RUST Admin Commands List 2019

RUST Admin Commands 2019

RUST Admin Commands List for 2019

We’ve put together an updated list of all available RUST admin commands and server variables for 2019, all in one spot and made them easily searchable. You will find the command or variable in the data table below, with its default value and official description, if provided by Facepunch. Be sure to use the search field located above the data table to search and filter for specific terms.

What are Admin, Console and Server Commands?

RUST Admin commands are used by server administrators and moderators to issue direct actions or set server values through a console interface. Issuing admin commands can be done from different locations, such as the in-game console or the server console itself.

There are also 3rd party RCON (remote console) clients, such as rcon.io, which can connect to a RUST server and allow for server commands to be issued remotely. Not all admin commands work remotely. However, some will require admins to be logged into the game and connected to a server.

What are Server Variables and Settings?

In addition to admin commands, there are server variables, otherwise known as CVARs or simply server settings. These server variables can also be issued through the various console types and will take effect immediately just like admin commands. Be warned, however, when server variables are issued through the console they are not automatically saved.

For server settings to be saved, admins must manually update their server’s configuration file with the appropriate server variables and corresponding values. This may require admins to manually save the server’s state, then stop the server process to adjust the configuration files. Once that’s been done the server can be safely restarted, with the new configurations in place. Otherwise, the server settings would be lost in the event the server stops or restarts unexpectedly.

Last updated on 7/6/2019

Command Default Description
baseboat.generate_paths True
bear.population 2 Population active on the server, per square km
bigwheelgame.spinfrequencyseconds 45
boar.population 5 Population active on the server, per square km
cargoship.egress_duration_minutes 10
cargoship.event_duration_minutes 50
cargoship.event_enabled True
cargoship.loot_round_spacing_minutes 10
cargoship.loot_rounds 3
chicken.population 3 Population active on the server, per square km (3)
clothlod.clothloddist 20 distance cloth will simulate until
aithinkmanager.framebudgetms 2.5
ai.animal_ignore_food True If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
ai.frametime 5
ai.ignoreplayers False
ai.move True
ai.nav_carve_height 2 The height of the carve volume.
ai.nav_carve_min_base_size 2 The minimum size we allow a carving volume to be.
ai.nav_carve_min_building_blocks_to_apply_optimization 25 The minimum number of building blocks a building needs to consist of for this optimization to be applied.
ai.nav_carve_size_multiplier 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.
ai.nav_carve_use_building_optimization False If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.
ai.npc_alertness_drain_rate 0.01 npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
ai.npc_alertness_to_aim_modifier 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.
ai.npc_alertness_zero_detection_mod 0.5 npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero.
ai.npc_cover_compromised_cooldown 10 npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection.
ai.npc_cover_info_tick_rate_multiplier 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
ai.npc_cover_path_vs_straight_dist_max_diff 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.
ai.npc_cover_use_path_distance 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.
ai.npc_deliberate_hit_randomizer 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).
ai.npc_deliberate_miss_offset_multiplier 1.25 The offset with which the NPC will maximum miss the target.
ai.npc_deliberate_miss_to_hit_alignment_time The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5)
ai.npc_door_trigger_size 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
ai.npc_enable True If npc_enable is set to false then npcs won't spawn.
ai.npc_families_no_hurt True If npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other.
ai.npc_gun_noise_silencer_modifier 0.15 The modifier by which a silencer reduce the noise that a gun makes when shot.
ai.npc_htn_player_base_damage_modifier 1.15 Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.
ai.npc_htn_player_frustration_threshold 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.
ai.npc_ignore_chairs True If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs.
ai.npc_junkpile_a_spawn_chance 0.1 npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a.
ai.npc_junkpile_dist_aggro_gate 8 npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.
ai.npc_junkpile_g_spawn_chance 0.1 npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g.
ai.npc_max_junkpile_count 30 npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)
ai.npc_max_population_military_tunnels 3 npc_max_population_military_tunnels defines the size of the npc population at military tunnels.
ai.npc_max_roam_multiplier 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.
ai.npc_only_hurt_active_target_in_safezone 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.
ai.npc_patrol_point_cooldown 5 npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again
ai.npc_reasoning_system_tick_rate_multiplier 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
ai.npc_respawn_delay_max_military_tunnels 1920 npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.
ai.npc_respawn_delay_min_military_tunnels 480 npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.
ai.npc_sensory_system_tick_rate_multiplier 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
ai.npc_spawn_on_cargo_ship True Spawn NPCs on the Cargo Ship.
ai.npc_spawn_per_tick_max_military_tunnels 1 npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels.
ai.npc_spawn_per_tick_min_military_tunnels 1 npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels.
ai.npc_speed_crouch_run 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.
ai.npc_speed_crouch_walk 0.1 npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
ai.npc_speed_run 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.
ai.npc_speed_sprint 1 npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1.
ai.npc_speed_walk 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.
ai.npc_use_new_aim_system True If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.
ai.npc_use_thrown_weapons True If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.
ai.npc_valid_aim_cone 0.8 npc_valid_aim_cone defines how close their aim needs to be on target in order to fire.
ai.npc_valid_mounted_aim_cone 0.92 npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted.
ai.ocean_patrol_path_iterations 100000
ai.sensetime 1
ai.think True
ai.tickrate 5
antihack.admincheat True
antihack.debuglevel 1
antihack.enforcementlevel 1
antihack.eye_clientframes 2
antihack.eye_forgiveness 0.5
antihack.eye_penalty 0
antihack.eye_protection 2
antihack.eye_serverframes 2
antihack.flyhack_extrusion 2
antihack.flyhack_forgiveness_horizontal 1.5
antihack.flyhack_forgiveness_vertical 1.5
antihack.flyhack_margin 0.05
antihack.flyhack_maxsteps 15
antihack.flyhack_penalty 100
antihack.flyhack_protection 3
antihack.flyhack_rejec False
antihack.flyhack_stepsize 0.1
antihack.forceposition True
antihack.maxdeltatime 1
antihack.maxdesync 1
antihack.maxviolation 100
antihack.melee_clientframes 2
antihack.melee_forgiveness 0.5
antihack.melee_penalty 0
antihack.melee_protection 3
antihack.melee_serverframes 2
antihack.modelstate True
antihack.noclip_backtracking 0.01
antihack.noclip_margin 0.09
antihack.noclip_maxsteps 15
antihack.noclip_penalty 0
antihack.noclip_protection 3
antihack.noclip_reject True
antihack.noclip_stepsize 0.1
antihack.objectplacement True
antihack.projectile_clientframes 2
antihack.projectile_forgiveness 0.5
antihack.projectile_penalty 0
antihack.projectile_protection 5
antihack.projectile_serverframes 2
antihack.projectile_trajectory_horizontal 1
antihack.projectile_trajectory_vertical 1
antihack.relaxationpause 10
antihack.relaxationrate 0.1
antihack.reporting True
antihack.speedhack_forgiveness 2
antihack.speedhack_penalty 0
antihack.speedhack_protection 2
antihack.speedhack_reject True
antihack.speedhack_slopespeed 10
antihack.userlevel 2
batching.verbose 0
bradley.enabled True
bradley.respawndelayminutes 60
bradley.respawndelayvariance 1
chat.enabled True
chat.serverlog True
construct.frameminutes 30
craft.instant False
debug.callbacks False
debug.checktriggers False
debug.disablecondition False Do not damage any items
debug.log True
decay.bracket_0_blockcount 15 Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
decay.bracket_0_costfraction 0.1 blocks within bracket 0 will cost this fraction per upkeep period to maintain
decay.bracket_1_blockcount 50 Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain
decay.bracket_1_costfraction 0.15 blocks within bracket 1 will cost this fraction per upkeep period to maintain
decay.bracket_2_blockcount 125 Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain
decay.bracket_2_costfraction 0.2 blocks within bracket 2 will cost this fraction per upkeep period to maintain
decay.bracket_3_blockcount 200 Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain
decay.bracket_3_costfraction 0.333 blocks within bracket 3 will cost this fraction per upkeep period to maintain
decay.debug False
decay.delay_metal 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_override 0 When set to a value above 0 everything will decay with this delay
decay.delay_stone 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood 0 How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.duration_metal 8 How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_override 0 When set to a value above 0 everything will decay with this duration
decay.duration_stone 5 How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier 12 How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig 1 How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood 3 How long should this building grade take to decay when not protected by upkeep, in hours
decay.outside_test_range 50 Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
decay.scale 1
decay.tick 600
decay.upkeep True Is upkeep enabled
decay.upkeep_grief_protection 1440 (24 hours) How many minutes can the upkeep cost last after the cupboard was destroyed?
decay.upkeep_heal_scale 1 Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
decay.upkeep_inside_decay_scale 0.1 Scale at which objects decay when they are inside, default of
decay.upkeep_period_minutes 1440 (24 hours) How many minutes does the upkeep cost last?
env.day 1-31
env.month 1-12
env.progresstime True
env.time
env.year 2024
fps.limit 256
global.developer 0
global.maxthreads 8
global.perf 0-9
global.timewarning False `
halloween.enable False
halloween.murdererpopulation 0 Population active on the server, per square km
halloween.scarecrow_beancan_vs_player_dmg_modifier 0.1 Modified damage from beancan explosion vs players
halloween.scarecrow_body_dmg_modifier 0.25 Modifier to how much damage scarecrows take to the body.
halloween.scarecrow_chase_stopping_distance 0.5 Stopping distance for destinations set while chasing a target
halloween.scarecrow_throw_beancan_global_delay 8 (seconds) The delay globally on a server between each time a scarecrow throws a beancan
halloween.scarecrowpopulation 0 Population active on the server, per square km
halloween.scarecrows_throw_beancans True Scarecrows can throw beancans
net.visdebug False
heli.bulletaccuracy 2
heli.bulletdamagescale 1
heli.guns 1
heli.lifetimeminutes 15
physics.autosynctransforms True
physics.batchsynctransforms True
physics.bouncethreshold 2
physics.droppedmode 2 The collision detection mode that dropped items and corpses should use (2)
physics.gravity 1 Gravity multiplier
physics.minsteps 8 The slowest physics steps will operate
physics.sendeffects True Send effects to clients when physics objects collide
physics.sleepthreshold 0.005
physics.solveriterationcount 3 The default solver iteration count permitted for any rigid bodies. Must be positive
physics.steps 16 The amount of physics steps per second
player.tickrate_cl 20
player.tickrate_sv 16
pool.debug False
pool.enabled True
pool.mod 2
sentry.hostileduration 120 how long until something is considered hostile after it attacked
sentry.targetall False target everyone regardless of authorization
server.arrowarmor 1
server.arrowdamage 1
server.authtimeout 60
server.bleedingarmor 1
server.bleedingdamage 1
server.branch
server.bulletarmor 1
server.bulletdamage 1
server.cinematic False
server.combatlogdelay 10
server.combatlogsize 30
server.compression False
server.corpsedespawn 300
server.corpses True
server.cycletime 500
server.debrisdespawn 30
server.description
server.dropitems True
server.encryption 2
server.entitybatchsize 100
server.entitybatchtime 1
server.entityrate 16
server.events True
server.globalchat True
server.headerimage
server.hostname
server.identity
server.idlekick 30 (minutes)
server.idlekickadmins 0
server.idlekickmode 1
server.ip
server.ipqueriespermin 30
server.itemdespawn 300
server.level Procedural Map
server.levelurl
server.maxcommandpacketsize 1000000
server.maxcommandspersecond 100
server.maxpacketsize 5000000
server.maxpacketspersecond 1500
server.maxplayers 10
server.maxreceivetime 20
server.maxrpcspersecond 200
server.maxtickspersecond 300
server.maxunack 4
server.meleearmor 1
server.meleedamage 1
server.metabolismtick 1
server.netcache True
server.netcachesize 0
server.netlog False
server.official False
server.plantlightdetection True
server.planttick 60
server.planttickscale 1
server.playertimeout 60
server.port 28015
server.pve False
server.queriespersecond 2000
server.queryport 0
server.radiation True
server.respawnresetrange 50
server.salt
server.savecachesize 2753207
server.saveinterval 600
server.schematime 1800
server.secure True
server.seed True
server.showholstereditems True
server.stability True
server.stats False
server.tickrate 10
server.updatebatch 512
server.updatebatchspawn 1024
server.url
server.worldsize
server.woundingenabled True
spawn.max_density 1
spawn.max_rate 1
spawn.min_density 0.5
spawn.min_rate 0.5
spawn.player_base 100
spawn.player_scale 2
server.playerserverfall True
spawn.respawn_groups True
spawn.respawn_individuals True
spawn.respawn_populations True
spawn.tick_individuals 300
spawn.tick_populations 60
stability.accuracy 0.001
stability.collapse 0.05
stability.stabilityqueue 9
stability.strikes 10
stability.surroundingsqueue 3
stability.verbose 0
time.fixeddelta 0.0625
time.maxdelta 0.125
time.pausewhileloading True
time.timescale 1
tree.global_broadcast False
vehicle.boat_corpse_seconds 300
vis.attack False
vis.damage False
vis.hitboxes False
vis.lineofsight False
vis.protection False
vis.sense False
vis.triggers False
vis.weakspots False
world.cache True
xmas.enabled False
xmas.giftsperplayer 2
xmas.spawnattempts 5
xmas.spawnrange 40
rcon.ip
rcon.port 28016
rcon.print False If true, rcon commands etc will be printed in the console
rcon.web True If set to true, use websocket rcon. If set to false use legacy, source engine rcon.
hackablelockedcrate.decayseconds 7200 How many seconds until the crate is destroyed without any hack attempts
hackablelockedcrate.requiredhackseconds 900 How many seconds for the crate to unlock
horse.population 0 Population active on the server, per square km
hotairballoon.outsidedecayminutes 180 How long before a HAB is killed while outside
hotairballoon.population 1 Population active on the server
hotairballoon.serviceceiling 200
ioentity.backtracking 8
ioentity.framebudgetms 1
ioentity.responsetime 0.1
minicopter.population 1 Population active on the server
minicopter.outsidedecayminutes 240 How long before a minicopter is killed while outside
motorrowboat.outsidedecayminutes 180 How long before a boat is killed while outside
motorrowboat.population 4 Population active on the server
npcautoturret.sleeperhostiledelay 1200 How many seconds until a sleeping player is considered hostile
playerinventory.forcebirthday False
relationshipmanager.maxteamsize 8
rhib.rhibpopulation 1 Population active on the server
aimanager.ai_dormant 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.
aimanager.ai_dormant_max_wakeup_per_tick 30 ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick.
aimanager.ai_htn_animal_tick_budget 4 ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume.
aimanager.ai_htn_player_junkpile_tick_budget 4 ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.
aimanager.ai_htn_player_tick_budget 4 ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume.
aimanager.ai_htn_use_agency_tick 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.
aimanager.ai_to_player_distance_wakeup_range 160 If an agent is beyond this distance to a player, it's flagged for becoming dormant.
aimanager.nav_disable False If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move
aimanager.nav_obstacles_carve_state nav_obstacles_carve_state 2 defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. (2)
aimanager.nav_wait 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.
aimanager.pathfindingiterationsperframe 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.
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height 2 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).
coverpointvolume.cover_point_sample_step_size 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).
samsite.alltarget False targetmode, 1 = all air vehicles, 0 = only hot air ballons
samsite.staticrepairseconds 1200 how long until static sam sites auto repair
santasleigh.altitudeaboveterrain 50
santasleigh.desiredaltitude 60
stag.population 3 Population active on the server, per square km
wolf.population 2 Population active on the server, per square km
zombie.population 0 Population active on the server, per square km
commands.echo
commands.find
global.ban
global.banid
global.banlist List of banned users (sourceds compat)
global.banlistex List of banned users - shows reasons and usernames
global.bans List of banned users
global.buildinfo Get information about this build
global.clientperf
global.entid
global.kick
global.kickall
global.listid List of banned users, by ID (sourceds compat)
global.moderatorid
global.mutechat
global.mutevoice
global.ownerid
global.playerlist Get a list of players
global.players Print out currently connected clients etc
global.removemoderator
global.removeowner
global.say Sends a message in chat
global.serverinfo Get a list of information about the server
global.skipqueue
global.stats Print out stats of currently connected clients
global.status Print out currently connected clients
global.unban
global.unmutechat
global.unmutevoice
global.users Show user info for players on server.
ai.aidebug_loadbalanceoverduereportserver
ai.aidebug_toggle
ai.ailoadbalancerupdateinterval 0.25 Set the update interval for the behaviour ai of animals and npcs.
ai.aimanagerloadbalancerupdateinterval 2.0 Set the update interval for the agency of dormant and active animals and npcs.
ai.animalsenseloadbalancerupdateinterval 0.2 Set the update interval for animal senses that updates the knowledge gathering of animals.
ai.defaultloadbalancerupdateinterval 2.5 Set the update interval for the default load balancer, currently used for cover point generation.
ai.npcsenseloadbalancerupdateinterval 0.2 Set the update interval for npc senses that updates the knowledge gathering of npcs.
ai.selectnpclookatserver
bradley.quickrespawn
chat.say
chat.search
chat.tail
console.search
console.tail
craft.add
craft.cancel
craft.canceltask
data.export
debug.breakheld Break the current held object
debug.breakitem Break all the items in your inventory whose name match the passed string
debug.drink
debug.eat
debug.flushgroup Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.hurt
debug.puzzleprefabrespawn respawn all puzzles from their prefabs
debug.puzzlereset reset all puzzles
debug.renderinfo
debug.stall
debug.gesture
entity.debug_toggle
entity.deleteby Destroy all entities created by this user
entity.find_entity
entity.find_group
entity.find_id
entity.find_parent
entity.find_radius
entity.find_self
entity.find_status
entity.nudge
entity.spawnlootfrom
entity.spawn
entity.spawnitem
env.addtime
gc.collect
gc.unload
global.breakitem
global.colliders
global.error
global.free
global.injure
global.kill
global.objects
global.queue
global.quit
global.report
global.respawn
global.respawn_sleepingbag
global.respawn_sleepingbag_remove
global.restart
global.setinfo
global.sleep
global.spectate
global.status_sv
global.subscriptions
global.sysinfo
global.sysuid
global.teleport
global.teleport2me
global.teleportany
global.teleportpos
global.textures
global.version
hierarchy.cd
hierarchy.del
hierarchy.ls
inventory.defs
inventory.endloot
inventory.give
inventory.giveall
inventory.givearm
inventory.giveid
inventory.giveto
inventory.reloaddefs
inventory.lighttoggle
inventory.resetbp
inventory.unlockall
manifest.printmanifest
manifest.printmanifestraw
memsnap.full
memsnap.managed
memsnap.native
heli.call
heli.calltome
heli.drop
heli.strafe
heli.testpuzzle
player.cinematic_play
player.cinematic_stop
pool.clear_assets
pool.clear_memory
pool.clear_prefabs
pool.export_prefabs
pool.print_assets
pool.print_memory
pool.print_prefabs
profile.start
profile.stop
server.backup Backup server folder
server.cheatreport
server.combatlog Get the player combat log
server.fps
server.printeyes Print the current player eyes.
server.printpos Print the current player position.
server.printrot Print the current player rotation.
server.readcfg
server.save Force save the current game
server.sendnetworkupdate Send network update for all players
server.setshowholstereditems Show holstered items on player bodies
server.snapshot 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.start Starts a server
server.stop Stops a server
server.writecfg Writes config files
spawn.fill_groups
spawn.fill_individuals
spawn.fill_populations
spawn.report
spawn.scalars
stability.refresh_stability
supply.call
supply.drop
vehicle.swapseats
weather.clouds
weather.fog
weather.rain
weather.wind
workshop.print_approved_skins
xmas.refill
cui.endtest
cui.test
global.dump
note.update
relationshipmanager.acceptinvite
relationshipmanager.addtoteam
relationshipmanager.fakeinvite
relationshipmanager.kickmember
relationshipmanager.leaveteam
relationshipmanager.promote
relationshipmanager.rejectinvite
relationshipmanager.sendinvite
relationshipmanager.sleeptoggle
relationshipmanager.trycreateteam
santasleigh.drop
baseridableanimal.decayminutes 180 How long before a horse dies unattended
ridablehorse.population 4 Population active on the server, per square km
gc.enabled True
gc.incremental_enabled True
gc.incremental_milliseconds 3
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