, Command
AIRuns the previous-step action for the Community Entity pie test functionality.
- Server, VariableDefault: 50
Maximum number of console history entries
- Server, Command
AISearches available console entries on the server.
- Server, Command
AIDisplays the most recent entries from the server console output.
- Server, VariableDefault: 30
AISets the frame-related duration, in minutes, used by the construction subsystem.
- Server, Client, Replicated, VariableDefault: True
AIControls whether alternative line-of-sight checks are enabled for the construction system.
- Server, VariableDefault: 20
Time in seconds before spawned prefabs are despawned. Set to 0 to disable despawning.
- Server, VariableDefault: 0
Time in seconds between prefab spawns. Set to 0 to disable spawning.
- Server, VariableDefault: 3
Variance in seconds to add/subtract from the spawn interval
- Server, VariableDefault: 0
Maximum random offset (sphere radius) from the spawner's position when spawning prefabs
- Server, VariableDefault: True
If true, spawned prefabs will have a random rotation
- Server, Command
autoServer-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client command
- Server, Command
autoServer-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
- Server, Command
autoServer-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client command
- Server, Command
Downloads 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
- Server, Command
autoServer-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.)
- Server, Command
autoLists all paste files stored in the legacy server-side copypaste directory and prints their names to the console
- Server, Command
autoServer-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
- Server, Command
autoUndoes 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
- Server, VariableDefault: 2
cover_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)
- Server, VariableDefault: 6
cover_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)
- Server, Command
AIAdds a crafting task to the invoking player’s crafting queue.
- Server, Command
AICancels the player's current crafting action.
- Server, Command
AICancels a crafting task in the crafting system.
- Server, Command
AIFast-tracks a crafting task on the server.
- Server, VariableDefault: False
autoWhen enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in development
- Server, Client, Replicated, VariableDefault: False
Apply creative mode to the entire server
- Server, VariableDefault: False
autoFailsafe toggle that must be true before any alwaysOn commands work; prevents items from accidentally entering the always-on state outside of creative mode
- Server, Client, Replicated, VariableDefault: False
Bypasses bypassHoldToPlaceDuration when deploying items
- Server, Client, Replicated, VariableDefault: False
Build blocks for free
- Server, Client, Replicated, VariableDefault: False
Bypasses all placement checks
- Server, Client, Replicated, VariableDefault: False
Bypass the 30s repair cooldown when repairing objects
- Server, Command
AIToggles the always-on setting for the creative subsystem.
- Server, Command
autoSets 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
- Server, Command
AIToggles the always-on radius behavior in the creative subsystem.
- Server, Command
autoEnables or disables creative mode for a specific player by name or Steam ID; creative mode removes resource costs and unlocks building freely
- Server, Client, Replicated, VariableDefault: False
Bypasses limits on IO length and points
- Server, VariableDefault: 1
Population active on the server, per square km
- Server, Command
AIRuns a test operation for the CUI subsystem.
- Server, Command
AITriggers a test update in the CUI subsystem.
- Server, Command
AIEnds the current CUI test.
- Server, Client, Replicated, VariableDefault: 1
AIControls the speed at which accuracy is adjusted in the darts game.
- Server, Client, Replicated, VariableDefault: 0.05
AISets the velocity threshold used by the darts game’s accuracy logic.
- Server, Client, Replicated, VariableDefault: 3
AIControls the cooldown between throws in the darts game.
- Server, Client, Replicated, VariableDefault: False
AIControls whether the darts game allows playing against oneself for debugging purposes.
- Server, Client, Replicated, VariableDefault: 0.45
AIControls the additional friction applied while focus is held in the darts game.
- Server, Client, Replicated, VariableDefault: 2
AIControls the hold-focus duration used by the darts game.
- Server, Client, Replicated, VariableDefault: 180
AIControls the idle timeout in seconds before a player is removed from a darts game.
- Server, Client, Replicated, VariableDefault: 0
AIControls the maximum accuracy setting for the darts game.
- Server, Client, Replicated, VariableDefault: 10
AISets the maximum throw timer for the darts game.
- Server, Client, Replicated, VariableDefault: 0.5
AIControls the maximum zoom level used by the darts game.
- Server, Client, Replicated, VariableDefault: 0.1
AISets the minimum accuracy value used by the darts game.
- Server, Client, Replicated, VariableDefault: True
AIControls whether a darts game requires a double to win.
- Server, Client, Replicated, VariableDefault: 0.5
AIControls the reticle friction setting for the darts game.
- Server, Client, Replicated, VariableDefault: 100
AIControls the reticle input buffer application value used by the darts game.
- Server, Client, Replicated, VariableDefault: 0.01
AIControls the input speed for reticle movement in the darts game.
- Server, Client, Replicated, VariableDefault: 3
AISets the maximum velocity of the reticle in the darts game.
- Server, Client, Replicated, VariableDefault: 0.5
AIControls the strength of the random force applied to the reticle in the darts game.
- Server, Client, Replicated, VariableDefault: 0.5
AISets the radius offset used when determining the reticle spawn point in the darts game.
- Server, Client, Replicated, VariableDefault: 301
Sets the score target in Darts. Standard games are either 301 or 501.
- Server, Command
autoExports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path
- Server, Command
autoSends 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
- Server, Command
autoSets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visuals
- Server, Command
autoApplies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testing
- Server, VariableDefault: True
Whether to parent players immediately on spawning to a boat if the bag is on a boat
- Server, Command
Spawn lots of IO entities to lag the server
- Server, Command
Break the current held object
- Server, Command
Almost break the current held object
- Server, Command
Break all the items in your inventory whose name match the passed string
- Server, Command
Breaks the currently held shield
- Server, VariableDefault: False
autoWhen enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains
- Server, VariableDefault: True
autoWhen enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs
- Server, VariableDefault: False
autoWhen enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes
- Server, Command
autoRemoves all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing
- Server, Command
If a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)
- Server, Command
autoCompletes all incomplete objectives in the calling player active mission, triggering the mission completion flow
- Server, Command
AICompletes the current stage of a mission for debugging purposes.
- Server, Command
autoImmediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression
- Server, Command
autoPrints a message to the server console using the specified ConsoleColor index; useful for testing coloured console output
- Server, Command
autoLogs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speed
- Server, Command
autoPrints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow
- Server, VariableDefault: False
Shows debug info for what objects are causing clipping checks to fail.
- Server, VariableDefault: False
AIControls debug output related to dismount events.
- Server, Command
<shortname> (optional: <radius>) - Delete entities with the given short prefab name
- Server, Command
Delete entities by id. Supports multiple arguments
- Server, VariableDefault: False
Do not damage any items
- Server, VariableDefault: True
autoWhen true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas
- Server, Command
autoAdds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanics
- Server, Command
autoDrops 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
- Server, Command
autoAdds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanics
- Server, Command
emptyTankerModule - Clears the contents of the tanker module(s) of the modular car you're looking at
- Server, Command
autoSends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanics
- Server, Command
fillmounts <radius> - Spawns and mounts a player on every mount point in radius
- Server, Command
fillTankerModule <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)
- Server, Command
Find how large of a gap there is. <maxDistance> <stepsize> <maxSize> <layer>
- Server, Command
Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
- Server, Command
Deducts the given number of hours from all spoilable food on the server
- Server, Command
Applies the given number of hours to all food in the players inventory
- Server, Command
Spoils all food on the server
- Server, Command
autoForces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic
- Server, Command
To disable revival if player is downed, pass in --no-recover as the first argument.
- Server, Command
autoDeals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactions
- Server, Command
Make admin invisible
- Server, VariableDefault: True
autoWhen enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output
- Server, Command
autoPrints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment
- Server, Command
autoLogs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment
- Server, VariableDefault: False
autoWhen enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire
- Server, Command
autoPrints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time
- Server, Command
Prints out the topologies at your position
- Server, Command
Reset all puzzles. Optionally provide a number to only reset puzzles within a radius.
- Server, Command
autoPrints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status
- Server, VariableDefault: 1
autoMultiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower
- Server, Command
AIExits the current tutorial for the player who runs the command.
- Server, Command
Refills 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.
- Server, Command
Refills 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.
- Server, Command
autoScans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points
- Server, Command
autoGenerates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame
- Server, Command
Repair all items in inventory
- Server, Command
autoResets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags
- Server, Command
autoRespawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players
- Server, Command
autoDeals enough bullet damage to bring the calling player or a named target to the specified health value
- Server, Command
autoSets the calling player or a named target player calorie level to the specified value directly
- Server, Command
autoSets the calling player or a named target player health to the specified value; useful for testing low-health or death scenarios
- Server, Command
autoOverrides the maximum health of the calling player or a named target; pass 0 to reset to the default value
- Server, Command
autoSets the calling player or a named target player radiation level to the specified value directly
- Server, Command
0 = can't throw, 1 = can throw & melee, 2 = only throwable
- Server, Command
autoSets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore level
- Server, Command
autoSets the calling player or a named target player hydration level to the specified value directly
- Server, Command
Spawns one of every deployable in a grid
- Server, Command
autoSpawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system
- Server, Command
autoSpawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied
- Server, Command
autoStalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems
- Server, Command
AIStarts the tutorial sequence.
- Server, Command
autoSends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering
- Server, Command
Logs a test error and exception for testing error display.
- Server, Command
autoTriggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it
- Server, VariableDefault: 60
autoMinimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam
- Server, Command
autoPrints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state
- Server, Command
autoSends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement
- Server, Command
autoPrints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable
- Server, VariableDefault: 15
Number of blocks in the 1st upkeep bracket
- Server, VariableDefault: 0.1
Blocks in the 1st upkeep bracket will cost this value per day to maintain
- Server, VariableDefault: 15
Number of doors in the 1st upkeep bracket
- Server, VariableDefault: 0.1
Doors in the 1st upkeep bracket will cost this value per day to maintain
- Server, VariableDefault: 50
Number of blocks in the 2nd upkeep bracket
- Server, VariableDefault: 0.15
Blocks in the 2nd upkeep bracket will cost this value per day to maintain
- Server, VariableDefault: 50
Number of doors in the 2nd upkeep bracket
- Server, VariableDefault: 0.15
Doors in the 2nd upkeep bracket will cost this value per day to maintain
- Server, VariableDefault: 125
The number of blocks in the 3rd upkeep bracket
- Server, VariableDefault: 0.2
Blocks in the 3rd upkeep bracket will cost this value per day to maintain
- Server, VariableDefault: 125
The number of doors in the 3rd upkeep bracket
- Server, VariableDefault: 0.2
Doors in the 3rd upkeep bracket will cost this value per day to maintain
- Server, VariableDefault: 0.333
Blocks in the 4th upkeep bracket will cost this value per day to maintain
- Server, VariableDefault: 0.333
Doors in the 4th upkeep bracket will cost this value per day to maintain
- Server, Client, Replicated, VariableDefault: 1
Can players upgrade building blocks to wood
- Server, VariableDefault: False
autoWhen enabled, logs decay tick details to the console including which entities took damage and how much
- Server, VariableDefault: 0
How long should this building grade decay be delayed when not protected by upkeep, in hours
- Server, VariableDefault: 0
When set to a value above 0 everything will decay with this delay
- Server, VariableDefault: 0
How long should this building grade decay be delayed when not protected by upkeep, in hours
- Server, VariableDefault: 0
How long should this building grade decay be delayed when not protected by upkeep, in hours
- Server, VariableDefault: 0
How long should this building grade decay be delayed when not protected by upkeep, in hours
- Server, VariableDefault: 0
How long should this building grade decay be delayed when not protected by upkeep, in hours
- Server, Command
drawnearbybuildings <duration> <radius>, shows building ID of entities
- Server, VariableDefault: 8
How long should this building grade take to decay when not protected by upkeep, in hours
- Server, VariableDefault: 0
When set to a value above 0 everything will decay with this duration
- Server, VariableDefault: 5
How long should this building grade take to decay when not protected by upkeep, in hours
- Server, VariableDefault: 12
How long should this building grade take to decay when not protected by upkeep, in hours
- Server, VariableDefault: 1
How long should this building grade take to decay when not protected by upkeep, in hours
- Server, VariableDefault: 3
How long should this building grade take to decay when not protected by upkeep, in hours
- Server, Command
Call the decay tick on every single entity on the server (for testing decay works)
- Server, Client, Replicated, VariableDefault: 0.2
Upkeep scale for external walls and gates
- Server, VariableDefault: 50
Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
- Server, VariableDefault: 1
autoMultiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decay
- Server, VariableDefault: 600
autoInterval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently
- Server, Client, Replicated, VariableDefault: 1
Can players upgrade building blocks to hqm
- Server, Client, Replicated, VariableDefault: True
Can players upgrade building blocks to hqm
- Server, Client, Replicated, VariableDefault: 1
Can players upgrade building blocks to metal
- Server, Client, Replicated, VariableDefault: True
Can players upgrade building blocks to metal
- Server, Client, Replicated, VariableDefault: 1
Can players upgrade building blocks to stone
- Server, Client, Replicated, VariableDefault: True
Can players upgrade building blocks to stone
- Server, Client, Replicated, VariableDefault: 1
Can players upgrade building blocks to wood
- Server, Client, Replicated, VariableDefault: True
Can players upgrade building blocks to wood
- Server, VariableDefault: True
Is upkeep enabled
- Server, VariableDefault: 1440
How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)
- Server, VariableDefault: 1
Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
- Server, VariableDefault: 0.1
Scale at which objects decay when they are inside, default of 0.1
- Server, VariableDefault: 1440
How many minutes does the upkeep cost last? default : 1440 (24 hours)
- Server, VariableDefault: False
Should doors have their own upkeep brackets separate from building blocks
- Server, VariableDefault: False
autoWhen enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculations
- Server, VariableDefault: 600
autoTime window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes)
- Server, VariableDefault: False
Allow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles
- Server, VariableDefault: False
Allow players to swim to the deep sea
- Server, Client, Replicated, VariableDefault: True
AIControls whether building is blocked in deep-sea areas. Enabled by default.
- Server, Command
Initiates the deep sea closing sequence
- Server, Command
Creates the deep sea manager entity on the server
- Server, VariableDefault: False
When enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or failed
- Server, Client, Replicated, VariableDefault: True
Toggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startup
- Server, Command
Teleports the player (or their mounted vehicle) into the deep sea
- Server, VariableDefault: 5
When 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.
- Server, VariableDefault: 1
Number of floating cities to spawn in the deep sea
- Server, VariableDefault: 1500
Minimum distance in metres floating cities must be from the deep sea boundary edge when spawning
- Server, VariableDefault: 1500
Minimum distance in metres required between floating city
- Server, VariableDefault: 500
Exclusion radius in metres around floating cities
- Server, VariableDefault: 0
0 Random, 1 North, 2 East, 3 South, 4 West
- Server, VariableDefault: 4
Number of ghost ship to spawn in the deep sea zone
- Server, VariableDefault: 450
Minimum distance in metres ghost ships must be from the deep sea boundary edge when spawning
- Server, VariableDefault: 400
Minimum distance in metres required between ghost ships
- Server, VariableDefault: 80
Exclusion radius in metres around ghost ship
- Server, VariableDefault: 1
Number of hackable crates to spawn in the deep sea
- Server, VariableDefault: 6
Number of islands to spawn in the deep sea zone
- Server, VariableDefault: 750
Minimum distance in metres islands must be from the deep sea boundary edge when spawning
- Server, VariableDefault: 600
Minimum distance in metres required between islands
- Server, VariableDefault: 750
Distance in metres from the main island shore at which deep sea entrance portals are placed
- Server, VariableDefault: 300
Exclusion radius in metres around islands
- Server, Command
Teleports the player (or their mounted vehicle) back to the main island from the deep sea.
- Server, VariableDefault: False
autoWhen enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debugging
- Server, VariableDefault: 1
Population multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double
- Server, VariableDefault: 1
Population multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double
- Server, VariableDefault: 5
When generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening.
- Server, Command
Initiates the deep sea opening sequence
- Server, VariableDefault: False
Should the deep sea open as soon as the server wiped?
- Server, Command
Prints what players on the player's boat will be teleported to the deep sea
- Server, Command
Prints a breakdown of all entities currently in the deep sea
- Server, Command
Prints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea
- Server, Command
Prints the current time remaining until the deep sea wipes
- Server, VariableDefault: 4
Number of RHIB boat groups to spawn in the deep sea
- Server, VariableDefault: 1150
Minimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning
- Server, VariableDefault: 300
Minimum distance in metres required between RHIB groups
- Server, VariableDefault: 10
Exclusion radius in metres around each RHIB group
- Server, Command
Sets the time in seconds until the deep sea re-opens after a wipe
- Server, Command
Sets the time in seconds until the deep sea wipe triggers
- Server, Command
Spawns a random floating city prefab at the player position
- Server, Command
Spawns a random ghost ship prefab at the player position
- Server, VariableDefault: 0.15
When 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.
- Server, Command
Spawns a random deep sea island prefab at the player position
- Server, Command
Spawns a RHIB patrol boat group at the player position
- Server, Command
Prints the current deep sea status
- Server, Command
autoTests 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
- Server, VariableDefault: 5400
Maximum seconds before a deep sea re-opens after closing
- Server, VariableDefault: 5400
Minimum seconds before a deep sea re-opens after closing
- Server, VariableDefault: 10800
Duration in seconds of the deep sea wipe
- Server, Client, Replicated, VariableDefault: 1800
Duration in seconds of the final wipe phase, bad weather kicking in etc
- Server, VariableDefault: 300
Seconds before radiation starts to ramp in before the deep sea wipe
- Server, Command
autoStarts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connected
- Server, Variable
autoComma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recording
- Server, VariableDefault: 0
Controls the behavior of recordlist, 0=whitelist, 1=blacklist
- Server, VariableDefault: 200
autoMaximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large
- Server, VariableDefault: 3600
autoMaximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour)
- Server, Command
autoStops the active server-side demo recording for the specified player and finalises the demo file
- Server, VariableDefault: 0
If greater than zero, overrides the drone's vertical movement speed
- Server, VariableDefault: False
AIControls whether SAM targeting of drones is disabled.
- Server, Client, Replicated, VariableDefault: 750
How far drones can be flown away from the controlling computer station
- Server, VariableDefault: 0
If greater than zero, overrides the drone's planar movement speed
- Server, VariableDefault: False
Will broadcast debug ddraw information on ALL dropped items to ALL players
- Server, VariableDefault: False
Whether Rigidbody components are removed from DroppedItems when sleeping
- Server, VariableDefault: 0.05
How many milliseconds to spend on updating underwater drag levels
- Server, VariableDefault: True
AIControls whether the dungeon navigation mesh system uses the baked terrain mesh.
- Server, VariableDefault: False
AIControls whether the dynamic navigation mesh system uses a baked terrain mesh.
- Server, VariableDefault: False
Will spawn eggs for bots, only for debug purposes - don't enable it!
- Server, Command
AIPerforms a battery ID-related operation within the electric battery subsystem.
- Server, VariableDefault: 0.05
AISets the server processing time budget, in milliseconds, for electric battery discharge operations.
- Server, Command
autoToggles the debug info overlay for an entity by net ID, showing position, velocity, health, and network state in the world
- Server, Command
Destroy all entities created by provided users (separate users by space)
- Server, Command
Destroy all entities created by users in the provided text block (can use with copied results from ent auth)
- Server, Command
autoLists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client
- Server, Command
autoLists all networked entities belonging to the given network group ID in a formatted table; admin-only on client
- Server, Command
autoLists the networked entity with the given network entity ID in a formatted table; admin-only on client
- Server, Command
autoLists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client
- Server, Command
autoLists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client
- Server, Command
autoLists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client
- Server, Command
autoLists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client
- Server, Command
autoApplies a small positional nudge to an entity by net ID, useful for unsticking entities that are clipping into geometry
- Server, Command
autoSets the charge level of an electric battery entity by net ID to the given percentage (0-100)
- Server, Command
autoSpawns a server entity by prefab name at a given world position and direction; returns the spawned entity net ID
- Server, Command
autoSpawns a grid of server entities by prefab name centred at a position; useful for stress-testing entity counts
- Server, Command
autoSpawns a dropped item entity server-side by item short name at a given world position
- Server, Command
autoSpawns a copy of the loot table from one container prefab into the world at the calling player position
- Server, Command
Spawn every stage of every plant inside it's own planter, with an optional filter
- Server, Command
autoSpawns 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
- Server, Command
autoAdvances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing
- Server, VariableDefault: 0
autoGets or sets the current in-game day of the month; used for calendar-driven events and date display
- Server, VariableDefault: 0
autoGets or sets the current in-game month (1-12); used for seasonal event triggers and calendar display
- Server, Client, Replicated, VariableDefault: 0.008
AIControls the brightness of environmental night lighting.
- Server, Client, Replicated, VariableDefault: 5
AISets the distance used by the environment’s nightlight system.
- Server, Client, Replicated, VariableDefault: 0.65
AIControls the fade fraction used by the environment’s nightlight effect.
- Server, Client, Replicated, VariableDefault: 0
AIControls the ocean level used by the environment system.
- Server, VariableDefault: False
autoWhen enabled, the server advances the in-game time of day automatically; disabling freezes time at its current value
- Server, Client, Replicated, VariableDefault: False
AIControls whether the red moon environmental state is enabled.
- Server, VariableDefault: 0
autoGets 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
- Server, VariableDefault: 0
autoGets or sets the current in-game year; used for date display and long-running server event tracking
- Server, Command
autoPrints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time
- Server, Command
autoEnables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled
- Server, Command
autoSets the maximum delay in seconds between automatic triggers of the named server event
- Server, Command
autoSets the minimum delay in seconds between automatic triggers of the named server event
- Server, Command
autoKills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents
- Server, Command
autoTriggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous
- Server, VariableDefault: 24
autoNumber of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe
- Server, VariableDefault: 600
autoAmount of charge required for the excavator to automatically trigger supply drop delivery without player activation
- Server, VariableDefault: 600
autoAmount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop
- Server, Command
Simulates the provided number of hours on all farm animals within 10m
- Server, VariableDefault: False
AIControls debug behavior related to the fishing overfishing system.
- Server, VariableDefault: False
AIControls whether the overfishing system is disabled on the server.
- Server, VariableDefault: 30
AISets the duration, in minutes, for which a fishing area remains overfished.
- Server, VariableDefault: 16
AIControls the radius used to determine whether a fishing area is considered overfished.
- Server, VariableDefault: 25
AISets the number of successful fishing catches before an area is considered overfished.
- Server, VariableDefault: 240
AISets the server's FPS limit.
- Server, VariableDefault: 1
AIControls the movement-toward rate used by the Frankenstein brain subsystem.
- Server, VariableDefault: 180
How long before a Frankenstein Pet dies un controlled and not asleep on table
- Server, Command
autoSets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore)
- Server, Command
AISets a team assignment for the active game mode.
- Server, VariableDefault: True
AIControls whether Softcore mode allows tool cupboard corpse handling when no building is present.
- Server, VariableDefault: 2
autoGlobal multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yield
- Server, VariableDefault: False
autoWhen enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base
- Server, VariableDefault: 0.5
autoFraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%)
- Server, VariableDefault: 0.5
autoFraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%)
- Server, VariableDefault: 1
autoFraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%)
- Server, VariableDefault: False
autoWhen enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill)
- Server, VariableDefault: 48
How many results to collect per command - DONT set this too low or you'll risk missing results
- Server, Command
autoAllocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput
- Server, Command
autoTriggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling
- Server, VariableDefault: True
autoWhen enabled, this system is globally active; disable to deactivate the system for the current session
- Server, VariableDefault: True
autoRead-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime
- Server, VariableDefault: 3
autoTime slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames
- Server, Command
autoCalls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM
- Server, Command
<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random
- Server, Command
autoClears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity component
- Server, Command
autoTriggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at once
- Server, Command
autoSends the firework pattern design data for the specified pattern firework entity to the requesting admin client
- Server, Command
autoServer-side handler that serialises and sends the current player list to the requesting admin client for display in the admin UI
- Server, Command
autoServer-side handler that collects all ServerAdmin+ShowInAdminUI convars and sends them to the admin client for editing via the admin UI
- Server, Command
autoServer-side handler that serialises and sends current server info (name, players, FPS, etc.) to the requesting admin client
- Server, Command
autoServer-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin client
- Server, Command
autoServer-side handler that scans all entities for UGC content (images, patterns, vending names) and sends a serialised list to the admin client
- Server, Client, Replicated, VariableDefault: True
Controls whether the in-game admin UI is displayed to admins
- Server, Command
<gene string> - Applies the given genes (e.g. "YYYGGG") to the clone/seed in your hands
- Server, Command
Returns all entities that the provided player is authed to (TC's, locks, etc), supports --json
- Server, Command
autoAuthorises the specified player (or caller if none given) to all tool cupboards within the given radius around them
- Server, Command
autoAuthorises multiple specified players to all tool cupboards within the given radius around the calling admin
- Server, Command
autoFinds all players within playerRadius of the caller, then authorises each of them to TCs within authRadius of themselves
- Server, Command
ban <player> <reason> [optional duration]
- Server, Command
banid <steamid> <username> <reason> [optional duration]
- Server, Command
List of banned users (sourceds compat)
- Server, Command
List of banned users - shows reasons and usernames
- Server, Command
List of banned users
- Server, Command
autoBreaks all equipped clothing items currently worn by the calling player, reducing their condition to zero
- Server, Command
autoReduces the condition of all items in the calling player inventory whose short name matches the given string to zero, breaking them
- Server, Command
Get information about this build
- Server, Command
Get information about all the cars in the world
- Server, Command
<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random
- Server, VariableDefault: False
When enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's
- Server, Command
autoRemoves all spray paint entities from the server world; useful for cleaning up excessive player spray art
- Server, Command
autoRemoves all spray paint entities created by a specific player, identified by Steam ID or name
- Server, Command
clearcontainer: Removes all items inside the container you're looking at
- Server, Command
clearcontainer_radius <radius>: Removes all items inside a container within a radius
- Server, Command
autoRemoves all dropped item entities from the server, cleaning up every piece of loot on the ground
- Server, Command
autoRemoves all spray paint entities within a given radius of the specified world position (X Y Z)
- Server, Command
autoRemoves all spray paint entities within the given radius of the calling admin current position
- Server, Command
autoClears UGC content from all entities that have the specified player (by name or Steam ID) in their editing history
- Server, Command
autoClears UGC content from all entities within the given radius of a world position; reports how many entities were cleared
- Server, Command
autoClears all UGC content from a single entity by network ID; reports success or failure
- Server, Command
autoClears the custom name UGC from all vending machines whose content string contains the given search text (case/symbol insensitive)
- Server, Command
clear_wallpaper_radius <radius>
- Server, Command
autoRequests a performance report from every connected client; supports legacy and JSON formats; used for monitoring client frame rates and memory usage
- Server, Command
autoPrints the count of enabled versus disabled Collider components currently in the scene
- Server, Command
autoRemoves authorisation for the specified player (or caller) from all tool cupboards within the given radius
- Server, Command
autoRemoves authorisation for multiple specified players from all tool cupboards within the given radius around the calling admin
- Server, Command
autoFinds all players within playerRadius of the caller, then deauthorises each of them from TCs within authRadius of themselves
- Server, VariableDefault: 0
autoDeveloper mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging
- Server, VariableDefault: False
Disables the backpacks that appear after a corpse times out
- Server, Command
Dumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash.
- Server, Command
Dumps a diagnostic snapshot of animators into a diagnostics subfolder
- Server, Command
Dumps a diagnostic snapshot of entities into a diagnostics subfolder
- Server, Command
Dumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder
- Server, Command
Dumps a diagnostic snapshot of network info into a diagnostics subfolder
- Server, Command
Dumps a diagnostic snapshot of objects into a diagnostics subfolder
- Server, Command
Dumps a diagnostic snapshot of physics into a diagnostics subfolder
- Server, Command
Dump list of prefabs pre-processed into a diagnostics subfolder
- Server, Command
Dumps 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.
- Server, Command
Dumps a diagnostic snapshot of system information into a diagnostics subfolder
- Server, Command
Dumps a diagnostic snapshot of warmup info into a diagnostics subfolder
- Server, Command
Returns all entities that the provided player has placed, supports --json
- Server, Command
autoRuns an admin command (kill, lock, unlock, etc.) on a specific entity by network ID; blocks operation on players and point entities
- Server, Command
fillcontainer <optional: category> - Fills the container you are looking at with random items, can also specify a category (ammunition, weapon etc.)
- Server, Command
fillcontainer_radius <radius> <optional: category> - Fills containers with random items within a radius, can also specify a category
- Server, Command
fillinventory <optional: category> - Fills your inventory with random items, can also specify a category (ammunition, weapon etc.)
- Server, VariableDefault: True
autoWhen enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident
- Server, Command
autoClears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only
- Server, Command
autoReturns a JSON object containing the UGC info (CRCs, type, player history) for the entity with the given network ID
- Server, Command
autoPuts the calling player or a named target into the wounded/downed state, simulating the critical injury bleed-out state
- Server, Command
autoPuts the specified player into the wounded/downed state immediately without killing them; useful for testing the crawl/revive mechanics
- Server, VariableDefault: 7
autoNumber of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs
- Server, Command
autoKicks the specified player from the server with an optional reason; broadcasts the kick to chat and places them through the queue on reconnect
- Server, Command
autoKicks all currently connected players from the server with an optional reason; useful for forcing a restart or clearing the server
- Server, Command
AIKills the player character that issued the command.
- Server, Command
autoDeals lethal damage to every non-NPC player currently connected to the server; reports the number of players killed
- Server, Command
Kills all bee swarms
- Server, Command
autoDeals 1000 damage to the specified player (by name/SteamID/bot) killing them immediately; useful for testing death logic without console kill commands
- Server, Command
List of banned users, by ID (sourceds compat)
- Server, VariableDefault: 40
If a player sprays more than this, the oldest spray will be destroyed. 0 will disable
- Server, VariableDefault: 8
autoMaximum number of Unity job system worker threads; controls the background thread pool size for job dispatching
- Server, Command
autoAdds the specified Steam64 ID as a server moderator with optional name and reason; grants admin flag to the player if connected
- Server, Command
autoMutes the specified connected player preventing them from using chat; optionally accepts a mute expiry timestamp for temporary mutes
- Server, Command
Print a list of currently muted players
- Server, Command
autoPrints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes
- Server, Command
autoAdds 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
- Server, VariableDefault: 0
autoControls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage
- Server, Command
Get a list of players
- Server, Command
Get a list of player's IDs
- Server, Command
Print out currently connected clients etc
- Server, Command
autoPrints all scenes registered in the build settings with their build index and asset path
- Server, Command
Lists all wallpaper skins
- Server, Command
autoPrints the current state of server-side stability check and surroundings update queues; reports nothing useful on client
- Server, Command
autoQuits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode
- Server, Command
autoRevives the calling player or a named target from the wounded state, restoring them to standing with a small amount of health
- Server, Command
autoRecovers the specified player from the wounded state, standing them back up at minimum health
- Server, Command
autoRemoves moderator status from the specified Steam64 ID; removes admin flag from the player if currently connected
- Server, Command
autoRemoves owner status from the specified Steam64 ID; removes admin flag from the player if currently connected
- Server, Command
Removes skip queue permission from a SteamID
- Server, Command
autoRuns a server performance diagnostic report covering entity counts, memory usage, and active invokes, outputting results to the server console
- Server, Command
AITriggers a respawn for the player issuing the command.
- Server, Command
AIRespawns a player using a sleeping bag.
- Server, Command
AIMarks a sleeping bag as a favourite respawn option.
- Server, Command
AIRemoves a sleeping bag from the respawn system.
- Server, Command
autoSchedules a server restart; optionally accepts a countdown in seconds and a broadcast message sent to all players before the restart occurs
- Server, Command
Sends a message in chat
- Server, Command
Get a list of information about the server
- Server, Command
AISets an information value in the global console subsystem.
- Server, VariableDefault: False
Include bots in the admin UI player list (debugging purpose only)
- Server, Command
autoSilently kicks the specified player without broadcasting to chat; the kick is logged to RCON only
- Server, Command
<skin>
- Server, Command
skin_radius 'skin' 'radius'
- Server, Command
autoMoves the specified Steam64 ID to the front of the connection queue so they connect immediately on next join
- Server, Command
Adds skip queue permissions to a SteamID
- Server, Command
autoPuts the calling player into the sleeping state, disconnecting their control and making them a sleeping entity on the server
- Server, Command
Show user info for players on server.
- Server, Command
Show user info for sleeping players on server in range of the player.
- Server, Command
autoPuts the player that the calling admin is looking at into the sleeping state; useful for testing sleeping player interactions
- Server, Command
autoEnters spectator mode; optionally accepts a player name or Steam ID to spectate that specific player from a third-person camera
- Server, Command
autoEnters spectator mode targeting the entity or player with the given network entity ID
- Server, VariableDefault: 10800
Base time (in seconds) that sprays last
- Server, VariableDefault: 0.5
Multiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f)
- Server, Command
Print out stats of currently connected clients
- Server, Command
Print out currently connected clients
- Server, Command
AIDisplays the current server status.
- Server, Variable
AIControls the timeout used for Steam connections on the server.
- Server, VariableDefault: False
AIControls whether Steam networking performs a Nagle flush.
- Server, Variable
Nagle time, in microseconds
- Server, VariableDefault: 0
Turns 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)
- Server, Variable
AIControls a Steam networking debug setting related to acknowledgment round-trip time (ACK RTT).
- Server, Variable
AIControls a server-side debug message setting for Steam networking.
- Server, Variable
AIControls Steam networking debug behavior related to peer-to-peer rendezvous.
- Server, Variable
AIControls packet-decoding debug behavior for the Steam networking subsystem.
- Server, Variable
AIControls Steam networking debug reporting for packet gaps.
- Server, Variable
AIControls Steam networking debug behavior related to Steam Datagram Relay (SDR) relay pings.
- Server, Command
AIInitializes the Steam relay subsystem on the server.
- Server, Variable
Upper limit of buffered pending bytes to be sent
- Server, Variable
Maxminum send rate clamp, 0 is no limit
- Server, Variable
Minimum send rate clamp, 0 is no limit
- Server, Command
AIDisplays the server's current Steam status.
- Server, Command
autoPrints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag
- Server, Command
autoPrints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform
- Server, Command
autoPrints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier
- Server, Command
autoPrints 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
- Server, Command
autoTeleports 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
- Server, Command
<steamID/name> <optional: filter> - Teleport to a random entity the player is authed on
- Server, Command
autoTeleports the calling admin to their own most recent death location
- Server, Command
Teleport to the entity with the specified network ID
- Server, Command
autoTeleports the calling admin to the centre of the named map grid square (e.g. A1, B3)
- Server, Command
autoTeleports the calling admin to the map marker they have placed on their in-game map
- Server, Command
autoTeleports the named player to the calling admin current position
- Server, Command
autoTeleports the calling admin to the target location of their currently active mission objective
- Server, Command
AIPerforms a server-side teleport to the nearest applicable destination.
- Server, Command
autoTeleports the calling admin to an entity owned by a specified player, identified by Steam ID or name
- Server, Command
autoTeleports the calling admin to the currently locked-in satellite crash site. Does nothing if no satellite is descending.
- Server, Command
autoTeleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filter
- Server, Command
autoTeleports the calling admin and their player boat to the centre of the named map grid square (e.g. A1, B3)
- Server, Command
autoTeleports the calling admin and their player boat to the map marker they have placed on their in-game map
- Server, Command
autoTeleports the calling admin and their player boat to exact world coordinates specified as X Y Z arguments
- Server, Command
autoTeleports all connected players to the calling admin current position
- Server, Command
autoTeleports the calling admin to the point in the world that their line of sight is currently hitting
- Server, Command
autoTeleports all connected active (non-sleeping) players to the calling admin current position
- Server, Command
autoTeleports the calling admin or a named player to exact world coordinates specified as X Y Z arguments
- Server, Command
autoTeleports all sleeping player entities to the calling admin current position
- Server, Command
autoTeleports all members of the named player team to the calling admin current position
- Server, Command
autoTeleports all members of the calling player team to the calling admin current position
- Server, Command
autoPrints a list of all live Texture objects with their name and estimated runtime memory size
- Server, Command
autoToggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator mode
- Server, Command
autoRemoves the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnect
- Server, Command
autoRemoves the chat mute from the specified connected player, allowing them to send messages again
- Server, Client, Command
Immediately update the manifest
- Server, VariableDefault: False
autoWhen 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
- Server, Command
<grade>
- Server, Command
upgrade_radius 'grade' 'radius'
- Server, Command
Show user info for players on server.
- Server, Command
Show user info for players on server in range of the player.
- Server, Command
Show user info for players on server in range of the supplied player (eg. Jim 50)
- Server, Command
autoPrints the current game version string to the console, including build number and branch
- Server, VariableDefault: 0.25
AISets the per-frame processing time budget, in milliseconds, for growable entities.
- Server, Command
autoServer admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantly
- Server, Command
autoServer admin: kills all growable entities within 6m of the calling player, removing them from the planter
- Server, VariableDefault: 0.5
How many milliseconds to spend on target scanning per frame
- Server, VariableDefault: 7200
How many seconds until the crate is destroyed without any hack attempts
- Server, VariableDefault: 900
How many seconds for the crate to unlock
- Server, VariableDefault: False
autoEnables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics
- Server, VariableDefault: 0
Population active on the server, per square km
- Server, VariableDefault: 0.1
Modified damage from beancan explosion vs players (Default: 0.1).
- Server, VariableDefault: 0.25
Modifier to how much damage scarecrows take to the body. (Default: 0.25)
- Server, VariableDefault: 0.5
Stopping distance for destinations set while chasing a target (Default: 0.5)
- Server, VariableDefault: 0
Population active on the server, per square km
- Server, VariableDefault: True
Scarecrows can throw beancans (Default: true).
- Server, VariableDefault: 8
The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds).
- Server, VariableDefault: 600
How long each active dungeon should last before dying
- Server, VariableDefault: 0
Population active on the server
- Server, VariableDefault: 0.4
autoMaximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push
- Server, VariableDefault: 5
autoDamage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5
- Server, Command
autoToggles the locked state of the handcuffs held by the calling admin player, switching between locked and unlocked
- Server, Command
autoLoads and applies a Harmony patch assembly by file name, enabling server-side code patching without restarting
- Server, Command
autoUnloads a previously loaded Harmony patch assembly by file name, reverting any code modifications it applied
- Server, VariableDefault: False
When enabled, broadcasts debug drawing for HBHFSensor visibility checks (eye position, forward, range, per-player LOS rays).
- Server, VariableDefault: 2
autoCone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate
- Server, VariableDefault: 1
autoMultiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage
- Server, Command
autoSpawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player
- Server, Command
autoOrders the active patrol helicopter to fly to the calling admin position and attack there
- Server, Command
autoForces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence
- Server, Command
autoSpawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing
- Server, Command
autoOrders the active patrol helicopter to immediately flee to a random distant location and disengage
- Server, VariableDefault: 1
autoNumber of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it
- Server, VariableDefault: 30
autoHow many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes
- Server, Command
autoMoves the active patrol helicopter to the calling admin current position without entering combat mode
- Server, Command
autoOrders the active patrol helicopter to orbit around the calling admin current position
- Server, Command
autoOrders the active patrol helicopter to orbit and strafe the calling admin position simultaneously
- Server, Command
autoOrders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map
- Server, Command
autoOrders the active patrol helicopter to perform a strafing run on the calling admin current position
- Server, Command
autoTriggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle
- Server, Command
<gridSize> 5 <tileSpacing> 1.35
- Server, Command
autoChanges the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objects
- Server, Command
autoDeletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the object
- Server, Command
autoLists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the console
- Server, VariableDefault: 25
AISets the minimum altitude above terrain for hot air balloons.
- Server, VariableDefault: 180
How long before a HAB loses all its health while outside
- Server, VariableDefault: 1
Population active on the server
- Server, VariableDefault: 175
AISets the service ceiling for hot air balloons.
- Server, Command
Add ownership to item
- Server, Command
Clears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: --belt --wear --backpack
- Server, Command
Reduce ownership to item to allow new ownership to be added
- Server, Command
Copies the players inventory to the player in front of them
- Server, Command
autoPrints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state
- Server, Command
autoDeletes a named admin loadout file from the server; requires admin or developer permissions; loadout name is passed as the first argument
- Server, Command
Deploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
- Server, Command
Deploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30
- Server, Client, Replicated, VariableDefault: False
Disables all attire limitations, so NPC clothing and invalid overlaps can be equipped
- Server, Command
AIEnds the player’s current looting session.
- Server, Command
autoEquips the belt/hotbar item at the given slot index for the calling admin or a named target player; requires admin or developer permissions
- Server, Command
autoEquips the belt/hotbar slot at the given index for the player the admin is currently looking at; requires admin or developer permissions
- Server, Command
{item} {amount} {condition} {skin} {container} {slot}
- Server, Command
autoGives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chat
- Server, Command
{itemid} {amount}
- Server, Command
autoGives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developer
- Server, Command
{item}
- Server, Command
{itemid} {amount}
- Server, Command
{item} {player} {amount} {skin}
- Server, Command
AIToggles the light state of an applicable inventory item.
- Server, Command
Prints all saved inventory loadouts
- Server, Command
autoReads 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
- Server, Command
autoChecks 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
- Server, Command
Reduce ownership to item to allow new ownership to be added
- Server, Command
autoForces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update
- Server, Command
autoResets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipes
- Server, Command
Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
- Server, Command
autoSets 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
- Server, Command
Set worn items to have maximum armor slots supported
- Server, VariableDefault: False
autoWhen enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing
- Server, Command
autoUnlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediately
- Server, Client, Replicated, VariableDefault: False
Allows the deployment and usage of IO entities on player boats and tugboats.
- Server, VariableDefault: 8
autoNumber of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed
- Server, VariableDefault: False
Print out what is taking so long in the IO frame budget
- Server, VariableDefault: 2
Ignore frames with a lower ms than this while debugBudget is active
- Server, Command
autoPrints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only
- Server, VariableDefault: 1
AISets the per-frame time budget, in milliseconds, for processing high-priority electrical I/O entities.
- Server, VariableDefault: 0.5
AISets the per-frame processing time budget, in milliseconds, for low-priority electrical IO entities.
- Server, VariableDefault: 0.25
AISets the per-frame time budget, in milliseconds, for processing fluid-related I/O entities.
- Server, VariableDefault: 1
AISets the per-frame processing time budget, in milliseconds, for generic I/O entities.
- Server, VariableDefault: 0.25
AISets the per-frame processing time budget, in milliseconds, for industrial I/O entities.
- Server, VariableDefault: 1
AISets the per-frame processing time budget, in milliseconds, for kinetic IO entity operations.
- Server, Client, Replicated, VariableDefault: False
All player placed electrical entities will receive full power without needing to be plugged into anything
- Server, VariableDefault: 0.1
autoMinimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network
- Server, VariableDefault: True
autoWhen enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction
- Server, VariableDefault: True
AIControls whether a junk pile is destroyed if it spawns on a sleeping bag.
- Server, VariableDefault: 3
AISets the distance threshold for destroying a junk pile that spawns on or near a sleeping bag.
- Server, VariableDefault: 4
AIControls the time before a junk pile is destroyed after spawning on a sleeping bag.
- Server, VariableDefault: True
AIControls whether water junk piles can be destroyed by player boats.
- Server, VariableDefault: 0.05
AISets the per-frame processing time budget, in milliseconds, for the junk pile water subsystem.
- Server, VariableDefault: 2000
AISets the minimum mass a player boat must have to be destroyed by the water junkpile system.
- Server, VariableDefault: 5
AISets the minimum player boat velocity required for a water junk pile to be destroyed.
- Server, Client, Replicated, VariableDefault: 1
AISets the maximum number of legacy shelters allowed.
- Server, Command
autoSets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer
- Server, Command
autoPrints the Facepunch application manifest in a formatted summary showing app name, version, and platform details
- Server, Command
autoPrints the raw contents of the Facepunch manifest file as an unformatted string
- Server, VariableDefault: 1
[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
- Server, VariableDefault: False
AIControls whether debug logging is enabled for the marching cubes manager.
- Server, VariableDefault: 1
[1-16] - each generator has constant memory overhead, but will allow more to process at once
- Server, Client, Replicated, VariableDefault: 100
AIControls the voice transmission range associated with megaphones.
- Server, Command
autoTakes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/
- Server, Command
autoTakes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/ folder
- Server, Command
autoTakes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/ folder
- Server, Client, Command
add <convar> <amount> - adds amount to convar
- Server, VariableDefault: 10800
AIControls the timeout duration for the metal detector flag subsystem.
- Server, VariableDefault: 5
AIControls the number of attempts made per metal detector sub-source spawn.
- Server, VariableDefault: 1.5
AISets the minimum distance allowed between subsources associated with a metal detector source.
- Server, VariableDefault: 1200
Population active on the server, per square km
- Server, Command
AICounts metal detector sources on the server.
- Server, VariableDefault: 7200
AIControls the timeout duration for metal detector sources.
- Server, VariableDefault: 0
Population active on the server
- Server, VariableDefault: 20
How many minutes before the MLRS recovers from use and can be used again
- Server, VariableDefault: 864
How many minutes before a ModularCar loses all its health while outside
- Server, VariableDefault: 3
Population active on the server
- Server, VariableDefault: True
AIControls whether the monument navigation mesh system uses the baked terrain mesh.
- Server, VariableDefault: 45
How long until decay begins after the boat was last used
- Server, VariableDefault: 120
How long before a boat loses all its health while in deep water
- Server, VariableDefault: 180
How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
- Server, VariableDefault: 1
Population active on the server
- Server, VariableDefault: 0
AIControls the anti-hack level applied to mounted weapons.
- Server, VariableDefault: 720
AISets the maximum allowed pitch rotation rate, in degrees per second, used by anti-hack checks for mounted weapons.
- Server, VariableDefault: 720
AISets the maximum yaw rotation rate, in degrees per second, permitted by mounted-weapon anti-hack checks.
- Server, VariableDefault: 35
AISets the maximum snap angle, in degrees, used by mounted-weapon anti-hack checks.
- Server, Client, Replicated, VariableDefault: False
AIEnables or disables debugging for the mounted weapon subsystem.
- Server, Client, Replicated, VariableDefault: True
AIControls whether client authority is enabled for mounted weapons.
- Server, VariableDefault: False
Toggle printing time taken to send all global entities to client when they connect
- Server, VariableDefault: True
autoWhen enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius
- Server, VariableDefault: True
(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless
- Server, VariableDefault: False
Toggle checking network group bounds whenever an entity changes its network group
- Server, VariableDefault: False
autoWhen enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius
- Server, VariableDefault: 10
autoNetwork visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead
- Server, VariableDefault: -1
autoOverrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients
- Server, VariableDefault: -1
autoOverrides the near (high-priority) network visibility radius in grid cells; -1 = use default
- Server, Command
networkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]
- Server, Command
autoSends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times
- Server, VariableDefault: 1
Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus
- Server, VariableDefault: 0.33
Default distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates)
- Server, Client, Replicated, VariableDefault: https://gw.facepunch.com/nexus/
URL endpoint to use for the Nexus API
- Server, VariableDefault: 1.5
How far away islands should be spawned, as a factor of the map size
- Server, VariableDefault: 900
Time in seconds to keep players in the loading state before going to sleep
- Server, Client, VariableDefault: True
autoWhen enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers
- Server, VariableDefault: 0.5
Scale of the map to render and upload to the nexus
- Server, VariableDefault: 5
Time in seconds to allow the server to process nexus messages before re-sending (requires restart)
- Server, Command
autoSends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity
- Server, VariableDefault: 30
Time in seconds to wait between server status pings
- Server, VariableDefault: 30
Interval in seconds to broadcast the player manifest to other servers on the nexus
- Server, Command
autoChecks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster
- Server, VariableDefault: 300
Maximum time in seconds to keep transfer protection enabled on entities
- Server, Command
autoForces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments
- Server, VariableDefault: 1
Multiplier for nexus RPC timeout durations in case we expect different latencies
- Server, Variable
autoShared secret key used to authenticate Nexus inter-server communication; must match across all servers in the same Nexus cluster
- Server, VariableDefault: 0
Time offset in hours from the nexus clock
- Server, Command
autoInitiates a Nexus transfer of the specified player to a named destination server or zone in the cluster
- Server, VariableDefault: 60
Maximum amount of time in seconds that transfers should be cached before auto-saving
- Server, Command
Reupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!
- Server, VariableDefault: basic
autoName of the zone controller implementation used for this Nexus server (e.g. basic, advanced); controls how players are routed between servers
- Server, Command
AIUpdates a note on the server.
- Server, Client, Replicated, VariableDefault: True
AIControls whether the NPC vendor for attack helicopters is enabled.
- Server, Client, Replicated, VariableDefault: True
AIControls whether the HAB-related NPC vendor is enabled.
- Server, Client, Replicated, VariableDefault: True
AIControls whether the NPC vendor for minicopters is enabled.
- Server, Client, Replicated, VariableDefault: True
AIControls whether the NPC vendor for RHIBs is enabled.
- Server, Client, Replicated, VariableDefault: True
AIControls whether rowboat vendors are enabled.
- Server, Client, Replicated, VariableDefault: True
AIControls whether the scrap helicopter vendor is enabled.
- Server, Client, Replicated, VariableDefault: True
AIControls whether the NPC vendor entry for the duo submarine is enabled.
- Server, Client, Replicated, VariableDefault: True
AIControls whether the solo submarine is enabled at NPC vendors.
- Server, VariableDefault: True
If an npc turret is firing at a sleeping player and the player is blocked, still apply damage
- Server, Client, Replicated, VariableDefault: 1200
How many seconds until a sleeping player is considered hostile
- Server, Command
Simulates the provided number of hours passing in the vending machine system
- Server, VariableDefault: True
Whether to run the the dynamic pricing system
- Server, VariableDefault: 2
The maximum point that a price can increase to (2 = 200%)
- Server, VariableDefault: 0.5
The Minimum point that the price can drop to (0.5 = 50% off)
- Server, VariableDefault: 0.05
How much to decrease the price for if it is underselling (0.05 = 5%)
- Server, VariableDefault: 0.1
How much to increase the price by if it is selling a lot (0.05 = 5%)
- Server, VariableDefault: 2
How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)
- Server, VariableDefault: 3
How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)
- Server, VariableDefault: 1
How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)
- Server, Command
Print out all current price changes on the server
- Server, Command
Resets the state of all discounts and surcharges from NPC vending machines
- Server, Command
AIResets the frequency tags associated with NPC vending machines.
- Server, VariableDefault: 2
What discount surcharge should be applied to items when the server starts
- Server, VariableDefault: 0.5
Population active on the server, per square km
- Server, VariableDefault: False
AIControls whether the parachute repacking requirement is bypassed.
- Server, VariableDefault: False
AIControls whether landing animations are enabled for parachutes.
- Server, VariableDefault: 50
autoMaximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping
- Server, VariableDefault: 100
autoMaximum distance in metres between party member spawn points when spawning a group together on wake-up
- Server, VariableDefault: True
autoWhen enabled, party members respawn near each other rather than at random map locations when joining a server together
- Server, VariableDefault: 0.35
autoFraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%)
- Server, VariableDefault: True
autoWhen enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain
- Server, VariableDefault: True
autoWhen enabled, the patrol helicopter avoids designated danger zones during its patrol route
- Server, Client, Replicated, VariableDefault: 100
AISets the control-distance threshold used by the pet brain system.
- Server, VariableDefault: True
AIControls whether pets can drown in deep water.
- Server, VariableDefault: 15
AIControls the drowning timer used by the pet AI system.
- Server, VariableDefault: True
AIControls whether pets enter an idle state while their owner is mounted.
- Server, VariableDefault: True
AIControls whether pet AI enters an idle state when its owner is offline or dead.
- Server, VariableDefault: True
autoWhen enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions
- Server, VariableDefault: True
autoWhen enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing
- Server, VariableDefault: True
autoWhen enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync
- Server, VariableDefault: True
autoWhen enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync
- Server, VariableDefault: 2
autoMinimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impacts
- Server, VariableDefault: 2
The collision detection mode that dropped items and corpses should use
- Server, Command
autoPrints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents
- Server, Client, Replicated, VariableDefault: 1
Gravity multiplier
- Server, VariableDefault: False
autoWhen enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world
- Server, VariableDefault: 0.1
autoSeconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead
- Server, VariableDefault: 1
autoNumber of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry
- Server, Command
autoPrints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns
- Server, Command
autoPrints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation
- Server, VariableDefault: True
Send effects to clients when physics objects collide
- Server, VariableDefault: 3
The collision detection mode that server-side ragdolls should use
- Server, Client, Replicated, VariableDefault: False
Do ragdoll physics calculations on the server, or use the old client-side system
- Server, Command
(center vec3) (extents vec3)
- Server, VariableDefault: 0.01
autoEnergy 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
- Server, VariableDefault: 6
The default solver iteration count permitted for any rigid bodies (default 7). Must be positive
- Server, VariableDefault: 40
autoMaximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing
- Server, Client, Replicated, VariableDefault: True
Do players and vehicles collide with trees?
- Server, VariableDefault: -1
Override for rigidbody angular drag. Set to -1 to disable.
- Server, VariableDefault: -1
Override for rigidbody drag. Set to -1 to disable.
- Server, VariableDefault: 1000
Maximum force applied on collision to cause tumbling
- Server, VariableDefault: 600
Minimum force applied on collision to cause tumbling
- Server, VariableDefault: 10
Multiplier for impulse applied to players when ragdolled by this entity
- Server, VariableDefault: 30
Cone angle in degrees for randomizing tumbling force direction
- Server, VariableDefault: 1.5
Minimum velocity required for an object to get tumbling force applied on collision
- Server, VariableDefault: False
autoWhen enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date
- Server, VariableDefault: False
autoWhen enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy
- Server, VariableDefault: False
autoWhen enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic
- Server, VariableDefault: False
autoWhen enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously
- Server, VariableDefault: 45
autoInterval in minutes between automatic background ping estimation refreshes for server list region latency sorting
- Server, VariableDefault: 5
autoNumber of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete
- Server, VariableDefault: 100
autoMaximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight
- Server, VariableDefault: 600
autoInterval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s
- Server, VariableDefault: 0.5
Chance 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.
- Server, Command
AIAbandons the current mission for the player who runs the command.
- Server, VariableDefault: False
Should admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones?
- Server, Command
AITriggers a cinematic gesture for the player.
- Server, Command
AIStarts cinematic playback for the player.
- Server, Command
AIStops the active cinematic state for the player.
- Server, Command
Clear your hostile flag
- Server, Command
AICopies player rotation data.
- Server, Command
autoCreates 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
- Server, Command
autoCreates 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
- Server, Command
autoForces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode only
- Server, VariableDefault: True
autoWhen enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death
- Server, VariableDefault: True
autoWhen enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery
- Server, Command
<fresh/salt/rads> - Fills up liquid container items in your hotbar as well as any liquid containers you are looking at
- Server, Command
autoForces 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...]
- Server, Command
autoSame 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
- Server, Command
autoForces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on bots
- Server, VariableDefault: False
autoWhen enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost
- Server, Command
autoMarks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviour
- Server, Command
AIHandles a player mounting action on the server.
- Server, Command
autoPrints the calling player's current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flying
- Server, Command
autoPrints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracy
- Server, Command
optional param {player}
- Server, Command
ragdolls
- Server, Command
ragdolls everyone except player
- Server, Command
Ragdolls a player you're looking at
- Server, Command
autoFully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammo
- Server, Command
Resets the saved missions progress of the given player
- Server, Command
Resets the saved missions progress of all player states on this server (online and offline players). Must be entered as "resetmissions_all Y" to execute.
- Server, Command
Resets the PlayerState of the given player
- Server, Command
autoCancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematics
- Server, Command
autoMoves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode only
- Server, Client, Replicated, VariableDefault: 32
AIControls the client-side tick rate used by the player system.
- Server, Client, Replicated, VariableDefault: 16
AISets the server-side tick rate used for player updates.
- Server, Command
autoAdmin-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
- Server, Command
autoEmpties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviour
- Server, Command
autoWakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode only
- Server, Command
autoWakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipe
- Server, VariableDefault: False
Whether the crawling state expires
- Server, VariableDefault: 2
autoInterval in seconds between checks to determine whether any players are still aboard the boat
- Server, VariableDefault: 21600
autoTime in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours)
- Server, VariableDefault: 1800
AIControls how long corpses associated with player boats remain before being removed.
- Server, VariableDefault: False
autoWhen enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones
- Server, VariableDefault: 720
How long before a boat loses all its health while outside
- Server, VariableDefault: 1440
How long until decay begins after the boat was last used
- Server, VariableDefault: 10
autoDuration in seconds after entering the deep sea zone that a player boat has before its engine is powered down
- Server, Client, Replicated, VariableDefault: True
AIControls whether wrecks associated with player boats are destructible.
- Server, VariableDefault: 0.4
AIControls the exponent used when calculating angle-dependent drag for player boats.
- Server, VariableDefault: 50
AISets the maximum contribution of angle-based drag in the player boat system.
- Server, VariableDefault: 2.2
AISets the maximum drag value used by the player boat’s angle-based drag calculation.
- Server, VariableDefault: 5
AISets the minimum contribution used in angle-based drag calculations for player boats.
- Server, VariableDefault: 0.65
AIControls the minimum drag value used by the player boat angle-based drag system.
- Server, Client, Replicated, VariableDefault: True
AIControls whether editing is enabled for player boats.
- Server, VariableDefault: 0.05
0 - 1
- Server, Client, Replicated, VariableDefault: True
AIControls whether the finish-editing function is enabled for player boats.
- Server, Client, Replicated, VariableDefault: True
AIControls whether hammer-based repair is enabled for player boats.
- Server, Command
autoKills all player boats that have more building blocks than the given threshold; used for server cleanup
- Server, Command
autoKills all player boats that have more deployed entities than the given threshold; used for server cleanup
- Server, Command
Kills any IO entities deployed on boats. Not a fast command. Use sparingly when needed.
- Server, Command
Kills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed.
- Server, Command
autoPrints drag force debug data based on the angle between the boat heading and player look direction; admin-only
- Server, Client, Replicated, VariableDefault: 180
AISets the maximum number of blocks allowed on a player boat.
- Server, Client, Replicated, VariableDefault: 120
AISets the maximum number of deployable objects allowed on a player boat.
- Server, VariableDefault: True
When enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed
- Server, VariableDefault: 30
autoMaximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees
- Server, VariableDefault: True
autoWhen enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats
- Server, Command
Prints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed.
- Server, Command
autoPrints statistics about all player boats on the server including block counts, deployable counts, and resource totals
- Server, VariableDefault: 0.1
0 - 1
- Server, Command
autoOpens all sails on the player boat directly in front of the calling admin player; admin-only dev command
- Server, Command
autoInstantly kills the player boat directly in front of the calling admin player; admin-only dev command
- Server, Client, Replicated, VariableDefault: True
AIControls whether player boats use the destructible wreck stability system.
- Server, Client, Replicated, VariableDefault: 15
AISets the maximum velocity used by the player boat system.
- Server, VariableDefault: 2880
How long before a player helicopter loses all its health while indoors
- Server, VariableDefault: 480
How long before a player helicopter loses all its health while outside
- Server, VariableDefault: True
autoWhen enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops
- Server, VariableDefault: False
autoWhen enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing
- Server, VariableDefault: 1
Population active on the server, per square km
- Server, Command
autoClears all cached entries from the asset pool matching the optional name filter
- Server, Command
autoClears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected
- Server, Command
autoClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools
- Server, VariableDefault: False
autoWhen enabled, logs additional diagnostic information about pool hits, misses, and spills to the console
- Server, VariableDefault: True
autoWhen enabled, this system is globally active; disable to deactivate the system for the current session
- Server, Command
autoExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count
- Server, Command
autoPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override
- Server, VariableDefault: 2
autoWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
- Server, VariableDefault: True
autoWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
- Server, Command
autoPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats
- Server, Command
autoPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacity
- Server, Command
autoPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json
- Server, Command
autoPrints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json
- Server, Command
autoResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand
- Server, VariableDefault: False
Whether to use original pool implementation (slower, but tested). Default is false
- Server, Client, Replicated, VariableDefault: False
AIEnables or disables debugging for the pool table subsystem.
- Server, VariableDefault: 180
autoAnyone can reset a pool game nobody has interacted with for this many seconds
- Server, Client, Replicated, VariableDefault: 64
AIControls the physics update rate for pool tables.
- Server, VariableDefault: False
Show pool game tooltip notifications
- Server, VariableDefault: 2
autoSeconds the shooter stays seated watching their shot before being dismounted
- Server, Client, Replicated, VariableDefault: True
AIControls whether the power grid system is enabled.
- Server, VariableDefault: 3
How 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.
- Server, VariableDefault: 9600
How 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.
- Server, VariableDefault: 0.12
Maximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin.
- Server, VariableDefault: 0.08
Minimum 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.
- Server, Command
AIReports fuse status information for the power grid subsystem.
- Server, Client, Replicated, VariableDefault: -1
AISets the power grid stage at which green recyclers reach full efficiency.
- Server, VariableDefault: 0
AIControls the simulation of power plant fuses within the power grid system.
- Server, VariableDefault: 0.1
Max time per frame (ms) to spend notifying powergrid entities of a stage change.
- Server, VariableDefault: 0
Time 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
- Server, VariableDefault: 20
If 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)
- Server, Command
AIDisplays the current status of the server’s power grid subsystem.
- Server, VariableDefault: 40
AISets the command lag-spike threshold used by the server profiling system.
- Server, Command
autoCounts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers
- Server, Command
autoDumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics
- Server, VariableDefault: 1800
autoInterval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost
- Server, Command
autoFlushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush
- Server, VariableDefault: False
autoWhen enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead
- Server, VariableDefault: 0
autoMain-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure
- Server, VariableDefault: 0
autoMain-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled
- Server, VariableDefault: 16000
autoAllocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes
- Server, VariableDefault: 12288
autoTotal managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs
- Server, VariableDefault: 0
autoWorker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure
- Server, VariableDefault: 0
autoWorker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled
- Server, Command
profile.perfsnapshot [delay=15, int] [name='Profile', str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar tools
- Server, Command
profile.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] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar tools
- Server, VariableDefault: 0
0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min'
- Server, VariableDefault: 300
How frequently to count all entities across the server
- Server, VariableDefault: 0
0 = off, 1 = stats per frame, 2 = stats per method
- Server, VariableDefault: 0
0 = off, 1 = stats per frame, 2 = stats per method
- Server, VariableDefault: False
Record inbound RPC & ConsoleCommands that cause lag spikes
- Server, VariableDefault: False
Record type of packets inbound/outbound per frame
- Server, VariableDefault: 0
Raknet statistics, 0 = off, 2 = per connection
- Server, VariableDefault: 1
How often to flush raknet stats per second
- Server, VariableDefault: 30
AISets the number of profiling pings performed per server frame.
- Server, VariableDefault: 0
0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages
- Server, VariableDefault: 512
Clamp the length of logged RCON messages to prevent the profiler from being flooded with large messages
- Server, VariableDefault: False
Record execution time of ObjectWorkQueues per frame
- Server, VariableDefault: False
Controls whether perfsnapshot commands emit chat messages
- Server, VariableDefault: 40
AISets the profiling threshold used to identify RCON-related lag spikes.
- Server, Command
autoResets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from now
- Server, VariableDefault: 40
AISets the threshold used by the profiling system to identify RPC lag spikes.
- Server, VariableDefault: 0
0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards
- Server, VariableDefault: 60
AIControls the interval used by the server’s runtime profiling system.
- Server, VariableDefault: False
Enable to allow runtime profiling to persist across restarts
- Server, VariableDefault: 300
How often to flush pooling stats in seconds
- Server, VariableDefault: 0
0 = off, 1 = flush every 5 minutes
- Server, Command
autoStarts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag
- Server, Command
autoStops the active Unity Profiler binary log recording and finalises the file
- Server, Command
Stops tracking of allocations
- Server, Command
Params: [Name = 'Allocs'] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are met
- Server, VariableDefault: 0.0044
autoMultiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally
- Server, VariableDefault: True
autoWhen enabled, radiation-contaminated water damages items in a player's inventory over time when in a radiation zone
- Server, VariableDefault: True
autoWhen enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation
- Server, VariableDefault: 300
How long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds)
- Server, Command
Ban an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistent
- Server, Command
Clear all failed login attempts
- Server, VariableDefault: 1
How long (in seconds) before we allow another rcon connection from the same address (default: 1 second)
- Server, Variable
IP Address to listen for RCON connections
- Server, VariableDefault: True
Log failed attempts and attempts from banned IP addresses (default: true)
- Server, VariableDefault: 500
Total number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes
- Server, VariableDefault: 5
Total number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes
- Server, VariableDefault: 5
How many password failures before banning an RCON client's IP (default: 5)
- Server, VariableDefault: False
Permanently ban IPs that trigger too many failed attempts (default: false)
- Server, VariableDefault: 0
Port to listen for RCON connections
- Server, VariableDefault: False
If true, RCON commands will be printed in the console
- Server, Command
Print a table of permanently banned IPs and networks. Use '--json' to return a JSON object
- Server, Command
Print a table of connected RCON clients. Use '--json' to return a JSON object
- Server, Command
Print a table of clients with failed passwords. Use '--json' to return a JSON object
- Server, Command
Unban an IP address from connecting to RCON, will also remove all attempt history
- Server, VariableDefault: True
If set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATED
- Server, VariableDefault: 120
autoTime in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed
- Server, Command
AIAccepts a pending relationship invitation for the player who runs the command.
- Server, Command
autoAdds the calling player to their existing team, creating the team entry if needed
- Server, Client, Replicated, VariableDefault: True
AIControls whether the relationship manager’s contacts functionality is enabled.
- Server, Command
autoCreates a new team with the calling player and adds the specified player (by UID) to it; returns status string
- Server, Command
autoSends a fake team invite from the given team ID to the calling player; used for testing team invite UI flow
- Server, Command
Adds a player to a team whether they are on the server or not
- Server, VariableDefault: 960
autoTime in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed
- Server, Command
AIRemoves a member from a player team managed by the relationship system.
- Server, Command
AILeaves the team that the player currently belongs to.
- Server, VariableDefault: 128
autoMaximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached
- Server, VariableDefault: 8
autoMaximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams
- Server, VariableDefault: 300
autoInterval in seconds between mugshot (contact portrait) refresh attempts for known players
- Server, Command
AITriggers a promotion action within the relationship management system.
- Server, Command
AIPromotes an entry identified by ID within the relationship management system.
- Server, Command
AIRejects a pending invitation managed by the relationship system.
- Server, VariableDefault: 10
autoDistance in metres within which two players must be for a 'seen' relationship event to be recorded
- Server, Command
AISends an invitation through the relationship management system.
- Server, Command
AISends a relationship invitation to an offline player.
- Server, Command
autoToggles the sleep/wake state of the entity the calling admin player is looking at (within 5m); admin-only
- Server, Command
autoCreates a new team with the calling player as leader; fails if teams are disabled (maxTeamSize == 0)
- Server, Command
autoWipes all relationship contacts data for every player on the server; admin-only
- Server, Command
autoWipes all relationship contacts data for the calling player
- Server, VariableDefault: True
If enabled, Rust Relay will automatically attempt to reconnect when the WebSocket connection drops
- Server, VariableDefault: False
Sets whether packets should be encrypted when sent to the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
- Server, VariableDefault: False
If 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)
- Server, VariableDefault: 0
Sets the Filter Mode for RPC Messages, (0 = Ignore, 1 = AllowAll, 2 = AllowWhitelist)
- Server, VariableDefault: 5
Maximum number of reconnect attempts allowed within the reconnect window before the relay permanently shuts down
- Server, VariableDefault: 5
Delay (in seconds) between reconnect attempts
- Server, VariableDefault: 30
The rolling window (in minutes) used to track reconnect attempts
- Server, Command
Reloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart)
- Server, Command
Forces a save of the Rust Relay configuration to disk
- Server, VariableDefault: True
If enabled, console data will be sent to the relay server
- Server, VariableDefault: False
If enabled, voice data will be sent to the relay server
- Server, Variable
Sets the authentication token for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
- Server, Variable
Sets the URL for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
- Server, Command
Clears the relay send queue (useful if things are going wrong with the relay server)
- Server, Command
Clears the reconnect attempt history, resetting the reconnect budget
- Server, Command
Attempts to restart the Rust Relay connection (may cause short lag)
- Server, Command
Adds an RPC Message to the RPC Whitelist
- Server, Command
Rebuilds the RPC Whitelist ID List
- Server, Command
Removes an RPC Message from the RPC Whitelist
- Server, Command
Shutsdown the Rust Relay sever connection
- Server, Command
Returns a detailed Rust Relay status report
- Server, Command
Print off count of global building entities on the server
- Server, Client, Replicated, VariableDefault: True
AIControls whether rendering shows the server-reported building-blocked state.
- Server, Command
Print off count of trees to ensure server sent them all
- Server, VariableDefault: 0
When checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is
- Server, Command
Close the nearest shop in 10m. Useful for testing
- Server, Client, Replicated, VariableDefault: 100
AIControls the initial scrap fee for rentable shops.
- Server, VariableDefault: 1440
How long stores should store items (after a shop is closed) for before they are destroyed
- Server, Command
AIProcesses a rent tick for the rentable shop system.
- Server, Client, Replicated, VariableDefault: 6
AIControls the takeover protection duration for rentable shops, expressed in hours.
- Server, Command
Randomise the owner of the nearest shop in 10m. Useful for testing
- Server, Command
Reset the takeover protection duration of nearest shop. Useful for testing
- Server, Client, Replicated, VariableDefault: 10
AIControls the hourly rental cost of the scrapper in the rentable shop system.
- Server, VariableDefault: 0
AISets the maximum length of exception reports.
- Server, VariableDefault: 0
Population active on the server
- Server, VariableDefault: True
autoWhen enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurable
- Server, VariableDefault: False
autoWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only
- Server, VariableDefault: 180
How long before a horse dies unattended
- Server, VariableDefault: 1
AIControls the time scaling applied to dung production by ridable horses.
- Server, VariableDefault: 0.05
autoInterval in seconds between ground angle recalculation updates for horse body tilting; default 0.05s
- Server, VariableDefault: 2
Population active on the server, per square km
- Server, Command
autoRagdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states
- Server, Command
autoMarks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction
- Server, Command
autoSets the breed index of the horse directly in front of the calling admin player to the given integer value
- Server, VariableDefault: True
autoWhen enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performance
- Server, Command
AIRuns the Rust navigation subsystem’s debug loading routine.
- Server, Command
AITriggers debug output or visualization for a navigation path in the Rust navigation subsystem.
- Server, Command
AIRuns a debug raycast for the Rust navigation subsystem.
- Server, Command
AITriggers a debug rebuild of a tile in Rust’s navigation system.
- Server, Command
AIRuns a debug sampling operation for the Rust navigation subsystem.
- Server, Command
AITriggers a debug save operation for the Rust navigation subsystem.
- Server, Command
AIDraws diagnostic visualization for the Rust navigation subsystem.
- Server, VariableDefault: 10
AISets the interval at which the Rust navigation subsystem draws its manifest.
- Server, VariableDefault: 100
AISets the radius used when drawing Rust navigation data.
- Server, VariableDefault: 1
AIControls the refresh rate for Rust navigation drawing or debug visualization.
- Server, VariableDefault: 5
AIControls the tile-drawing budget for the Rust navigation subsystem.
- Server, VariableDefault: False
AIControls verbose logging for the Rust navigation subsystem. Disabled by default.
- Server, Command
AIRebuilds the server’s Rust navigation data.
- Server, Command
AISets the number of threads used by the Rust navigation subsystem.
- Server, Client, Replicated, VariableDefault: 1
AIControls the maximum thrust multiplier used by the sailing system.
- Server, VariableDefault: 45
Delay before SAM sites that haven't shot a target will auto-reload
- Server, VariableDefault: 1200
how long until static sam sites auto repair
- Server, VariableDefault: 50
AIControls the altitude of Santa's sleigh above the terrain.
- Server, VariableDefault: 60
AISets the desired altitude for Santa's sleigh.
- Server, Command
AITriggers the Santa sleigh’s drop action on the server.
- Server, VariableDefault: 180
Seconds of thruster control window
- Server, VariableDefault: 18
Maximum cooldown between satellite events, in game hours
- Server, VariableDefault: 18
Minimum 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.
- Server, Client, Replicated, VariableDefault: True
Run 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.
- Server, VariableDefault: 300
Seconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires.
- Server, VariableDefault: False
Log crash-target search diagnostics (samples, blockers, reasons)
- Server, VariableDefault: 300
Starting impact radius before thruster adjustments, in meters
- Server, VariableDefault: 45
Angle (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.
- Server, VariableDefault: 600
Descent 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)
- Server, Client, Replicated, VariableDefault: 300
Seconds 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.
- Server, VariableDefault: 0
Speed (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.
- Server, VariableDefault: 2500
Altitude (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.
- Server, VariableDefault: 1500
Horizontal 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.
- Server, VariableDefault: False
If true, firing satellite thrusters does not consume fuel
- Server, VariableDefault: False
If true, powering up the satellite computer does not require any items
- Server, VariableDefault: 16
Maximum fuel rolled for large satellites (3000-5000kg)
- Server, VariableDefault: 10
Minimum fuel rolled for large satellites (3000-5000kg)
- Server, VariableDefault: 36
Hard maximum on generated fuel, applied after the per-size roll regardless of size
- Server, VariableDefault: 26
Maximum fuel rolled for medium satellites (1500-3000kg)
- Server, VariableDefault: 16
Minimum fuel rolled for medium satellites (1500-3000kg)
- Server, VariableDefault: 8
Hard minimum on generated fuel, applied after the per-size roll regardless of size
- Server, VariableDefault: 36
Maximum fuel rolled for small satellites (500-1500kg)
- Server, VariableDefault: 24
Minimum fuel rolled for small satellites (500-1500kg)
- Server, VariableDefault: 8
How 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.
- Server, VariableDefault: 10
Radius (m) around the impact point cleared on crash — players killed, construction/deployables/vehicles destroyed, vegetation removed
- Server, VariableDefault: 200
Lateral offset multiplier per thruster fire (meters)
- Server, Command
Dev: 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]
- Server, Command
Dev: 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]
- Server, VariableDefault: 100
Minimum crash radius in meters
- Server, VariableDefault: 150
Maximum random aim drift (meters) applied when tightening the impact radius
- Server, VariableDefault: 100
Minimum 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
- Server, VariableDefault: True
Crash 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.
- Server, VariableDefault: 30000
Extra 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.
- Server, Client, Replicated, VariableDefault: 4
Multiplier 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.
- Server, Command
Trigger a satellite crash at a random valid position on the map
- Server, VariableDefault: True
If 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.
- Server, VariableDefault: True
Crash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check.
- Server, VariableDefault: 15
Heading rotation per thruster fire (degrees)
- Server, VariableDefault: 25
Impact radius change per thruster fire (meters)
- Server, VariableDefault: True
Also raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't see
- Server, VariableDefault: 16
Clearance (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.
- Server, VariableDefault: 15
Radius (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.
- Server, VariableDefault: 25
Max overall ground slope (degrees) across the crash footprint before a spot is rejected
- Server, VariableDefault: 2
Max 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)
- Server, Client, Replicated, VariableDefault: True
Render 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.
- Server, Client, Replicated, VariableDefault: True
Fade 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.
- Server, Client, Replicated, VariableDefault: 10
Seconds 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.
- Server, Client, Replicated, VariableDefault: 0
Maximum 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.
- Server, Client, Replicated, VariableDefault: 1
Meters 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.
- Server, Client, Replicated, VariableDefault: 60
Seconds 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.
- Server, Client, Replicated, VariableDefault: 0.075
On-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.
- Server, VariableDefault: 5
Crash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded.
- Server, VariableDefault: 3
Crash 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.
- Server, VariableDefault: 8
Crash 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.
- Server, VariableDefault: 2
When 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.
- Server, VariableDefault: 3
Thruster modules salvaged from fully harvesting the crash remains
- Server, VariableDefault: 0.2
Minimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in
- Server, Client, Replicated, VariableDefault: 1
Multiplier 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.
- Server, Client, Replicated, VariableDefault: 1
Multiplier 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.
- Server, Command
Trigger 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]]
- Server, VariableDefault: 480
Seconds the main wreck stays too hot to harvest after impact
- Server, VariableDefault: 0
Population active on the server
- Server, VariableDefault: 1
AISets the maximum refresh interval, in seconds, for the sense component.
- Server, VariableDefault: 0.2
AISets the minimum refresh interval, in seconds, for the sense component.
- Server, VariableDefault: True
Prevents auto turrets getting added more than once to the IO queue
- Server, VariableDefault: 120
how long until something is considered hostile after it attacked
- Server, Client, Replicated, VariableDefault: 40
radius to check for other turrets
- Server, Client, Replicated, VariableDefault: 12
max interference from other turrets
- Server, VariableDefault: 1
How quickly can a turret acquire a potential target. Less is faster, but perf taxing
- Server, VariableDefault: False
target everyone regardless of authorization
- Server, VariableDefault: True
Set to false to disable the storage adaptor sorting functionality
- Server, VariableDefault: True
autoWhen true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement
- Server, VariableDefault: xyza7891h6UjNfd0eb2HQGtaul0WhfvS
autoEasy Anti-Cheat product ID used to authenticate this server with EAC services
- Server, VariableDefault: OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60
autoEasy Anti-Cheat product key used alongside anticheatid for EAC server authentication
- Server, VariableDefault: 200
autoSets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output
- Server, VariableDefault: True
autoWhen true clients must provide a valid EAC token to connect; disable only for testing or modded environments
- Server, VariableDefault: 1
autoGlobal multiplier for armour effectiveness against arrow and bow damage; 1.0 = default
- Server, VariableDefault: 1
autoGlobal multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage
- Server, Client, Replicated, VariableDefault: 4
AISets the range used when applying artificial temperature effects to growable entities.
- Server, VariableDefault: 60
autoSeconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected
- Server, VariableDefault: True
Automatically upload procedurally generated maps so that players download them (faster) instead of re-generating them
- Server, VariableDefault: True
Automatically upload an image of the map, used to show the map in the server browser
- Server, Command
Backup server folder
- Server, Client, Replicated, VariableDefault: True
AIControls whether item amounts are included when calculating the server’s bag quota.
- Server, Variable
HTTP API endpoint for centralized banning (see wiki)
- Server, VariableDefault: 0
Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki)
- Server, VariableDefault: 5
Timeout (in seconds) for centralized banning web server requests
- Server, VariableDefault: 1
autoGlobal multiplier for armour effectiveness against bleeding damage; 1.0 = default
- Server, VariableDefault: 1
autoGlobal multiplier for all bleeding damage over time; 1.0 = default
- Server, Command
autoReturns the current number of bot (AI-controlled player) entities active on the server
- Server, Variable
autoServer branch tag used by the server browser to identify modded or experimental variants; leave empty for vanilla
- Server, Command
autoSends a video URL to all connected players, causing the in-game video player to open and play the specified video on every client
- Server, VariableDefault: 1
autoGlobal multiplier for armour effectiveness against bullet damage; 1.0 = default
- Server, VariableDefault: 1
autoGlobal multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage
- Server, VariableDefault: False
Allows items to be moved into containers that block item input
- Server, VariableDefault: False
Allows backpack equipping while not grounded
- Server, VariableDefault: 3
autoRadius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirement
- Server, VariableDefault: 3
autoVertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it
- Server, VariableDefault: True
Censors the Steam player list to make player tracking more difficult
- Server, Command
AISubmits a cheat report to the server.
- Server, Client, Replicated, VariableDefault: False
AIControls whether cinematic mode is enabled on the server.
- Server, Command
autoKills all server-side bush entities within a given radius of the calling player (or a specified world position); args: radius [x y z]
- Server, Command
Clears the loot spawn cache used to restrict loot into each era
- Server, Command
Clear the player reports list
- Server, Command
autoKills all server-side tree entities within a given radius of the calling player (or a specified world position); args: radius [x y z]
- Server, Command
Get the player combat log
- Server, VariableDefault: 10
autoSeconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight
- Server, Command
Get the player combat log, only showing outgoing damage
- Server, VariableDefault: 30
autoNumber of recent combat events retained in each player's combat log, viewable with combatlog
- Server, Client, Replicated, VariableDefault: True
Will the in-game compass show at the top of the screen
- Server, VariableDefault: 300
autoHow often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes)
- Server, VariableDefault: False
autoEnables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time
- Server, VariableDefault: 5
How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement
- Server, VariableDefault: 300
autoSeconds before a player corpse is removed from the world; default is 300 seconds (5 minutes)
- Server, Command
Get info on player corpses on the server
- Server, VariableDefault: True
autoWhether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly
- Server, VariableDefault: True
Do players go into the crawling wounded state
- Server, VariableDefault: 12
Maximum initial health given when a player dies and moves to crawling wounded state
- Server, VariableDefault: 7
Minimum initial health given when a player dies and moves to crawling wounded state
- Server, VariableDefault: 500
autoDuration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes
- Server, VariableDefault: 30
autoSeconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds
- Server, Client, Replicated, VariableDefault: True
Should the deep sea map be covered by fog of war
- Server, Client, Replicated, VariableDefault: 10
How much scrap is required to research default blueprints
- Server, VariableDefault: No server description has been provided.
autoShort description of the server shown to players in the server browser
- Server, VariableDefault: 128
UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task
- Server, VariableDefault: False
autoWhen enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets
- Server, VariableDefault: True
autoWhether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death
- Server, VariableDefault: True
Whether or not to send additional analytics to EAC
- Server, VariableDefault: True
Whether emoji ownership is checked server side. Could be performance draining in high chat volumes
- Server, VariableDefault: 2
autoNetwork encryption mode; 2 = enabled (recommended), 0 = disabled
- Server, Command
Deletes items on the server that are not allowed in the era
- Server, VariableDefault: True
Whether to check for illegal industrial pipes when changing building block states (roof bunkers)
- Server, VariableDefault: 100
autoNumber of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing
- Server, VariableDefault: 1
autoTime in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed
- Server, VariableDefault: 16
autoHow many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects
- Server, Client, Replicated, VariableDefault: None
none,primitive,medieval,frontier,rust
- Server, VariableDefault: True
autoEnables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits
- Server, VariableDefault: False
Lower damage of explosives to 1 and allow them to be triggered multiple times
- Server, VariableDefault: True
Whether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip
- Server, Variable
Domain 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, Variable
autoOverride the root storage folder for server files; leave empty to use the default server/identity path
- Server, Client, Replicated, VariableDefault: 4194304
Burst 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, Client, Replicated, VariableDefault: 2097152
Bytes 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, VariableDefault: False
Print file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time
- Server, VariableDefault: 256
Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue)
- Server, Command
autoDebug command: fills all chicken coops within 5 metres of the calling player to their maximum capacity
- Server, Client, Replicated, VariableDefault: False
Should the in-game map be covered by a fog of war
- Server, Client, Replicated, VariableDefault: 256
How much area around the player is revealed when using fog of war. Must be a multiple of 32
- Server, Client, Replicated, VariableDefault: True
Whether to run the food spoiling system
- Server, VariableDefault: 0.05
autoMaximum 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, Command
autoPrints the current server frame rate in frames per second
- Server, Client, Replicated, VariableDefault: 0.8
AISets the damage threshold used by the server’s fun water system.
- Server, Client, Replicated, VariableDefault: 0.05
AIControls the amount of wetness gained from the fun water system.
- Server, Variable
autoShort 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, Client, Replicated, VariableDefault: 1
Multiplies crafting cost of firearm ammunition
- Server, Variable
autoURL of the banner/header image shown at the top of this server's page in the server browser
- Server, Client, Replicated, VariableDefault: False
Should hte player see their direction on the map
- Server, Client, Replicated, VariableDefault: False
Should the player see their position on the map
- Server, VariableDefault: False
If true hot air balloons can be shot down with homing missiles
- Server, VariableDefault: 0.1
How long per frame to spend animating items moving into the hopper (will be instant if <= 0)
- Server, VariableDefault: My Untitled Rust Server
autoServer name displayed in the server browser
- Server, VariableDefault: 32
autoMaximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests
- Server, VariableDefault: my_server_identity
autoUnique identifier for this server instance; determines the subfolder used for saves, configs and map data
- Server, VariableDefault: 30
autoMinutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick
- Server, VariableDefault: 0
autoMinutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode
- Server, VariableDefault: 1
autoControls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins
- Server, VariableDefault: 0.1
Base chance of recovery after incapacitated wounded state
- Server, VariableDefault: True
Enables a faster way to move items around during conveyor transfers. Should be on unless there's a issue
- Server, VariableDefault: 5
How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting
- Server, VariableDefault: 0.5
How long per frame to spend on industrial jobs
- Server, VariableDefault: True
When enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance
- Server, Variable
autoIP address the server binds to; leave empty to bind to all interfaces
- Server, VariableDefault: 30
autoMaximum number of Steam server browser queries allowed per minute from a single IP address
- Server, VariableDefault: 300
autoSeconds before items dropped on the ground despawn; default is 300 seconds (5 minutes)
- Server, VariableDefault: 24
autoUpper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours
- Server, VariableDefault: 2
autoMultiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime
- Server, VariableDefault: 30
autoFast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds
- Server, VariableDefault: Procedural Map
autoMap level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name
- Server, VariableDefault: True
autoWhen true the server sends the map file to clients so they can load it without re-generating it locally
- Server, Variable
autoURL to download a custom map file from; if set the server will fetch and load this map instead of generating one
- Server, Command
List the amount of reports players on the server have received
- Server, Command
Prints all the Tool Cupboards on the server
- Server, Command
Prints all the vending machines on the server
- Server, Variable
autoURL of the logo image shown for this server in the server browser
- Server, VariableDefault: True
autoWhen enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers
- Server, VariableDefault: 30
If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system
- Server, Client, Replicated, VariableDefault: True
Can players use the in-game map
- Server, VariableDefault: 1048576
autoMaximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected
- Server, VariableDefault: 5
autoMaximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1–1000)
- Server, VariableDefault: 524288000
autoMaximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached
- Server, VariableDefault: 5000
autoMaximum number of encrypted packets that can wait in the decryption queue before being dropped
- Server, VariableDefault: 100
autoMaximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1–1000)
- Server, Client, Replicated, VariableDefault: 0.75
AISets the maximum explosive protection value used by the server.
- Server, VariableDefault: 180
Maximum difference (in seconds) that two items with spoil timers can have and still be stackable
- Server, Client, Replicated, VariableDefault: 5
How many markers each player can place
- Server, VariableDefault: 5
How many pings can be placed by each player
- Server, VariableDefault: 12
How many stacks a single conveyor can move in a single tick
- Server, VariableDefault: 100
autoMaximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1–1000)
- Server, VariableDefault: 100000
autoMaximum byte size of a single console command packet from a client; oversized packets are rejected
- Server, VariableDefault: 1000
autoMaximum byte size of a single global-entities network packet; oversized packets are dropped
- Server, VariableDefault: 100
autoMaximum byte size of a single global-trees network packet; oversized packets are dropped
- Server, VariableDefault: 8096
Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped
- Server, VariableDefault: 1500
autoGlobal cap on total network packets per second the server will accept across all connected clients combined
- Server, VariableDefault: 100
autoMaximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server
- Server, VariableDefault: 200
autoMaximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions
- Server, VariableDefault: 30
autoMaximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions
- Server, VariableDefault: 200
autoMaximum sync-var (replicated variable) update packets per second accepted from each client
- Server, VariableDefault: 300
autoMaximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed
- Server, VariableDefault: 100
autoMaximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player
- Server, VariableDefault: 1
autoMaximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam
- Server, VariableDefault: 500
autoMaximum number of players allowed on the server at the same time
- Server, VariableDefault: 524288000
autoMaximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets
- Server, VariableDefault: 5000
autoMaximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion
- Server, VariableDefault: 100
autoMaximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1–1000)
- Server, VariableDefault: 20
autoMaximum 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, Client, Replicated, VariableDefault: 15
AISets the maximum number of sleeping bags allowed by the server.
- Server, VariableDefault: 4
autoMaximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client
- Server, VariableDefault: 524288000
autoMaximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped
- Server, VariableDefault: 5000
autoMaximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full
- Server, VariableDefault: 100
autoMaximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1–1000)
- Server, VariableDefault: 1
autoGlobal multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee
- Server, VariableDefault: 1
autoGlobal multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage
- Server, VariableDefault: 1
autoMultiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates
- Server, VariableDefault: 1
autoRate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth
- Server, VariableDefault: True
Allows radiation to flood monuments to force puzzles to reset
- Server, VariableDefault: 3
autoRadiation damage per second applied to players inside a monument during its puzzle-reset radiation phase
- Server, VariableDefault: 20
Clamp radiation multiplier to this amount of meters, -1 = ignored
- Server, VariableDefault: False
Force enable radiation in monument puzzles to confirm they work
- Server, VariableDefault: 120
How long does a monument puzzle need to be empty with full rads before it can reset
- Server, VariableDefault: 300
How long before the reset happens do we start applying radiation
- Server, VariableDefault: 1.5
autoMultiplier 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, VariableDefault: True
autoWhen enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins
- Server, Client, Replicated, Variable
AISets the server’s message of the day (MOTD) text.
- Server, VariableDefault: True
autoEnables 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, VariableDefault: 0
autoMaximum byte size of the network entity cache; 0 means no hard limit
- Server, VariableDefault: False
autoEnables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues
- Server, Command
autoReturns the network protocol identifier string the server is currently using; clients must match this to connect
- Server, VariableDefault: 0.005
autoProbability (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, VariableDefault: 0.9
If two spoiled food items are both above this threshold then we will allow them to be stacked
- Server, VariableDefault: 1
All ammo drops from NPC loot will be multiplied by this
- Server, VariableDefault: 600
Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes)
- Server, VariableDefault: 64
UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task
- Server, VariableDefault: False
autoMarks this as an official Facepunch server; only set by Facepunch — do not enable on community servers
- Server, VariableDefault: 0
autoRadiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present
- Server, VariableDefault: 1
autoMultiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second
- Server, VariableDefault: 1
autoMultiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration
- Server, VariableDefault: 0.6
autoSoil saturation level (0–1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6
- Server, VariableDefault: 0.25
autoMaximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers
- Server, Command
autoPrints a sorted table of network packet types and their cumulative call counts since logging was enabled; requires packetlog_enabled = true
- Server, VariableDefault: False
autoEnables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime
- Server, VariableDefault: 1
How 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, VariableDefault: 1
How much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on)
- Server, Client, Replicated, VariableDefault: 8
How long it takes to pick up a used parachute in seconds
- Server, VariableDefault: 256
UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks
- Server, VariableDefault: True
Should industrial be paused during autosaves
- Server, VariableDefault: True
autoWhen enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas
- Server, VariableDefault: 10
How long a ping should last
- Server, Variable
autoOverride the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection
- Server, VariableDefault: True
autoEnables plant light detection — growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly
- Server, Client, Replicated, VariableDefault: 60
AIControls the server tick setting for plant-related processing.
- Server, VariableDefault: 1
autoMultiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth
- Server, Command
Prints the position of all players on the server
- Server, VariableDefault: True
autoWhen 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, Command
autoPrints the number of player states currently held in the in-memory player state cache
- Server, Command
autoPrints the total number of player state cache entries evicted since server startup; high values suggest the cache size should be increased
- Server, VariableDefault: 0
autoSize of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players
- Server, VariableDefault: 60
autoSeconds of network inactivity before a connected player is timed out and disconnected
- Server, VariableDefault: 28015
autoUDP port the server listens on for player connections
- Server, VariableDefault: False
Require a premium status account to connect to this server
- Server, VariableDefault: 300
How often to do premium status rechecks
- Server, VariableDefault: 100
Maximum number of players to recheck at a time
- Server, VariableDefault: 300
Minimum time to recheck premium status for already connected players (in seconds)
- Server, VariableDefault: https://rust-api.facepunch.com/api/premium/verify
Endpoint to use to check if players have premium status
- Server, Command
AIPrints information about the server’s current decryption queue.
- Server, Command
Print the current player eyes.
- Server, Command
Print the current player position.
- Server, Command
Print the current player center position.
- Server, Command
autoPrints the current server incoming network read queue depth (packet count and total byte size)
- Server, VariableDefault: False
Should F7 reports from players be printed to console
- Server, Command
Print the current player rotation.
- Server, Command
Prints the current wipe id of the sav
- Server, Command
autoPrints the current server outgoing network write queue depth (packet count and total byte size)
- Server, VariableDefault: False
autoEnables PvE mode — players cannot damage other players; they can still be killed by NPCs and the environment
- Server, VariableDefault: 1
autoAdditional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage
- Server, VariableDefault: 1
autoAdditional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage
- Server, VariableDefault: 1
How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long
- Server, VariableDefault: 1
How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long
- Server, VariableDefault: 1
How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long
- Server, VariableDefault: 2000
autoMaximum number of Steam server browser queries the server will respond to per second before rate-limiting
- Server, VariableDefault: 0
autoUDP port used for Steam server browser queries; uses the game port if set to 0
- Server, VariableDefault: True
autoEnables radiation zones at monuments; disabling removes all radiation hazards from the map
- Server, VariableDefault: False
autoSetting 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, Command
autoReads and executes serverauto.cfg then server.cfg from the server's cfg folder, applying all saved convar values
- Server, VariableDefault: 300
autoSeconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes)
- Server, Variable
HTTP API endpoint for receiving F7 reports
- Server, Variable
If set, this key will be included with any reports sent via reportsServerEndpoint (for validation)
- Server, VariableDefault: True
Reposition attachments like storage adaptors if they have moved on reskins
- Server, Command
Clear all static respawn points
- Server, Command
Rescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji
- Server, VariableDefault: False
If a player presses the respawn button, respawn at their death location (for trailer filming)
- Server, VariableDefault: 50
autoRadius 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, VariableDefault: 0
Bags will increase their respawn time by this much
- Server, VariableDefault: 0
Beds will increase their respawn time by this much
- Server, VariableDefault: False
When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
- Server, VariableDefault: 60
autoMinimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again
- Server, Command
autoPrints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = true
- Server, VariableDefault: False
autoEnables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called
- Server, VariableDefault: 0
autoPrints the current server decryption queue depth
- Server, VariableDefault: 1
autoSecondary salt value mixed into procedural world generation; used to vary monument and road placement
- Server, Command
Force save the current game
- Server, VariableDefault: 2
autoNumber of rolling save-file backups to keep; each autosave rotates the oldest backup out
- Server, VariableDefault: 0
autoMaximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit
- Server, VariableDefault: 5
MS per frame to spend warming up entity save caches
- Server, VariableDefault: 600
autoHow often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes)
- Server, VariableDefault: 1800
autoHow often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds
- Server, VariableDefault: 1337
autoSeed value used for procedural world generation; changing this produces a completely different map layout
- Server, Command
Send network update for all players
- Server, Variable
autoPersistent unique identifier for this server instance, used when recording demos and for analytics attribution
- Server, Command
Show holstered items on player bodies
- Server, VariableDefault: True
autoWhen enabled, weapons and tools holstered on a player's back are visible on their character model to other players
- Server, Client, Replicated, VariableDefault: False
Skip death screen fade
- Server, Command
This 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, VariableDefault: 64
UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task
- Server, VariableDefault: True
autoWhen true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map
- Server, VariableDefault: 3
autoVertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant
- Server, Client, Replicated, VariableDefault: 3
AISets the radius used by sprinklers on the server.
- Server, VariableDefault: True
autoEnables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed
- Server, Command
Starts a server
- Server, VariableDefault: False
autoEnables automatic backups of server statistics data
- Server, VariableDefault: False
autoEnables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered
- Server, Command
Stops a server
- Server, VariableDefault: False
autoWhen true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable
- Server, VariableDefault: False
autoWhen true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable
- Server, Variable
Comma-separated server browser tag values (see wiki)
- Server, VariableDefault: 10
autoNumber of server simulation ticks per second; higher values improve responsiveness but increase CPU usage
- Server, Client, Replicated, VariableDefault: False
Controls whether the tutorial is enabled on this server
- Server, Command
Unlock all static respawn points
- Server, VariableDefault: 512
autoNumber of entities processed per network update batch; lower values spread the load across more frames but increase total overhead
- Server, VariableDefault: 1024
autoNumber of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load
- Server, Variable
autoServer website URL displayed in the server browser; leave empty to show no link
- Server, VariableDefault: False
autoWhen true, uses the old sprinkler initialisation process when loading a save; enable if upgrading from an older server version to avoid sprinkler layout issues
- Server, Client, Replicated, VariableDefault: False
Opens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods.
- Server, VariableDefault: True
autoWhen enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying
- Server, VariableDefault: False
autoEnables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players
- Server, VariableDefault: 3
Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default
- Server, VariableDefault: False
autoEnables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements
- Server, VariableDefault: False
When transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss
- Server, VariableDefault: 1
How often (in hours) the water well NPC's update their sell orders
- Server, VariableDefault: 0.1
How long per frame to spend on updating water wheel power generation and water info
- Server, Client, Replicated, VariableDefault: 0
How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost
- Server, Client, Replicated, VariableDefault: 0
How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost
- Server, Client, Replicated, VariableDefault: 0
How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost
- Server, VariableDefault: 4500
autoWidth and height of the procedurally generated world in metres; larger values create a bigger map with more resources
- Server, VariableDefault: 0.25
Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level
- Server, VariableDefault: 0.2
Base chance of recovery after crawling wounded state
- Server, VariableDefault: True
Can players be wounded after receiving fatal damage
- Server, Command
Writes config files
- Server, Command
autoValidates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies found
- Server, Command
Tests occlusion visibility between two positions
- Server, Client, Replicated, VariableDefault: False
AIControls whether infinite shield blocking is enabled.
- Server, Client, Replicated, VariableDefault: True
If true admins can always update signs, regardless of lock, build auth, etc
- Server, VariableDefault: False
AIControls whether the simple shark system is disabled on the server.
- Server, VariableDefault: 0
AIControls the amount associated with forced surfacing in the simple shark subsystem.
- Server, Command
autoReassigns ownership of a sleeping bag (by entity ID) to the calling player; notifies both the old and new owner
- Server, Command
autoClears ownership of a sleeping bag (by entity ID), setting the owner ID to 0 and removing it from the old owner's bag list
- Server, Client, Replicated, VariableDefault: True
AIControls whether sleeping bags use team labels.
- Server, VariableDefault: -1
AISets the payout index that the slot machine system is forced to use.
- Server, Client, Replicated, VariableDefault: 1
AISets the maximum thrust multiplier for small engines.
- Server, VariableDefault: 5
Population active on the server, per square km
- Server, VariableDefault: False
Allow mounting as a passenger when there's no driver
- Server, VariableDefault: False
If true, snowmobile goes fast on all terrain types
- Server, VariableDefault: 1440
How long before a snowmobile loses all its health while outside
- Server, VariableDefault: True
autoAllow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC)
- Server, VariableDefault: True
autoAllow explosive damage to twig-grade building blocks even outside the raid window
- Server, VariableDefault: True
autoOutside 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
- Server, VariableDefault: 8
autoRust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns)
- Server, VariableDefault: True
autoOutside the window, block melee damage to doors so they can't be beaten down while the window is closed
- Server, VariableDefault: True
autoBlock launching MLRS rockets outside the raid window so they are not wasted
- Server, Client, Replicated, VariableDefault: True
autoEnable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time window
- Server, Client, Replicated, VariableDefault: 21
autoRaid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnight
- Server, VariableDefault: 3600
autoSeconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disables
- Server, Client, Replicated, VariableDefault: 0
autoHours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later)
- Server, Client, Replicated, VariableDefault: 18
autoRaid window start hour in server system local time, 0-24 (default 18 = 6pm)
- Server, Command
autoPrint the current raid-window state: server local time, effective hours, and whether the window is open right now
- Server, Client, Replicated, VariableDefault: False
autoUse separate raid hours on Saturday and Sunday
- Server, Client, Replicated, VariableDefault: 22
autoWeekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true)
- Server, Client, Replicated, VariableDefault: 17
autoWeekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true)
- Server, VariableDefault: 0.05
AIControls the server-side processing time budget, in milliseconds, for solar panel sun updates.
- Server, Command
autoSpawns 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
- Server, Command
autoSpawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler
- Server, Command
autoTriggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300)
- Server, Command
autoDeletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes
- Server, Command
autoDeletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups
- Server, Command
autoGenerates 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
- Server, Command
Fills all spawn groups to their maximum count without waiting for the normal tick interval
- Server, Command
autoImmediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay
- Server, Command
autoImmediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period
- Server, VariableDefault: 0
If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing
- Server, VariableDefault: 1
autoMaximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts
- Server, VariableDefault: 1
autoMaximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases
- Server, VariableDefault: 0.5
autoMinimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts
- Server, VariableDefault: 0.5
autoMinimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low
- Server, Command
Renders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones)
- Server, VariableDefault: 100
autoBase player count used when computing population spawn rates; below this value player_scale group rates are not yet applied
- Server, VariableDefault: 2
autoMultiplier 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
- Server, VariableDefault: 300
When scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this
- Server, Command
autoPrints 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
- Server, Command
Clears all spawn groups of already spawned entities, then re-fills them
- Server, VariableDefault: True
autoWhen enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared
- Server, VariableDefault: True
autoWhen enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed
- Server, Command
Respawns loot in all loot containers currently on the server
- Server, Command
Respawns loot in the loot container currently being looked at
- Server, Command
Respawns loot in all loot containers within the given radius
- Server, VariableDefault: True
autoWhen enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested
- Server, Command
autoPrints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable output
- Server, Command
<iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawned
- Server, Command
autoServer-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
- Server, VariableDefault: 300
autoInterval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities
- Server, VariableDefault: 60
autoInterval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load
- Server, VariableDefault: 0.001
autoFloating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations
- Server, VariableDefault: 0.05
autoStability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall
- Server, VariableDefault: False
autoWhen enabled, logs when entities die because their ground support entity was destroyed or is missing
- Server, VariableDefault: False
autoWhen enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name
- Server, VariableDefault: False
autoWhen enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging
- Server, Command
autoForces an immediate recalculation of stability for all building blocks in the world; expensive on large bases
- Server, VariableDefault: 9
autoMaximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick
- Server, VariableDefault: 10
autoNumber of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time
- Server, VariableDefault: 3
autoMaximum time in seconds that surrounding-support check jobs can run per server tick before deferral
- Server, VariableDefault: 0
autoVerbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation
- Server, VariableDefault: 3
Population active on the server, per square km
- Server, VariableDefault: 0.5
autoInterval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate
- Server, Client, Replicated, VariableDefault: True
AIControls whether Steam nicknames are allowed on the server.
- Server, VariableDefault: False
autoWhen enabled, storage containers without a lock can still require tool cupboard auth to access; default false
- Server, VariableDefault: 0.5
autoFraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death
- Server, VariableDefault: False
autoWhen enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed
- Server, Command
autoCalls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing
- Server, Command
autoSpawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop
- Server, Command
autoSets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5)
- Server, Command
autoSets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX
- Server, VariableDefault: 120
autoMaximum duration in seconds a telephone call can remain active before it is automatically terminated
- Server, VariableDefault: 10
autoMaximum number of simultaneous active telephone calls allowed on the server at any time
- Server, Command
autoPrints a table of all registered telephone entities showing their number, directory name, and world position
- Server, VariableDefault: 60
AISets the lifetime of the tick logging uploader.
- Server, VariableDefault: 0.5
Population active on the server, per square km
- Server, VariableDefault: 20
The range at which the tiger will charge instead of fleeing if aimed at
- Server, VariableDefault: 60
Minimum angle for the tiger to growl when stalking a player
- Server, VariableDefault: 5
Time between growls when stalking a player
- Server, Client, Replicated, VariableDefault: 2
The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down
- Server, Client, Replicated, VariableDefault: 32
Desired physics ticks per second on clients
- Server, Client, Replicated, VariableDefault: 1
AIControls the time scale applied to mission timers.
- Server, VariableDefault: True
AIControls whether time progression is paused while the server is loading.
- Server, VariableDefault: 2
The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down
- Server, VariableDefault: 16
Desired physics ticks per second on the server
- Server, VariableDefault: 1
AIControls the server’s time scale. The default value is 1.
- Server, VariableDefault: 30
How long before a train car despawns
- Server, VariableDefault: True
Should train cars that are not spawned near train tracks be killed instantly (default = true)
- Server, VariableDefault: 2.3
Population active on the server
- Server, VariableDefault: 0.1
Chance to miss per m/s of velocity for turrets shooting players on moving trains
- Server, VariableDefault: 2
Ratio of wagons to train engines that spawn
- Server, VariableDefault: 10
How long before an unloadable train car despawns afer being unloaded
- Server, VariableDefault: 9
Maximum difference in velocity for train cars to couple
- Server, VariableDefault: 1800
autoMaximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes)
- Server, VariableDefault: True
autoWhen enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route
- Server, Client, Replicated, VariableDefault: 5
AISets the maximum speed of the travelling vendor.
- Server, VariableDefault: False
autoWhen enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path
- Server, VariableDefault: True
autoWhen enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning
- Server, Command
autoSpawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawn
- Server, Command
autoSpawns a Travelling Vendor event instance; registered as travellingvendor.startevent
- Server, VariableDefault: False
autoWhen enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network
- Server, VariableDefault: False
autoWhen enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy
- Server, VariableDefault: 100
Define 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.
- Server, VariableDefault: True
autoWhen enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth
- Server, VariableDefault: 0.01
autoPer-frame CPU budget in milliseconds allocated to sending tree streaming data per player
- Server, VariableDefault: 1
autoTotal per-frame CPU budget in milliseconds for the tree streaming update system
- Server, VariableDefault: True
Instead 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.
- Server, Command
autoRemoves the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers
- Server, Command
autoApplies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections
- Server, VariableDefault: False
autoWhen enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers
- Server, VariableDefault: True
autoWhen enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position
- Server, VariableDefault: True
Allow triggers to sleep if both they and their contents are stationary (TickMode 1 only)
- Server, VariableDefault: 0.001
world units a trigger can move in WS before it is woken
- Server, VariableDefault: 1
0 - old InvokeHandler, 1 - Jobs
- Server, VariableDefault: False
Makes TriggerParentDelayedExit act as a TriggerParent again
- Server, VariableDefault: 7200
AISets how long a tugboat corpse persists, in seconds.
- Server, VariableDefault: 2160
How long before a tugboat loses all its health while outside
- Server, VariableDefault: 1440
How long until decay begins after the tugboat was last used
- Server, Command
AIDisplays debug information about tutorial island positions.
- Server, VariableDefault: True
AIControls whether trespass checks are enforced on the tutorial island.
- Server, VariableDefault: (0.00, 0.00, 0.00)
Will place the tutorial as close as possible to this pos, only for debugging
- Server, VariableDefault: True
AIControls whether a tutorial island is spawned for new players.
- Server, Command
autoToggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recording
- Server, Command
autoToggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input
- Server, VariableDefault: 300
AIControls how long boat corpses remain before being removed.
- Server, Command
Print out boat drift status for all boats
- Server, VariableDefault: True
Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true
- Server, VariableDefault: False
If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false
- Server, VariableDefault: 10
autoDistance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles
- Server, VariableDefault: True
autoWhen enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles
- Server, Command
Fixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and more
- Server, Command
autoDestroys all boat vehicles (rowboats, RHIBs) currently spawned on the server
- Server, Command
autoDestroys all modular car vehicles currently spawned on the server
- Server, Command
autoDestroys all drone vehicles currently spawned on the server
- Server, Command
autoDestroys all minicopter vehicles currently spawned on the server
- Server, Command
autoDestroys all motorbike vehicles currently spawned on the server
- Server, Command
autoDestroys all push bike vehicles currently spawned on the server
- Server, Command
autoDestroys all scrap transport helicopter vehicles currently spawned on the server
- Server, Command
autoDestroys all train vehicles currently spawned on the server
- Server, Command
autoImmediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths
- Server, Command
AISwaps the player's seat within a vehicle.
- Server, Command
AISwitches the player to a different seat in a vehicle.
- Server, VariableDefault: 50000
Acceleration force used by vehicle.train_speed (default 50000, same as train engine force)
- Server, VariableDefault: 50000
Braking force used by vehicle.train_stop (default 50000, same as train engine force)
- Server, Command
List all train engines with their entity IDs and current speeds.
- Server, VariableDefault: False
Determines whether trains stop automatically when there's no-one on them. Default: false
- Server, Command
Set 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.
- Server, Command
Set all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse.
- Server, Command
Gradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>.
- Server, VariableDefault: True
Determines whether vehicles drop storage items when destroyed. Default: true
- Server, VariableDefault: 25
autoAdditional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up
- Server, VariableDefault: 100
autoDistance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area
- Server, Command
Wipe the backend customer stats data on all vending machines. Slow operation.
- Server, Command
Wipe the backend stats data on all vending machines. Slow operation.
- Server, VariableDefault: 10000
AISets the maximum number of vending machine history entries retained by the server.
- Server, VariableDefault: 10000
AISets the maximum processing limit used by the vending machine subsystem.
- Server, VariableDefault: 100
AISets the maximum return limit used by the vending machine subsystem.
- Server, VariableDefault: True
AIControls whether chaining is allowed for mountable vines.
- Server, VariableDefault: False
AIEnables or disables attack-related visualization on the server.
- Server, VariableDefault: False
AIControls whether damage-related visualization is enabled on the server.
- Server, VariableDefault: False
AIControls whether hitbox visualization is enabled.
- Server, VariableDefault: False
AIControls whether line-of-sight visualization is enabled on the server.
- Server, VariableDefault: False
AIControls whether protection-related visualization is enabled.
- Server, VariableDefault: False
AIControls whether sense-related visualization is enabled on the server.
- Server, VariableDefault: False
AIControls whether trigger volumes are shown by the server’s visualization system.
- Server, VariableDefault: False
AIControls whether weak spots are displayed by the visualization system.
- Server, Command
Enabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1
- Server, Client, Replicated, VariableDefault: 50
AIControls the amount of range added by the voice communication range boost.
- Server, VariableDefault: False
Debug flag to force enable conditional spawning for all water catchers, regardless of their individual settings.
- Server, VariableDefault: 0.1
AISets the server-side processing time budget for the water catcher subsystem, in milliseconds.
- Server, Command
AIReturns the number of listeners for the Water Treatment switch broadcast subsystem.
- Server, Command
Force the water treatment switch broadcast on/off for testing. Pass no argument (or 'clear') to release the override and return to power-derived state.
- Server, Command
AIProvides debugging functionality for pressure in the Water Treatment Plant water tank subsystem.
- Server, Command
AIForces pressure in the Water Treatment water tank subsystem.
- Server, Client, Replicated, VariableDefault: 300
AISets the maximum pressure for water tanks in the water treatment system.
- Server, VariableDefault: 2
AIControls how much pressure decays per tick in the Water Treatment water tank system.
- Server, VariableDefault: 50
AISets the pressure threshold at which the Water Treatment water tank switches off.
- Server, VariableDefault: 200
AISets the pressure threshold at which the Water Treatment water tank switches on.
- Server, VariableDefault: 600
AISets the number of seconds before pressure in the Water Treatment water tank begins to decay.
- Server, VariableDefault: 900
How long a race can go until it times out (in seconds)
- Server, Command
AIStarts a waypoint race on the server.
- Server, Client, Replicated, VariableDefault: -1
AIControls the multiplier applied to ambient lighting by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the ambient intensity multiplier for arctic fog weather effects.
- Server, Client, Replicated, VariableDefault: -1
AIControls the light boost multiplier applied to arctic fog.
- Server, Client, Replicated, VariableDefault: -1
AISets the end value for the weather system’s Arctic fog ramp.
- Server, Client, Replicated, VariableDefault: -1
AISets the start value for the arctic fog ramp in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the ambient intensity multiplier applied to fog in arid environments.
- Server, Client, Replicated, VariableDefault: -1
AIControls the light boost multiplier used for fog in arid environments.
- Server, Client, Replicated, VariableDefault: -1
AISets the end point of the fog ramp used by the weather system in arid conditions.
- Server, Client, Replicated, VariableDefault: -1
AIControls the start point of the fog ramp for arid weather conditions.
- Server, Client, Replicated, VariableDefault: -1
AIControls the brightness setting used by the weather atmosphere system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the atmospheric contrast setting used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the atmosphere directionality setting used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the height falloff parameter used for atmospheric fog.
- Server, Client, Replicated, VariableDefault: -1
AIControls the end distance of the atmospheric fog ramp used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the start distance used by the atmospheric fog ramp.
- Server, Client, Replicated, VariableDefault: -1
AIControls the Mie scattering setting used for the weather atmosphere.
- Server, Client, Replicated, VariableDefault: -1
AIControls the Rayleigh scattering setting for the weather system’s atmospheric rendering.
- Server, Client, Replicated, VariableDefault: -1
AIControls the ambient saturation multiplier applied to biome fog.
- Server, Client, Replicated, VariableDefault: -1
AIControls the distance curve used for biome-specific fog.
- Server, Client, Replicated, VariableDefault: 1
AIControls the chance of clear weather occurring.
- Server, Client, Replicated, VariableDefault: -1
AIControls the cloud attenuation setting used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the brightness setting for clouds in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the cloud coloring setting used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AISelects the cloud configuration used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the weather system’s cloud coverage setting.
- Server, Client, Replicated, VariableDefault: -1
AIControls the opacity setting for clouds in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the color saturation of clouds in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the cloud scattering setting used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the cloud sharpness setting used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the cloud size setting used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the directional light multiplier used by the weather system.
- Server, Client, Replicated, VariableDefault: 0
AIControls the chance of dust weather occurring.
- Server, Client, Replicated, VariableDefault: -1
AIControls the fog setting used by the weather system.
- Server, Client, Replicated, VariableDefault: 0
AIControls the chance of fog occurring as part of the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the fog multiplier used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the ambient intensity multiplier for jungle fog.
- Server, Client, Replicated, VariableDefault: -1
AISets the light boost multiplier used for jungle fog.
- Server, Client, Replicated, VariableDefault: -1
AISets the end point of the jungle fog ramp in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the starting point of the jungle fog ramp in the weather system.
- Server, Command
autoLists all available volumetric cloud configuration asset names registered in the Climate instance
- Server, Command
autoLoads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients
- Server, Command
autoLoads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients
- Server, Client, Replicated, VariableDefault: -1
AIControls the brightness multiplier applied to the moon mesh in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the ocean scale setting used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the ocean time setting used by the weather system.
- Server, Client, Replicated, VariableDefault: 0
AIControls the chance of overcast weather conditions.
- Server, Client, Replicated, VariableDefault: -1
AIControls the rain setting in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the weather system’s rainbow setting.
- Server, Client, Replicated, VariableDefault: 0
AIControls the likelihood of rain occurring in the weather system.
- Server, Client, Replicated, VariableDefault: False
Whether the post-wipe rain grace period is currently active (set automatically by the server)
- Server, VariableDefault: 18
Number of in-game hours after a wipe during which rain and storms are suppressed (0 to disable)
- Server, Client, Replicated, VariableDefault: -1
AIControls the multiplier applied to weather reflections.
- Server, Command
autoPrints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only
- Server, Command
autoResets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients
- Server, Command
autoClears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients
- Server, Client, Replicated, VariableDefault: 0
AISets the chance of storm conditions occurring in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the brightness multiplier applied to the weather system’s sun mesh.
- Server, Client, Replicated, VariableDefault: -1
AIControls the ambient intensity multiplier applied to fog in temperate weather conditions.
- Server, Client, Replicated, VariableDefault: -1
AIControls the light boost multiplier applied to fog in temperate weather conditions.
- Server, Client, Replicated, VariableDefault: -1
AISets the end parameter of the fog ramp for temperate weather conditions.
- Server, Client, Replicated, VariableDefault: -1
AISets the starting point of the fog ramp for temperate weather conditions.
- Server, Client, Replicated, VariableDefault: -1
AIControls the thunder setting in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the ambient intensity multiplier for fog in tundra weather conditions.
- Server, Client, Replicated, VariableDefault: -1
AIControls the light boost multiplier applied to tundra fog.
- Server, Client, Replicated, VariableDefault: -1
AIControls the end point of the tundra fog ramp used by the weather system.
- Server, Client, Replicated, VariableDefault: -1
AISets the starting point used by the weather system for the tundra fog ramp.
- Server, Client, Replicated, VariableDefault: -1
AIControls the moon color scale used for volumetric clouds in the weather system.
- Server, Client, Replicated, VariableDefault: -1
AIControls the sun color scale used by the volumetric cloud weather system.
- Server, VariableDefault: 0.4
autoControls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining
- Server, VariableDefault: 0.2
autoControls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness
- Server, Client, Replicated, VariableDefault: -1
AIControls the wind setting used by the weather system.
- Server, VariableDefault: 1
autoGlobal multiplier applied to the per-tick probability that a wildlife hazard attempts to reposition
- Server, VariableDefault: 0.1
autoInterval in seconds between client-side tick updates for wildlife hazard entities
- Server, VariableDefault: 1
autoGlobal multiplier applied to wildlife hazard reaction time; higher values make hazards slower to react to player presence
- Server, VariableDefault: 5
autoMaximum number of position candidates sampled when a wildlife hazard searches for a valid reposition destination
- Server, VariableDefault: 1
autoGlobal multiplier for the radius used when choosing a new reposition destination for a wildlife hazard
- Server, VariableDefault: 1
autoGlobal multiplier applied to the cooldown timer between wildlife hazard reposition attempts
- Server, VariableDefault: 0
autoNumber of days to add to the server's wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment
- Server, VariableDefault: 0
autoNumber of hours to add to the server's wipe timer during testing; registered as wipetimer.hours_to_add_test
- Server, Command
autoPrints a JSON list of all system, Windows, and IANA timezone identifiers available on the server machine
- Server, Command
autoPrints the current wipe timer status including next wipe date, frequency, and time remaining
- Server, Variable
Custom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/
- Server, VariableDefault: 4
0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat
- Server, VariableDefault: 19
Which hour to wipe? 14.5 = 2:30pm
- Server, VariableDefault: Europe/London
The 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
- Server, VariableDefault: 0
Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.
- Server, VariableDefault: 2
Population active on the server, per square km
- Server, VariableDefault: 0.95
AIControls the scale factor applied to workbench comfort radii.
- Server, VariableDefault: True
AIControls whether the workbench comfort radius is scaled.
- Server, VariableDefault: False
AIControls whether workbench clearance checks are skipped. When enabled, the server bypasses these checks.
- Server, Command
autoPrints a list of all workshop-approved skins on the server with their item short names and approved skin IDs
- Server, VariableDefault: True
AIControls whether world caching is enabled on the server.
- Server, Variable
autoPath to a world generation config file used by the procedural map generator; used when configString is empty
- Server, Variable
autoWorld generation config string passed directly to the procedural map generator; overrides the config file if set
- Server, Command
autoDraws 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
- Server, Command
autoPrints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only
- Server, Client, Command
Renders a PNG of the current map's underwater labs, for a specific floor
- Server, Client, Command
Renders a high resolution PNG of the current map
- Server, Client, Command
Renders a PNG of the current map's tunnel network
- Server, VariableDefault: False
autoEnables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics
- Server, VariableDefault: 2
autoTarget number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server
- Server, Command
autoManually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players
- Server, VariableDefault: 5
autoNumber of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas
- Server, VariableDefault: 40
autoRadius in metres around each player within which Christmas gift entities are spawned during the xmas event refill
- Server, VariableDefault: 30
How far we detect players from our inside/outside
- Server, VariableDefault: 1200
How long each active dungeon should last before dying
- Server, VariableDefault: 0
Population active on the server
- Server, Command
AIHighlights zipline launch points on the server.
- Server, Command
AIReports information about zipline launch points on the server.
- Server, VariableDefault: 0
Population active on the server, per square km
Rust admin commands — FAQ
- How do I become an admin on my Rust server?
- Run `ownerid STEAMID64` (full admin) or `moderatorid STEAMID64` (moderator) in the server console or via RCON, then `server.writecfg` to persist it. The player needs to reconnect for the auth level to apply.
- How do I open the console in Rust?
- Press F1 in game. Server owners can also send commands over RCON — commands marked Server in this list run on the server, Client ones only work in your own F1 console.
- What is the difference between a command and a convar (variable)?
- A command performs an action once (like `teleport` or `kick`). A convar is a persistent setting with a value (like `server.maxplayers 100`) — run it without a value to read the current one.
- What does Replicated mean?
- Replicated convars are set on the server and pushed to every connected client — players can read them but only admins can change them.
- How current is this list?
- The registry is exported automatically from a freshly updated Rust dedicated server after every game build and re-imported within the hour, including which commands were added or removed by the update.
Need the raw data? Download the full list as JSON: rust-admin-commands.json