RUST Admin Commands List

Physgun Rust Server Hosting

Browse our comprehensive and up-to-date list of RUST admin commands and server variables.

As a RUST server admin or moderator, you can access many RUST admin commands and server variables built into the RUST game. These commands enable server administrators to perform essential tasks, such as moderating players, managing the server’s settings, debugging issues, teleporting around the game, spawning items and NPCs, and performing other administrative functions.

How to use RUST admin commands

RUST admin commands and server variables can be issued both in and out of the game in various locations, such as:

  • In-game console: Access the console by pressing the F1 key in the game after connecting to a server.
  • Server command-line console: Manage your server directly from the command-line interface.
  • Third-party applications: Use tools like RUST Admin or RUST Server Manager for more streamlined management.
  • Third-party RCON Platforms: Platforms like Battlemetrics offer remote control and monitoring capabilities.
  • Server CFG & Batch files: Server variables, also known as convars or CVARs, can be set up and configured within configuration files (.cfg) and Batch start-up scripts (.bat) that launch the RUST server.

While some server variables can be issued in the same manner as commands and appear to take effect immediately, to save them so that they persist through server restarts and crashes, you must update the server’s configuration file (server.cfg) with the appropriate variables and their values.

Use the search field below to quickly locate specific RUST admin commands or server variables.

Last updated on February 22, 2026

FullNameDescriptionDefaultValueType
adventcalendar.overrideadventcalendarday0Variable
adventcalendar.overrideadventcalendarmonth0Variable
ai.accuratevisiondistanceTRUEVariable
ai.addignoreplayerAdd a player (or command user if no player is specified) to the AIs ignore list.Command
ai.aimedatangleThe angle under which the AI will think it’s being aimed at at by a player10Variable
ai.aizonestatsCommand
ai.allowdesigningTRUEVariable
ai.animal_ignore_foodIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).TRUEVariable
ai.brainstatsCommand
ai.clearignoredplayersRemove all players from the AIs ignore list.Command
ai.defaultinterpolationdelay0.1Variable
ai.effectaiweaponsFALSEVariable
ai.frametime5Variable
ai.groupsTRUEVariable
ai.ignoreplayersFALSEVariable
ai.killanimalsCommand
ai.killscientistsCommand
ai.logissuesFALSEVariable
ai.moveTRUEVariable
ai.nav_carve_heightThe height of the carve volume.2Variable
ai.nav_carve_min_base_sizeThe minimum size we allow a carving volume to be.2Variable
ai.nav_carve_min_building_blocks_to_apply_optimizationThe minimum number of building blocks a building needs to consist of for this optimization to be applied.25Variable
ai.nav_carve_size_multiplierThe 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.4Variable
ai.nav_carve_use_building_optimizationIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.FALSEVariable
ai.navthinkTRUEVariable
ai.npc_alertness_drain_ratenpc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight.0.01Variable
ai.npc_alertness_to_aim_modifierThis is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again.0.5Variable
ai.npc_alertness_zero_detection_modnpc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero.0.5Variable
ai.npc_check_spawner_is_on_navmeshTRUEVariable
ai.npc_cover_compromised_cooldownnpc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it’s cleared again for selection.10Variable
ai.npc_cover_info_tick_rate_multiplierThe 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 0.120Variable
ai.npc_cover_path_vs_straight_dist_max_diffnpc_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.2Variable
ai.npc_cover_use_path_distanceIf 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.TRUEVariable
ai.npc_deliberate_hit_randomizerThe 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).0.85Variable
ai.npc_deliberate_miss_offset_multiplierThe offset with which the NPC will maximum miss the target.1.25Variable
ai.npc_deliberate_miss_to_hit_alignment_timeThe time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target.1.5Variable
ai.npc_door_trigger_sizenpc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it1.5Variable
ai.npc_enableIf npc_enable is set to false then npcs won’t spawn.TRUEVariable
ai.npc_families_no_hurtIf npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.TRUEVariable
ai.npc_gun_noise_silencer_modifierThe modifier by which a silencer reduce the noise that a gun makes when shot.0.15Variable
ai.npc_htn_player_base_damage_modifierBaseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.1.15Variable
ai.npc_htn_player_frustration_thresholdnpc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic.3Variable
ai.npc_ignore_chairsIf npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs.TRUEVariable
ai.npc_junkpile_dist_aggro_gatenpc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.8Variable
ai.npc_junkpilespawn_chancedefines the chance for scientists to spawn at NPC junkpiles.0.07Variable
ai.npc_max_junkpile_countnpc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)30Variable
ai.npc_max_population_military_tunnelsnpc_max_population_military_tunnels defines the size of the npc population at military tunnels.3Variable
ai.npc_max_roam_multiplierThis 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.3Variable
ai.npc_only_hurt_active_target_in_safezoneIf 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.TRUEVariable
ai.npc_patrol_point_cooldownnpc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again5Variable
ai.npc_reasoning_system_tick_rate_multiplierThe 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 0.11Variable
ai.npc_respawn_delay_max_military_tunnelsnpc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.1920Variable
ai.npc_respawn_delay_min_military_tunnelsnpc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.480Variable
ai.npc_sensory_system_tick_rate_multiplierThe 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 0.15Variable
ai.npc_spawn_on_cargo_shipSpawn NPCs on the Cargo Ship.TRUEVariable
ai.npc_spawn_on_deep_sea_islandsSpawn NPCs on deep sea islandsTRUEVariable
ai.npc_spawn_on_junkpileSpawn NPCs on junkpilesTRUEVariable
ai.npc_spawn_per_tick_max_military_tunnelsnpc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels.1Variable
ai.npc_spawn_per_tick_min_military_tunnelsnpc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels.1Variable
ai.npc_speed_crouch_runnpc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1.0.25Variable
ai.npc_speed_crouch_walknpc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.0.1Variable
ai.npc_speed_runnpc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1.0.4Variable
ai.npc_speed_sprintnpc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1.1Variable
ai.npc_speed_walknpc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1.0.18Variable
ai.npc_use_new_aim_systemIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.TRUEVariable
ai.npc_use_thrown_weaponsIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.TRUEVariable
ai.npc_valid_aim_conenpc_valid_aim_cone defines how close their aim needs to be on target in order to fire.0.8Variable
ai.npc_valid_mounted_aim_conenpc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted.0.92Variable
ai.npcbarksenabledFALSEVariable
ai.npchealthmultiplier1Variable
ai.npcswimmingTRUEVariable
ai.ocean_patrol_path_iterations100000Variable
ai.printignoredplayersPrint a lost of all the players in the AI ignore list.Command
ai.printorkilloffnavscientistsPrint a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument.Command
ai.removeignoreplayerRemove a player (or command user if no player is specified) from the AIs ignore list.Command
ai.scientist_spawners_enabledDo any kind of scientists spawn on the mapTRUEVariable
ai.selectnpclookatserverCommand
ai.sensetime1Variable
ai.setdestinationsamplenavmeshTRUEVariable
ai.setnpcreactiontimeThe time it takes for a NPC to fully notice a player standing right in front of them, in seconds.Command
ai.showdistributionsCommand
ai.showstateCommand
ai.sleepwakeTRUEVariable
ai.sleepwakestatsCommand
ai.spliceupdatesTRUEVariable
ai.thinkTRUEVariable
ai.tickrate5Variable
ai.usecalculatepathTRUEVariable
ai.usegridTRUEVariable
ai.usesetdestinationfallbackTRUEVariable
ai.wakesleepingaiCommand
ai.watchedangleThe angle under which the AI will think it’s being watched by another entity50Variable
aibrainsenses.humanknownplayerslosupdateinterval0.2Variable
aibrainsenses.knownplayerslosupdateinterval0.5Variable
aibrainsenses.updateinterval0.5Variable
aiinformationzone.usesimpleloscheckFALSEVariable
aimanager.ai_dormantIf 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.TRUEVariable
aimanager.ai_dormant_max_wakeup_per_tickai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick.30Variable
aimanager.ai_htn_animal_tick_budgetai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume.4Variable
aimanager.ai_htn_player_junkpile_tick_budgetai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.4Variable
aimanager.ai_htn_player_tick_budgetai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume.4Variable
aimanager.ai_htn_use_agency_tickIf 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.TRUEVariable
aimanager.ai_to_player_distance_wakeup_rangeIf an agent is beyond this distance to a player, it’s flagged for becoming dormant.160Variable
aimanager.nav_disableIf set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to moveFALSEVariable
aimanager.nav_obstacles_carve_statenav_obstacles_carve_state defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve.2Variable
aimanager.nav_waitIf 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.TRUEVariable
aimanager.pathfindingiterationsperframeThe 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 500.100Variable
aimanager.setdestination_navmesh_failsafeIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.FALSEVariable
aimountedweaponcontroller.burst_length3Variable
aimountedweaponcontroller.fire_rate0.125Variable
aimountedweaponcontroller.time_between_bursts3Variable
aithinkmanager.animalframebudgetms2Variable
aithinkmanager.framebudgetms2Variable
aithinkmanager.petframebudgetms1Variable
analytics.analytics_bulk_container_urlAzure blob container url for use with client secret authenticationVariable
analytics.analytics_bulk_upload_urlAzure blob container url + SAS token, enables a more efficient upload methodVariable
analytics.analytics_headerHeader key of secret when uploading analyticsX-API-KEYVariable
analytics.analytics_secretHeader secret value when uploading analyticsVariable
analytics.azure_client_idAzure client id for authenticationVariable
analytics.azure_client_secretAzure client secret for authenticationVariable
analytics.azure_tenant_idAzure tenant id for authenticationVariable
analytics.dryrunExecutes entire flow without actually sending out anythingFALSEVariable
analytics.gameplay_analyticsToggle whether gameplay analytics is collectedFALSEVariable
analytics.gameplay_rpc_analyticsToggle whether gameplay rpc logging is collectedFALSEVariable
analytics.gameplay_tick_analyticsToggle whether gameplay tick analytics is collectedFALSEVariable
analytics.logFALSEVariable
analytics.pending_analyticsShows how many analytics events are pending uploadCommand
analytics.performance_analyticsToggle to turn off server performance collectionTRUEVariable
analytics.resetstatsCommand
analytics.server_analytics_urlhttps://rust-api.facepunch.com/api/public/analytics/rust/serverVariable
analytics.small_buffer_send_limitSize of analytics events, in bytes, that we try to send off using the same task thread. To disable, set to -116384Variable
analytics.statsCommand
analytics.tablestatsCommand
analytics.uploaderstatsCommand
analytics.usev2TRUEVariable
antihack.admincheatTRUEVariable
antihack.build_inside_check2Variable
antihack.build_losradius0.01Variable
antihack.build_losradius_sleepingbag0.3Variable
antihack.build_terraincheckTRUEVariable
antihack.build_vehiclecheckTRUEVariable
antihack.debuglevel1Variable
antihack.enforcementlevel1Variable
antihack.explosive_vehicle_parent_damage_deployablesShould explosives parented to vehicles damage deployablesFALSEVariable
antihack.eye_clientframes2Variable
antihack.eye_distance_parented_mounted_forgiveness2Variable
antihack.eye_forgiveness0.4Variable
antihack.eye_history_forgiveness0.1Variable
antihack.eye_history_penalty100Variable
antihack.eye_losradius0.158Variable
antihack.eye_noclip_backtracking0.01Variable
antihack.eye_noclip_cutoff0.06Variable
antihack.eye_noclip_margin0.25Variable
antihack.eye_penalty0Variable
antihack.eye_protection4Variable
antihack.eye_serverframes2Variable
antihack.eye_terraincheckTRUEVariable
antihack.eye_vehiclecheckTRUEVariable
antihack.flyhack_extrusion2Variable
antihack.flyhack_forgiveness_horizontal1.5Variable
antihack.flyhack_forgiveness_horizontal_inertia10Variable
antihack.flyhack_forgiveness_vertical1Variable
antihack.flyhack_forgiveness_vertical_inertia7Variable
antihack.flyhack_margin0.1Variable
antihack.flyhack_maxsteps15Variable
antihack.flyhack_penalty100Variable
antihack.flyhack_protection3Variable
antihack.flyhack_rejectTRUEVariable
antihack.flyhack_stepsize0.1Variable
antihack.flyhack_usecachedstateTRUEVariable
antihack.forcepositionTRUEVariable
antihack.impact_effect_distance_forgiveness0.45Variable
antihack.maxdeltatime1Variable
antihack.maxdesync0.8Variable
antihack.maxviolation100Variable
antihack.melee_backtracking0.01Variable
antihack.melee_clientframes2Variable
antihack.melee_forgiveness0.5Variable
antihack.melee_losforgiveness0.2Variable
antihack.melee_penalty0Variable
antihack.melee_protection4Variable
antihack.melee_serverframes2Variable
antihack.melee_terraincheckTRUEVariable
antihack.melee_vehiclecheckTRUEVariable
antihack.mesh_inside_check_distance50Variable
antihack.modelstateTRUEVariable
antihack.noclip_backtracking0.01Variable
antihack.noclip_margin0.09Variable
antihack.noclip_margin_dismount0.22Variable
antihack.noclip_maxsteps15Variable
antihack.noclip_penalty0Variable
antihack.noclip_protection3Variable
antihack.noclip_rejectTRUEVariable
antihack.noclip_stepsize0.1Variable
antihack.objectplacementTRUEVariable
antihack.projectile_anglechange60Variable
antihack.projectile_backtracking0.01Variable
antihack.projectile_clientframes2Variable
antihack.projectile_damagedepth2Variable
antihack.projectile_desync1Variable
antihack.projectile_distance_forgiveness_minimum25Variable
antihack.projectile_forgiveness0.5Variable
antihack.projectile_impactspawndepth1Variable
antihack.projectile_losforgiveness0.2Variable
antihack.projectile_penalty0Variable
antihack.projectile_positionoffsetTRUEVariable
antihack.projectile_protection6Variable
antihack.projectile_serverframes2Variable
antihack.projectile_terraincheckTRUEVariable
antihack.projectile_trajectory2Variable
antihack.projectile_trajectory_update0.02Variable
antihack.projectile_update_limit4Variable
antihack.projectile_vehiclecheckTRUEVariable
antihack.projectile_velocitychange1.1Variable
antihack.relaxationpause10Variable
antihack.relaxationrate0.1Variable
antihack.reportingFALSEVariable
antihack.rpc_timer_forgiveness1Variable
antihack.rpcstallfade2.5Variable
antihack.rpcstallmode1Variable
antihack.rpcstallthreshold0.8Variable
antihack.server_occlusion_admin_bypassFALSEVariable
antihack.server_occlusion_blocked_grid_threshold0Variable
antihack.server_occlusion_cachingTRUEVariable
antihack.server_occlusion_disable_losFALSEVariable
antihack.server_occlusion_disable_sleeper_losFALSEVariable
antihack.server_occlusion_neighbour_threshold2Variable
antihack.server_occlusion_save_gridTRUEVariable
antihack.server_occlusion_use_neighbour_thresholdsFALSEVariable
antihack.serverside_fall_damageFALSEVariable
antihack.speedhack_forgiveness2Variable
antihack.speedhack_forgiveness_inertia10Variable
antihack.speedhack_penalty0Variable
antihack.speedhack_protection3Variable
antihack.speedhack_rejectTRUEVariable
antihack.speedhack_slopespeed10Variable
antihack.terrain_check_geometryFALSEVariable
antihack.terrain_killTRUEVariable
antihack.terrain_padding0.3Variable
antihack.terrain_penalty100Variable
antihack.terrain_protection1Variable
antihack.terrain_timeslice64Variable
antihack.tick_buffer_noclip_threshold2Variable
antihack.tick_buffer_preventionsTRUEVariable
antihack.tick_buffer_reject_threshold3Variable
antihack.tick_buffer_server_lag_threshold0.3Variable
antihack.tick_distance_forgiveness5Variable
antihack.tick_max_distance1.1Variable
antihack.tick_max_distance_falling4Variable
antihack.tick_max_distance_parented3Variable
antihack.tickhistoryforgiveness0.1Variable
antihack.tickhistorytime0.5Variable
antihack.use_legacy_mesh_inside_checkTRUEVariable
antihack.userlevel2Variable
app.alarmcooldownCooldown time before alarms can send another notification (in seconds)30Variable
app.appbanCommand
app.appunbanCommand
app.connectionsCommand
app.infoCommand
app.listenipVariable
app.maxconnections500Variable
app.maxconnectionsperip5Variable
app.maxmessagesize1048576Variable
app.notificationsEnables sending push notificationsTRUEVariable
app.pairCommand
app.port0Variable
app.publicipVariable
app.queuelimitMax number of queued messages – set to 0 to disable message processing100Variable
app.regeneratetokenCommand
app.resetlimiterCommand
app.retry_initializeRetry initializing the Rust+ companion server if it previously failedCommand
app.serveridVariable
app.updateDisables updating entirely – emergency use onlyTRUEVariable
autoturret.ammo_update_msHow many milliseconds to spend on ammo updating per frame0.1Variable
autoturret.scan_budget_msHow many milliseconds to spend on target scanning per frame0.5Variable
autoturret.tick_update_msHow many milliseconds to spend on a tick per frame1Variable
baseboat.debug_eject_aiFALSEVariable
baseboat.do_shore_driftTRUEVariable
baseboat.drift_speed1Variable
baseboat.generate_pathsTRUEVariable
baseboat.seconds_between_shore_driftCommand
baseboat.seconds_until_shore_driftCommand
basefirework.maxactivefireworks25Variable
basefishingrod.forcefailFALSEVariable
basefishingrod.forcesuccessFALSEVariable
basefishingrod.immediatehookFALSEVariable
basemetaldetector.detectlongrangetick1Variable
basemetaldetector.detectminmovementdistance1Variable
basemetaldetector.nearestdistancetick0.25Variable
basemission.missionsenabledTRUEVariable
basemission.missionvalidstateworkqueuebudgetHow long per frame (ms) to spend processing which missions are valid0.1Variable
basemountable.canpausemountedplayersyncToggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently)FALSEVariable
basenavigator.basenavmovementframeintervalHow many frames between base navigation movement updates2Variable
basenavigator.maxstepupdistanceThe max step-up height difference for pet base navigation1.7Variable
basenavigator.navtypedistance1Variable
basenavigator.navtypeheightoffset0.5Variable
basenavigator.stucktriggerdurationHow long we are not moving for before trigger the stuck event10Variable
basepet.movementupdatebudgetms1Variable
basepet.onlyqueuebasenavmovementsTRUEVariable
basepet.queuedmovementsallowedTRUEVariable
baseplayer.allowrelationshipserverocclusionTRUEVariable
baseplayer.botcolliderframebudgetms0.05Variable
baseplayer.lifestoryframebudgetms0.25Variable
baseplayer.relationshipupdatequeueframebudgetms0.05Variable
basesiegeweapon.outsidedecayminutesHow many minutes before a siege weapon loses all its health while outside600Variable
basesubmarine.deepwaterdecayminutesHow long before a submarine loses all its health while in deep water120Variable
basesubmarine.outsidedecayminutesHow long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used180Variable
basesubmarine.oxygenminutesHow long a submarine can stay underwater until players start taking damage from low oxygen10Variable
batching.verbose0Variable
batteringram.maxbuildingblockgrade2Variable
batteringramhead.hurtCommand
bear.populationPopulation active on the server, per square km2Variable
beehive.updatehiveintervalHow long before a Beehive will update120Variable
beehive.updatehivestatsintervalHow long before the Beehive will perform temperature and inside checks120Variable
beehive.xpincreaseperhoneycombHow much the Nucleus’s XP should be increased per honeycomb generated2Variable
beeswarmai.breakrangeRange to leave current target alone (should be higher than search)15Variable
beeswarmai.disableFALSEVariable
beeswarmai.flamesettingdistanceHow far away fire has to be to set the swarm on fire5.5Variable
beeswarmai.killwithouttargettimeHow long a swarm will stick around without a target150Variable
beeswarmai.searchrangeRange to find new targets10Variable
beeswarmai.think_budget_msHow many milliseconds to spend on thinking per frame0.1Variable
beeswarmai.waterthresholdHow much water a player needs to be in to be ignored0.6Variable
beeswarmmaster.amounttospawnHow many child swarms a master swarm will create3Variable
beeswarmmaster.killwithoutatargettimeHow long a master swarm will stick around without a target150Variable
beeswarmmaster.secondsbetweenspawnsHow long before a master swarm will create a child60Variable
bigwheelgame.spinfrequencyseconds45Variable
bike.doplayerdamageCan bike crashes cause damage or death to the rider?TRUEVariable
bike.motorbikemonumentpopulationMotorbike population in monuments1Variable
bike.outsidedecayminutesHow long before a bike loses all its health while outside1440Variable
bike.pedalmonumentpopulationPedal bike population in monuments1Variable
bike.pedalroadsidepopulationPedal bike population active on the server (roadside spawns)1Variable
bike.playerdamageragdollthesholdAmount of collision damage on a bike required to ragdoll the player10Variable
blackjackmachine.maxbetMaximum initial bet per round500Variable
boar.populationPopulation active on the server, per square km5Variable
boatai.allow_sleepingFALSEVariable
boatai.avoidance_update_intervalHow often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance.0.8Variable
boatai.boat_ai_frame_budget_msHow long per frame to spend on boat ai0.3Variable
boatai.draw_debugsFALSEVariable
boatai.enable_mount_sync_distanceDistance players need to be to start syncing mounted seats750Variable
boatai.max_speed_percentage0.9Variable
boatai.print_debugsFALSEVariable
boatai.seconds_until_sleep30Variable
boatbuildingblock.forwarddamagetoparentboatTRUEVariable
boatbuildingblockdecay.decaydelayminutesMultiplied by the base BuildingBlockDecay duration30Variable
boatbuildingblockdecay.decaydurationmultiplierMultiplied by the base BuildingBlockDecay duration1Variable
boatbuildingstation.autocloseplayercheckinterval150Variable
boatbuildingstation.autocloseplayerchecktriggercount2Variable
boatbuildingstation.editfinishuseinterval5Variable
boatbuildingstation.globaleditfinishuseinterval0Variable
boatbuildingstation.logboatbuildingeventsFALSEVariable
boatbuildingstation.max_bbs1Variable
boatbuildingstation.print_statsCommand
boombox.backtracklength30Variable
boombox.clearradiobyuserCommand
boombox.serverurllistA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etcVariable
bot.crouch_serverCommand
bot.sv_exec_commandCommand
bot.sv_exec_command_allCommand
bot.sv_exec_command_sphereCommand
bradley.enabledTRUEVariable
bradley.quickrespawnCommand
bradley.respawndelayminutes60Variable
bradley.respawndelayvariance1Variable
bradleyapc.deployattackdistancemax50Variable
bradleyapc.deployhealthrangemax0.5Variable
bradleyapc.deployhealthrangemin0.4Variable
bradleyapc.deployinterval1Variable
bradleyapc.deployondamagecheckinterval1Variable
bradleyapc.killscientistsonbradleydeathFALSEVariable
bradleyapc.mountafternotattackedduration180Variable
bradleyapc.mountafternotfiredduration60Variable
bradleyapc.mountafternottargetsduration60Variable
bradleyapc.scientistredeploymentmininterval60Variable
bradleyapc.spawnroadbradleyCommand
bradleyapc.usesmokegrenadesTRUEVariable
buoyancy.use_batchingTRUEVariable
burieditems.burieditemweightMetal detector loot weight is 100.100Variable
burieditems.buryitemchance[0.0 to 1.0]0.85Variable
burieditems.expirytimeTime in seconds before an item expires.86400Variable
burieditems.maxburieditems32Variable
camerarenderer.completionframebudgetms5Variable
camerarenderer.enabledTRUEVariable
camerarenderer.entitymaxage5Variable
camerarenderer.entitymaxdistance100Variable
camerarenderer.farplane250Variable
camerarenderer.height90Variable
camerarenderer.layermask1218656529Variable
camerarenderer.maxraysperframe100000Variable
camerarenderer.maxrendersperframe25Variable
camerarenderer.nearplane0Variable
camerarenderer.playermaxdistance30Variable
camerarenderer.playernamemaxdistance10Variable
camerarenderer.renderinterval0.05Variable
camerarenderer.samplesperrender3000Variable
camerarenderer.verticalfov65Variable
camerarenderer.width160Variable
camerarenderermanager.pool_statsCommand
cannon.adminfireCommand
cannon.ignore_boat_mount_restrictionsAllows mounting cannons outside of boats for testing.FALSEVariable
cargoship.cargo_escape_boat_rhibTRUEVariable
cargoship.debug_cargo_statusCommand
cargoship.debug_infoCommand
cargoship.dock_time480Variable
cargoship.docking_debugFALSEVariable
cargoship.egressCommand
cargoship.egress_duration_minutes10Variable
cargoship.event_duration_minutes50Variable
cargoship.event_enabledTRUEVariable
cargoship.loot_round_spacing_minutes10Variable
cargoship.loot_rounds3Variable
cargoship.refresh_loot_on_dockTRUEVariable
cargoship.should_dockTRUEVariable
cassette.clearcassettesCommand
cassette.clearcassettesbyuserCommand
cassette.maxcassettefilesizemb5Variable
catapult.fireFire all catapultsCommand
cctv.camera_disable_seconds300Variable
cctv.inputbudgetms0.05Variable
ch47helicopteraicontroller.dropcrateCommand
chat.cardgamesayCommand
chat.clansayCommand
chat.enabledTRUEVariable
chat.globalchatTRUEVariable
chat.hidechatintutorialTRUEVariable
chat.historysizeNumber of messages to keep in memory for chat history1000Variable
chat.localchatFALSEVariable
chat.localchatrange100Variable
chat.localsayCommand
chat.sayCommand
chat.searchCommand
chat.serverlogTRUEVariable
chat.tailCommand
chat.teamsayCommand
chicken.populationPopulation active on the server, per square km3Variable
cinematicentity.hideobjectsHides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)Command
clan.editsrequireclantableIf enabled then players will need to be near a Clan Table to make changes to clansTRUEVariable
clan.enabledEnables the clan system if set to true (must be set at boot, requires restart)FALSEVariable
clan.infoPrints info about a clan given its IDCommand
clan.maxmembercountMaximum number of members each clan can have (local backend only!)100Variable
clan.scorefordestroyingbradleyHow much score players earn for destroying bradley10Variable
clan.scorefordestroyingtoolcupboardsHow much score players earn for destroying other player’s tool cupboards10Variable
clan.scoreforhackingcratesHow much score players earn for hacking crates5Variable
clan.scoreforkilledbyplayerinotherclanHow much score players earn for being killed by a player in another clan (this value should be negative)-10Variable
clan.scoreforkillingplayerinotherclanHow much score players earn for killing a player in another clan10Variable
clan.scoreforkillingunarmedplayerHow much score players earn for killing unarmed players (this value should be negative)-10Variable
clan.scoreforlootingelitecrateHow much score players earn for looting an elite crate10Variable
clan.scoreforopeninghackedcratesHow much score players earn for opening hacked crates5Variable
clan.scoreforreachingcargoshipHow much score players earn for reaching cargo ship10Variable
clan.scoreforrunningexcavatorHow much score players earn for running the excavator10Variable
clawmarkspawner.showclawmarksCommand
clothlod.clothloddistdistance cloth will simulate until20Variable
codelock.lockoutcooldown900Variable
codelock.maxfailedattempts8Variable
commandblock.commands_enabledCan command blocks execute commandsFALSEVariable
commandblock.log_executionsPrint a log message when a command block is executedTRUEVariable
commandblock.use_playerIf enabled, commands from command blocks will run using the last player who set them, allowing for a wider range of commands to be usedFALSEVariable
commands.echoCommand
commands.findCommand
console.searchCommand
console.tailCommand
construct.frameminutes30Variable
construction.alternativeloschecks_enabledTRUEVariable
convartimedprefabspawner.prefab_despawn_timeTime in seconds before spawned prefabs are despawned. Set to 0 to disable despawning.20Variable
convartimedprefabspawner.prefab_spawn_intervalTime in seconds between prefab spawns. Set to 0 to disable spawning.0Variable
convartimedprefabspawner.prefab_spawn_interval_varianceVariance in seconds to add/subtract from the spawn interval3Variable
convartimedprefabspawner.prefab_spawn_random_position_offsetMaximum random offset (sphere radius) from the spawner’s position when spawning prefabs0Variable
convartimedprefabspawner.prefab_spawn_random_rotationIf true, spawned prefabs will have a random rotationTRUEVariable
copypaste.copybox_svCommand
copypaste.copybuilding_svCommand
copypaste.copyradius_svCommand
copypaste.download_pasteCommand
copypaste.killbox_svCommand
copypaste.list_pastes_svCommand
copypaste.printselection_svCommand
copypaste.undopaste_svCommand
coverpointvolume.cover_point_sample_step_heightcover_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).2Variable
coverpointvolume.cover_point_sample_step_sizecover_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).6Variable
craft.addCommand
craft.cancelCommand
craft.canceltaskCommand
craft.fasttracktaskCommand
craft.instantFALSEVariable
creative.allusersApply creative mode to the entire serverFALSEVariable
creative.alwaysonenabledFALSEVariable
creative.bypassholdtoplacedurationBypasses bypassHoldToPlaceDuration when deploying itemsFALSEVariable
creative.freebuildBuild blocks for freeFALSEVariable
creative.freeplacementBypasses all placement checksFALSEVariable
creative.freerepairBypass the 30s repair cooldown when repairing objectsFALSEVariable
creative.togglealwaysonCommand
creative.togglealwaysonallCommand
creative.togglealwaysonradiusCommand
creative.togglecreativemodeuserCommand
creative.unlimitedioBypasses limits on IO length and pointsFALSEVariable
crocodile.populationPopulation active on the server, per square km1Variable
cui.cui_testCommand
cui.cui_test_updateCommand
cui.endtestCommand
data.exportCommand
ddraw.ddrawotherCommand
debug.applybuildingblockrandomisationCommand
debug.applypuzzleresettimeCommand
debug.bag_respawn_parentingWhether to parent players immediately on spawning to a boat if the bag is on a boatTRUEVariable
debug.bench_ioSpawn lots of IO entities to lag the serverCommand
debug.breakheldBreak the current held objectCommand
debug.breakheld_almostAlmost break the current held objectCommand
debug.breakitemBreak all the items in your inventory whose name match the passed stringCommand
debug.breakshieldBreaks the currently held shieldCommand
debug.callbacksFALSEVariable
debug.checkparentingtriggersTRUEVariable
debug.checktriggersFALSEVariable
debug.clearplayermodifiersCommand
debug.cleartutorialforplayerIf a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)Command
debug.completemissionCommand
debug.completemissionstageCommand
debug.completetutorialCommand
debug.console_print_colorCommand
debug.console_spamCommand
debug.conveyorstrictmodereportCommand
debug.debugclippingchecksShows debug info for what objects are causing clipping checks to fail.FALSEVariable
debug.debugdismountsFALSEVariable
debug.deleteentitiesbyshortname<shortname> (optional: <radius>) – Delete entities with the given short prefab nameCommand
debug.deleteentitybyidDelete entities by id. Supports multiple argumentsCommand
debug.disableconditionDo not damage any itemsFALSEVariable
debug.disablelootnavobstaclesindeepseaTRUEVariable
debug.drinkCommand
debug.dropworlditemsCommand
debug.eatCommand
debug.enable_player_movementCommand
debug.fillmountsfillmounts <radius> – Spawns and mounts a player on every mount point in radiusCommand
debug.flushgroupTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS againCommand
debug.foodspoilingdeducttimehoursDeducts the given number of hours from all spoilable food on the serverCommand
debug.foodspoilinginventoryhoursApplies the given number of hours to all food in the players inventoryCommand
debug.foodspoilingspoilallSpoils all food on the serverCommand
debug.forcechickensspawneggCommand
debug.healTo disable revival if player is downed, pass in –no-recover as the first argument.Command
debug.hurtCommand
debug.invisMake admin invisibleCommand
debug.logTRUEVariable
debug.print_topologiesPrints out the topologies at your positionCommand
debug.printgroupsCommand
debug.printmissionspeakinfoFALSEVariable
debug.printqueuesCommand
debug.puzzleresetReset all puzzles. Optionally provide a number to only reset puzzles within a radius.Command
debug.puzzleresetinfoCommand
debug.puzzleresettimemultiplier1Variable
debug.quittutorialCommand
debug.refillvitalsRefills 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.Command
debug.refillvitalsallRefills 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.Command
debug.removeoverlappingstaticspawnpointsCommand
debug.renderinfoCommand
debug.repair_inventoryRepair all items in inventoryCommand
debug.resetsleepingbagtimersCommand
debug.respawnvinetreesinradiusCommand
debug.setdamageCommand
debug.setfoodCommand
debug.sethealthCommand
debug.setmaxhealthCommand
debug.setradiationCommand
debug.setthrowable0 = can’t throw, 1 = can throw & melee, 2 = only throwableCommand
debug.setwaterCommand
debug.spawn_all_deployablesSpawns one of every deployable in a gridCommand
debug.spawnovenstresstestCommand
debug.spawnparachutetesterCommand
debug.stallCommand
debug.starttutorialCommand
debug.test_custom_vitalsCommand
debug.testtutorialcinematicCommand
debug.tutorial_start_cooldown60Variable
debug.tutorialstatusCommand
debug.vineswinginghighlightCommand
debug.vineswingingreportCommand
decay.bracket_0_blockcountNumber of blocks in the 1st upkeep bracket15Variable
decay.bracket_0_costfractionBlocks in the 1st upkeep bracket will cost this value per day to maintain0.1Variable
decay.bracket_0_doorcountNumber of doors in the 1st upkeep bracket15Variable
decay.bracket_0_doorfractionDoors in the 1st upkeep bracket will cost this value per day to maintain0.1Variable
decay.bracket_1_blockcountNumber of blocks in the 2nd upkeep bracket50Variable
decay.bracket_1_costfractionBlocks in the 2nd upkeep bracket will cost this value per day to maintain0.15Variable
decay.bracket_1_doorcountNumber of doors in the 2nd upkeep bracket50Variable
decay.bracket_1_doorfractionDoors in the 2nd upkeep bracket will cost this value per day to maintain0.15Variable
decay.bracket_2_blockcountThe number of blocks in the 3rd upkeep bracket125Variable
decay.bracket_2_costfractionBlocks in the 3rd upkeep bracket will cost this value per day to maintain0.2Variable
decay.bracket_2_doorcountThe number of doors in the 3rd upkeep bracket125Variable
decay.bracket_2_doorfractionDoors in the 3rd upkeep bracket will cost this value per day to maintain0.2Variable
decay.bracket_3_costfractionBlocks in the 4th upkeep bracket will cost this value per day to maintain0.333Variable
decay.bracket_3_doorfractionDoors in the 4th upkeep bracket will cost this value per day to maintain0.333Variable
decay.build_twig_cost_multiplierCan players upgrade building blocks to wood1Variable
decay.debugFALSEVariable
decay.delay_metalHow long should this building grade decay be delayed when not protected by upkeep, in hours0Variable
decay.delay_overrideWhen set to a value above 0 everything will decay with this delay0Variable
decay.delay_stoneHow long should this building grade decay be delayed when not protected by upkeep, in hours0Variable
decay.delay_toptierHow long should this building grade decay be delayed when not protected by upkeep, in hours0Variable
decay.delay_twigHow long should this building grade decay be delayed when not protected by upkeep, in hours0Variable
decay.delay_woodHow long should this building grade decay be delayed when not protected by upkeep, in hours0Variable
decay.duration_metalHow long should this building grade take to decay when not protected by upkeep, in hours8Variable
decay.duration_overrideWhen set to a value above 0 everything will decay with this duration0Variable
decay.duration_stoneHow long should this building grade take to decay when not protected by upkeep, in hours5Variable
decay.duration_toptierHow long should this building grade take to decay when not protected by upkeep, in hours12Variable
decay.duration_twigHow long should this building grade take to decay when not protected by upkeep, in hours1Variable
decay.duration_woodHow long should this building grade take to decay when not protected by upkeep, in hours3Variable
decay.outside_test_rangeMaximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings50Variable
decay.scale1Variable
decay.tick600Variable
decay.upgrade_hqm_cost_multiplierCan players upgrade building blocks to hqm1Variable
decay.upgrade_hqm_enabledCan players upgrade building blocks to hqmTRUEVariable
decay.upgrade_metal_cost_multiplierCan players upgrade building blocks to metal1Variable
decay.upgrade_metal_enabledCan players upgrade building blocks to metalTRUEVariable
decay.upgrade_stone_cost_multiplierCan players upgrade building blocks to stone1Variable
decay.upgrade_stone_enabledCan players upgrade building blocks to stoneTRUEVariable
decay.upgrade_wood_cost_multiplierCan players upgrade building blocks to wood1Variable
decay.upgrade_wood_enabledCan players upgrade building blocks to woodTRUEVariable
decay.upkeepIs upkeep enabledTRUEVariable
decay.upkeep_grief_protectionHow many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)1440Variable
decay.upkeep_heal_scaleScale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay1Variable
decay.upkeep_inside_decay_scaleScale at which objects decay when they are inside, default of 0.10.1Variable
decay.upkeep_period_minutesHow many minutes does the upkeep cost last? default : 1440 (24 hours)1440Variable
decay.use_door_upkeep_bracketsShould doors have their own upkeep brackets separate from building blocksFALSEVariable
decayentity.demolish_seconds600Variable
deepsea.block_buildingTRUEVariable
deepsea.boat_drift_deep_seaFALSEVariable
deepsea.closeCommand
deepsea.createdeepseaCommand
deepsea.debug_portal_spawnattemptsFALSEVariable
deepsea.enabledToggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startupTRUEVariable
deepsea.enterdeepseaCommand
deepsea.floatingcity_count1Variable
deepsea.floatingcity_edgemargin1500Variable
deepsea.floatingcity_mindist1500Variable
deepsea.floatingcity_radius500Variable
deepsea.forceentranceportaldirection0 Map-based, 1 North, 2 East, 3 South, 4 West0Variable
deepsea.ghostship_count4Variable
deepsea.ghostship_edgemargin450Variable
deepsea.ghostship_mindist400Variable
deepsea.ghostship_radius80Variable
deepsea.hackablecrate_count1Variable
deepsea.island_count6Variable
deepsea.island_edgemargin750Variable
deepsea.island_mindist600Variable
deepsea.island_portal_terrain_distance750Variable
deepsea.island_radius300Variable
deepsea.leavedeepseaCommand
deepsea.logsFALSEVariable
deepsea.openCommand
deepsea.portals_use_whitelistTRUEVariable
deepsea.printentitycountCommand
deepsea.printlootCommand
deepsea.printstateCommand
deepsea.printtimetowipeCommand
deepsea.rhib_count4Variable
deepsea.rhib_edgemargin1150Variable
deepsea.rhib_mindist300Variable
deepsea.rhib_radius10Variable
deepsea.settimetonextopeningCommand
deepsea.settimetowipeCommand
deepsea.spawnfloatingcityhereCommand
deepsea.spawnghostshiphereCommand
deepsea.spawnislandhereCommand
deepsea.spawnrhibgrouphereCommand
deepsea.testportalspawnlocationCommand
deepsea.wipecooldownSeconds before a deep sea re-opens after closing5400Variable
deepsea.wipedurationDuration in seconds of the deep sea wipe10800Variable
deepsea.wipeendphasedurationDuration in seconds of the final wipe phase, bad weather kicking in etc1800Variable
deepsea.wiperadiationphasedurationSeconds before radiation starts to ramp in before the deep sea wipe300Variable
demo.delete_after_uploadShould the full server demos be deleted after they are uploadedTRUEVariable
demo.full_server_demoFALSEVariable
demo.max_upload_concurrencyMax parallel requests when uploading demos20Variable
demo.recordCommand
demo.recordlistVariable
demo.recordlistmodeControls the behavior of recordlist, 0=whitelist, 1=blacklist0Variable
demo.server_demo_cleanup_intervalHow many minutes between cleaning up demos from the disk20Variable
demo.server_demo_directoryDirectory to save full server demosserver_demosVariable
demo.server_demo_disk_space_gbHow much disk space full server demos can take before we start to delete them30Variable
demo.server_flush_seconds300Variable
demo.splitmegabytes200Variable
demo.splitseconds3600Variable
demo.stopCommand
demo.upload_bandwidth_limit_ratio1Variable
demo.upload_demosTRUEVariable
demo.upload_urlVariable
demo.zip_demosShould we be zipping the demos before we upload themTRUEVariable
drone.altitudespeedoverrideIf greater than zero, overrides the drone’s vertical movement speed0Variable
drone.disablesamtargetingFALSEVariable
drone.maxcontrolrangeHow far drones can be flown away from the controlling computer station750Variable
drone.movementspeedoverrideIf greater than zero, overrides the drone’s planar movement speed0Variable
droppeditem.underwater_drag_budget_msHow many milliseconds to spend on updating underwater drag levels0.05Variable
dungeonnavmesh.use_baked_terrain_meshTRUEVariable
dynamicnavmesh.use_baked_terrain_meshFALSEVariable
egghuntevent.includebotsWill spawn eggs for bots, only for debug purposes – don’t enable it!FALSEVariable
electricbattery.batteryidCommand
electricbattery.dischargebudgetms0.05Variable
entity.debug_toggleCommand
entity.deletebyDestroy all entities created by provided users (separate users by space)Command
entity.deletebytextblockDestroy all entities created by users in the provided text block (can use with copied results from ent auth)Command
entity.find_entityCommand
entity.find_groupCommand
entity.find_idCommand
entity.find_parentCommand
entity.find_radiusCommand
entity.find_selfCommand
entity.find_statusCommand
entity.nudgeCommand
entity.set_battery_chargeCommand
entity.spawnCommand
entity.spawngridCommand
entity.spawnitemCommand
entity.spawnlootfromCommand
env.addtimeCommand
env.day0Variable
env.month0Variable
env.nightlight_brightness0.022Variable
env.nightlight_distance7Variable
env.nightlight_fadefraction0.65Variable
env.oceanlevel0Variable
env.progresstimeFALSEVariable
env.redmoonFALSEVariable
env.time0Variable
env.year0Variable
events.print_server_eventsCommand
events.set_event_enabledCommand
events.set_event_max_delayCommand
events.set_event_min_delayCommand
eventschedule.killalleventsCommand
eventschedule.triggereventCommand
eventschedulewipeoffset.event_hours_before_wipe24Variable
excavatorsignalcomputer.automaticchargeneededforsupplies600Variable
excavatorsignalcomputer.chargeneededforsupplies600Variable
farmableanimal.simhoursSimulates the provided number of hours on all farm animals within 10mCommand
fps.limit240Variable
frankensteinbrain.movetowardsrate1Variable
frankensteinpet.decayminutesHow long before a Frankenstein Pet dies un controlled and not asleep on table180Variable
gamemode.setCommand
gamemode.setteamCommand
gamemodesoftcore.reclaim_building_authFALSEVariable
gamemodesoftcore.reclaim_fraction_belt0.5Variable
gamemodesoftcore.reclaim_fraction_main0.5Variable
gamemodesoftcore.reclaim_fraction_wear1Variable
gamemodesoftcore.reclaim_suicideFALSEVariable
gc.allocCommand
gc.collectCommand
gc.enabledTRUEVariable
gc.incremental_enabledTRUEVariable
gc.incremental_milliseconds3Variable
global.add_wallpaper_radius<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> randomCommand
global.adminui_deleteugccontentCommand
global.adminui_fullrefreshCommand
global.adminui_requestfireworkpatternCommand
global.adminui_requestplayerlistCommand
global.adminui_requestserverconvarsCommand
global.adminui_requestserverinfoCommand
global.adminui_requestugccontentCommand
global.adminui_requestugclistCommand
global.allowadminuiControls whether the in-game admin UI is displayed to adminsTRUEVariable
global.applygenes<gene string> – Applies the given genes (e.g. “YYYGGG”) to the clone/seed in your handsCommand
global.authcountReturns all entities that the provided player is authed to (TC’s, locks, etc), supports –jsonCommand
global.authradiusCommand
global.authradius_multiCommand
global.authradius_radiusCommand
global.banban <player> <reason> [optional duration]Command
global.banidbanid <steamid> <username> <reason> [optional duration]Command
global.banlistList of banned users (sourceds compat)Command
global.banlistexList of banned users – shows reasons and usernamesCommand
global.bansList of banned usersCommand
global.breakclothingCommand
global.breakitemCommand
global.buildinfoGet information about this buildCommand
global.carstatsGet information about all the cars in the worldCommand
global.change_wallpaper_radius<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> randomCommand
global.cinematicgingerbreadcorpsesWhen enabled a player wearing a gingerbread suit will gib like the gingerbread NPC’sFALSEVariable
global.clear_wallpaper_radiusclear_wallpaper_radius <radius>Command
global.clearallspraysCommand
global.clearallspraysbyplayerCommand
global.cleardroppeditemsCommand
global.clearspraysatpositioninradiusCommand
global.clearspraysinradiusCommand
global.clearugcbyplayerCommand
global.clearugcentitiesinrangeCommand
global.clearugcentityCommand
global.clearvendingmachinenamescontainingCommand
global.clientperfCommand
global.collidersCommand
global.deauthradiusCommand
global.deauthradius_multiCommand
global.deauthradius_radiusCommand
global.developer0Variable
global.disablebagdroppingDisables the backpacks that appear after a corpse times outFALSEVariable
global.dumpCommand
global.entcountReturns all entities that the provided player has placed, supports –jsonCommand
global.entidCommand
global.errorCommand
global.freeCommand
global.getugcinfoCommand
global.injureCommand
global.injureplayerCommand
global.job_system_threads23Variable
global.kickCommand
global.kickallCommand
global.killCommand
global.killallplayersCommand
global.killbeesKills all bee swarmsCommand
global.killplayerCommand
global.legacymonumentnotificationsForces old monument event notification behaviour (UI popup, no sounds)FALSEVariable
global.listidList of banned users, by ID (sourceds compat)Command
global.maxspraysperplayerIf a player sprays more than this, the oldest spray will be destroyed. 0 will disable40Variable
global.maxthreads8Variable
global.moderatoridCommand
global.muteCommand
global.mutelistPrint a list of currently muted playersCommand
global.objectsCommand
global.owneridCommand
global.perf0Variable
global.playerlistGet a list of playersCommand
global.playerlistidsGet a list of player’s IDsCommand
global.playersPrint out currently connected clients etcCommand
global.print_wallpaper_skinsLists all wallpaper skinsCommand
global.printallscenesinbuildCommand
global.queueCommand
global.quitCommand
global.recoverCommand
global.recoverplayerCommand
global.removemoderatorCommand
global.removeownerCommand
global.removeskipqueueRemoves skip queue permission from a SteamIDCommand
global.reportCommand
global.respawnCommand
global.respawn_sleepingbagCommand
global.respawn_sleepingbag_removeCommand
global.restartCommand
global.saySends a message in chatCommand
global.serverinfoGet a list of information about the serverCommand
global.setinfoCommand
global.skickCommand
global.skin_looking<skin>Command
global.skin_radiusskin_radius ‘skin’ ‘radius’Command
global.skipqueueCommand
global.skipqueueidAdds skip queue permissions to a SteamIDCommand
global.sleepCommand
global.sleepingusersShow user info for players on server.Command
global.sleepingusersinrangeShow user info for sleeping players on server in range of the player.Command
global.sleeptargetCommand
global.spectateCommand
global.spectateidCommand
global.spraydurationBase time (in seconds) that sprays last10800Variable
global.sprayoutofauthmultiplierMultiplier applied to SprayDuration if a spray isn’t in the sprayers auth (cannot go above 1f)0.5Variable
global.statsPrint out stats of currently connected clientsCommand
global.statusPrint out currently connected clientsCommand
global.status_svCommand
global.steamconnectiontimeoutVariable
global.steamnagleflushFALSEVariable
global.steamnagletimeNagle time, in microsecondsVariable
global.steamnetdebugTurns 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)0Variable
global.steamnetdebug_ackrttVariable
global.steamnetdebug_messageVariable
global.steamnetdebug_p2prendezvousVariable
global.steamnetdebug_packetdecodeVariable
global.steamnetdebug_packetgapsVariable
global.steamnetdebug_sdrrelaypingsVariable
global.steamrelayinitCommand
global.steamsendbufferUpper limit of buffered pending bytes to be sentVariable
global.steamsendratemaxMaxminum send rate clamp, 0 is no limitVariable
global.steamsendrateminMinimum send rate clamp, 0 is no limitVariable
global.steamstatusCommand
global.subscriptionsCommand
global.sysinfoCommand
global.sysuidCommand
global.teaminfoCommand
global.teleportCommand
global.teleport2autheditem<steamID/name> <optional: filter> – Teleport to a random entity the player is authed onCommand
global.teleport2deathCommand
global.teleport2gridCommand
global.teleport2markerCommand
global.teleport2meCommand
global.teleport2missionCommand
global.teleport2nearestCommand
global.teleport2owneditemCommand
global.teleportanyCommand
global.teleporteveryone2meCommand
global.teleportlosCommand
global.teleportnonsleepers2meCommand
global.teleportposCommand
global.teleportsleepers2meCommand
global.teleporttargetteam2meCommand
global.teleportteam2meCommand
global.texturesCommand
global.togglespectateteaminfoCommand
global.unbanCommand
global.unmuteCommand
global.updatemanifestImmediately update the manifestCommand
global.updatenetworkpositionwithdebugcamerawhilespectatingFALSEVariable
global.upgrade_looking<grade>Command
global.upgrade_radiusupgrade_radius ‘grade’ ‘radius’Command
global.usersShow user info for players on server.Command
global.usersinrangeShow user info for players on server in range of the player.Command
global.usersinrangeofplayerShow user info for players on server in range of the supplied player (eg. Jim 50)Command
global.versionCommand
growableentity.framebudgetms0.25Variable
growableentity.growallCommand
guntrap.gun_trap_budget_msHow many milliseconds to spend on target scanning per frame0.5Variable
hackablelockedcrate.decaysecondsHow many seconds until the crate is destroyed without any hack attempts7200Variable
hackablelockedcrate.requiredhacksecondsHow many seconds for the crate to unlock900Variable
halloween.enabledFALSEVariable
halloween.murdererpopulationPopulation active on the server, per square km0Variable
halloween.scarecrow_beancan_vs_player_dmg_modifierModified damage from beancan explosion vs players0.1Variable
halloween.scarecrow_body_dmg_modifierModifier to how much damage scarecrows take to the body.0.25Variable
halloween.scarecrow_chase_stopping_distanceStopping distance for destinations set while chasing a target0.5Variable
halloween.scarecrow_throw_beancan_global_delayThe delay globally on a server between each time a scarecrow throws a beancan8Variable
halloween.scarecrowpopulationPopulation active on the server, per square km0Variable
halloween.scarecrows_throw_beancansScarecrows can throw beancansTRUEVariable
halloweendungeon.lifetimeHow long each active dungeon should last before dying600Variable
halloweendungeon.populationPopulation active on the server0Variable
handcuffs.maxconditionrepairlossonpush0.4Variable
handcuffs.restrainedpushdamage5Variable
handcuffs.togglecuffslockedCommand
harmony.loadCommand
heli.bulletaccuracy2Variable
heli.bulletdamagescale1Variable
heli.callCommand
heli.calltomeCommand
heli.deathCommand
heli.dropCommand
heli.fleeCommand
heli.guns1Variable
heli.lifetimeminutes30Variable
heli.moveCommand
heli.orbitCommand
heli.orbitstrafeCommand
heli.patrolCommand
heli.strafeCommand
heli.testpuzzleCommand
hexagongridgenerator.generategrid<gridSize> 5 <tileSpacing> 1.35Command
hierarchy.cdCommand
hierarchy.delCommand
hierarchy.lsCommand
hotairballoon.minimumaltitudeterrain25Variable
hotairballoon.outsidedecayminutesHow long before a HAB loses all its health while outside180Variable
hotairballoon.populationPopulation active on the server1Variable
hotairballoon.serviceceiling175Variable
inventory.addownershipAdd ownership to itemCommand
inventory.clearinventoryClears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: –belt –wear –backpackCommand
inventory.convertownershipReduce ownership to item to allow new ownership to be addedCommand
inventory.copytoCopies the players inventory to the player in front of themCommand
inventory.defsCommand
inventory.deployloadoutDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jimCommand
inventory.deployloadoutinrangeDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30Command
inventory.disableattirelimitationsDisables all attire limitations, so NPC clothing and invalid overlaps can be equippedFALSEVariable
inventory.endlootCommand
inventory.equipslotCommand
inventory.equipslottargetCommand
inventory.give{item} {amount} {condition} {skin} {container} {slot}Command
inventory.giveallCommand
inventory.givearm{itemid} {amount}Command
inventory.givebpCommand
inventory.giveid{itemid} {amount}Command
inventory.giveto{item} {player} {amount} {skin}Command
inventory.lighttoggleCommand
inventory.listloadoutsPrints all saved inventory loadoutsCommand
inventory.pipetteidCommand
inventory.reduceownershipReduce ownership to item to allow new ownership to be addedCommand
inventory.resetbpCommand
inventory.saveloadoutSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutnameCommand
inventory.set_item_imageCommand
inventory.setwornarmorslotsSet worn items to have maximum armor slots supportedCommand
inventory.stackable_item_ownershipFALSEVariable
inventory.unlockallCommand
ioentity.backtracking8Variable
ioentity.debugbudgetPrint out what is taking so long in the IO frame budgetFALSEVariable
ioentity.debugbudgetthresholdIgnore frames with a lower ms than this while debugBudget is active2Variable
ioentity.debugqueueCommand
ioentity.framebudgetelectrichighpriorityms1Variable
ioentity.framebudgetelectriclowpriorityms0.5Variable
ioentity.framebudgetfluidms0.25Variable
ioentity.framebudgetgenericms1Variable
ioentity.framebudgetindustrialms0.25Variable
ioentity.framebudgetkineticms1Variable
ioentity.infiniteiopowerAll player placed electrical entities will receive full power without needing to be plugged into anythingFALSEVariable
ioentity.responsetime0.1Variable
itemmanager.enablepoolingTRUEVariable
junkpilewater.destroyablebyplayerboatsTRUEVariable
junkpilewater.framebudgetms0.05Variable
junkpilewater.minimumplayerboatmasstobedestroyed2000Variable
junkpilewater.minimumplayerboatvelocitytobedestroyed5Variable
langCommand
legacyshelter.max_shelters1Variable
log.levelCommand
manifest.printmanifestCommand
manifest.printmanifestrawCommand
megaphone.megaphonevoicerange100Variable
memsnap.fullCommand
memsnap.managedCommand
memsnap.nativeCommand
meta.addadd <convar> <amount> – adds amount to convarCommand
metaldetectorflag.timeoutduration10800Variable
metaldetectorsource.attemptspersubsourcespawn5Variable
metaldetectorsource.mindistancebetweensubsources1.5Variable
metaldetectorsource.populationPopulation active on the server, per square km1200Variable
metaldetectorsource.servercountsourcesCommand
metaldetectorsource.timeoutduration7200Variable
minicopter.populationPopulation active on the server0Variable
mlrs.brokendownminutesHow many minutes before the MLRS recovers from use and can be used again20Variable
modularcar.outsidedecayminutesHow many minutes before a ModularCar loses all its health while outside864Variable
modularcar.populationPopulation active on the server3Variable
monumentnavmesh.use_baked_terrain_meshTRUEVariable
motorrowboat.decaystartdelayminutesHow long until decay begins after the boat was last used45Variable
motorrowboat.deepwaterdecayminutesHow long before a boat loses all its health while in deep water120Variable
motorrowboat.outsidedecayminutesHow long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used180Variable
motorrowboat.populationPopulation active on the server1Variable
mountedweapon.antihack_level0Variable
mountedweapon.antihack_max_degrees_per_second_pitch720Variable
mountedweapon.antihack_max_degrees_per_second_yaw720Variable
mountedweapon.antihack_max_snap_degrees35Variable
mountedweapon.debugFALSEVariable
mountedweapon.enable_client_authorityTRUEVariable
net.global_network_debugToggle printing time taken to send all global entities to client when they connectFALSEVariable
net.global_networked_basesTRUEVariable
net.limit_global_update_broadcast(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardlessTRUEVariable
net.network_group_debugToggle checking network group bounds whenever an entity changes its network groupFALSEVariable
net.visdebugFALSEVariable
net.visibilityradiusdeepsea20Variable
net.visibilityradiusfaroverride-1Variable
net.visibilityradiusnearoverride-1Variable
networkprofiler.serverprofilenetworkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]Command
nexus.broadcast_pingCommand
nexus.clanclatbatchdurationMaximum duration in seconds to batch clan chat messages to send to other servers on the nexus1Variable
nexus.defaultzonecontactradiusDefault distance between zones to allow boat travel, if map.contactRadius isn’t set in the nexus (uses normalized coordinates)0.33Variable
nexus.endpointURL endpoint to use for the Nexus APIhttps://api.facepunch.com/api/nexus/Variable
nexus.islandspawndistanceHow far away islands should be spawned, as a factor of the map size1.5Variable
nexus.loadingtimeoutTime in seconds to keep players in the loading state before going to sleep900Variable
nexus.loggingTRUEVariable
nexus.mapimagescaleScale of the map to render and upload to the nexus0.5Variable
nexus.messagelockdurationTime in seconds to allow the server to process nexus messages before re-sending (requires restart)5Variable
nexus.pingCommand
nexus.pingintervalTime in seconds to wait between server status pings30Variable
nexus.playermanifestintervalInterval in seconds to broadcast the player manifest to other servers on the nexus30Variable
nexus.playeronlineCommand
nexus.protectiondurationMaximum time in seconds to keep transfer protection enabled on entities300Variable
nexus.refreshislandsCommand
nexus.rpctimeoutmultiplierMultiplier for nexus RPC timeout durations in case we expect different latencies1Variable
nexus.secretkeyVariable
nexus.timeoffsetTime offset in hours from the nexus clock0Variable
nexus.transferCommand
nexus.transferflushtimeMaximum amount of time in seconds that transfers should be cached before auto-saving60Variable
nexus.uploadmapReupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!Command
nexus.zonecontrollerbasicVariable
note.updateCommand
npc.vendor_attack_heli_enabledTRUEVariable
npc.vendor_hab_enabledTRUEVariable
npc.vendor_minicopter_enabledTRUEVariable
npc.vendor_rhib_enabledTRUEVariable
npc.vendor_rowboat_enabledTRUEVariable
npc.vendor_scrap_heli_enabledTRUEVariable
npc.vendor_sub_duo_enabledTRUEVariable
npc.vendor_sub_solo_enabledTRUEVariable
npcautoturret.sleeperhostiledelayHow many seconds until a sleeping player is considered hostile1200Variable
npcvendingmachine.addhoursSimulates the provided number of hours passing in the vending machine systemCommand
npcvendingmachine.dynamicpricingenabledWhether to run the the dynamic pricing systemTRUEVariable
npcvendingmachine.maximumpricemultiplierThe maximum point that a price can increase to (2 = 200%)2Variable
npcvendingmachine.minimumpricemultiplierThe Minimum point that the price can drop to (0.5 = 50% off)0.5Variable
npcvendingmachine.pricedecreaseamountHow much to decrease the price for if it is underselling (0.05 = 5%)0.05Variable
npcvendingmachine.priceincreaseamountHow much to increase the price by if it is selling a lot (0.05 = 5%)0.1Variable
npcvendingmachine.priceupdatefrequencybiweeklyHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)2Variable
npcvendingmachine.priceupdatefrequencydefaultHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)3Variable
npcvendingmachine.priceupdatefrequencyweeklyHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)1Variable
npcvendingmachine.printallpricechangesPrint out all current price changes on the serverCommand
npcvendingmachine.resetdynamicpricingResets the state of all discounts and surcharges from NPC vending machinesCommand
npcvendingmachine.resetfrequencytagsCommand
npcvendingmachine.startingpricemultiplierWhat discount surcharge should be applied to items when the server starts2Variable
panther.populationPopulation active on the server, per square km0.5Variable
parachute.bypassrepackFALSEVariable
parachute.landinganimationsFALSEVariable
party.maxpartyspawnattempts50Variable
party.maxpartyspawndistance100Variable
party.nearbypartyspawnsTRUEVariable
patrolhelicopterai.flee_damage_percentage0.35Variable
patrolhelicopterai.monument_crashTRUEVariable
patrolhelicopterai.use_danger_zonesTRUEVariable
perm.grantCommand
perm.groupCommand
perm.revokeCommand
perm.showCommand
perm.usergroupCommand
petbrain.controldistance100Variable
petbrain.drownindeepwaterTRUEVariable
petbrain.drowntimer15Variable
petbrain.idlewhenownermountedTRUEVariable
petbrain.idlewhenownerofflineordeadTRUEVariable
physics.allowhorsetempragdollTRUEVariable
physics.allowplayertempragdollTRUEVariable
physics.autosynctransformsTRUEVariable
physics.batchsynctransformsTRUEVariable
physics.bouncethreshold2Variable
physics.droppedmodeThe collision detection mode that dropped items and corpses should use2Variable
physics.getboundsCommand
physics.gravityGravity multiplier1Variable
physics.groundwatchdebugFALSEVariable
physics.groundwatchdelay0.1Variable
physics.groundwatchfails1Variable
physics.print_colliders_per_cellCommand
physics.print_colliders_per_prefabCommand
physics.sendeffectsSend effects to clients when physics objects collideTRUEVariable
physics.serverragdollmodeThe collision detection mode that server-side ragdolls should use3Variable
physics.serversideragdollsDo ragdoll physics calculations on the server, or use the old client-side systemFALSEVariable
physics.setbounds(center vec3) (extents vec3)Command
physics.sleepthreshold0.01Variable
physics.solveriterationcountThe default solver iteration count permitted for any rigid bodies (default 7). Must be positive6Variable
physics.towingmaxlinearaccelfromjoint40Variable
physics.treecollisionDo players and vehicles collide with trees?TRUEVariable
physicstumblingentity.angular_drag_overrideOverride for rigidbody angular drag. Set to -1 to disable.-1Variable
physicstumblingentity.drag_overrideOverride for rigidbody drag. Set to -1 to disable.-1Variable
physicstumblingentity.max_tumbling_forceMaximum force applied on collision to cause tumbling1000Variable
physicstumblingentity.min_tumbling_forceMinimum force applied on collision to cause tumbling600Variable
physicstumblingentity.player_impulse_multiplierMultiplier for impulse applied to players when ragdolled by this entity10Variable
physicstumblingentity.tumbling_force_cone_angleCone angle in degrees for randomizing tumbling force direction30Variable
physicstumblingentity.velocity_threshold_for_tumbling_forceMinimum velocity required for an object to get tumbling force applied on collision1.5Variable
ping.auto_refresh_regionTRUEVariable
ping.ping_estimate_loggingFALSEVariable
ping.ping_estimationTRUEVariable
ping.ping_parallelFALSEVariable
ping.ping_refresh_interval45Variable
ping.ping_samples5Variable
planterbox.outsidetestdistance100Variable
planterboxstatic.deepsearespawnchecktimer600Variable
planterboxstatic.favourablegenechanceChance 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.0.5Variable
player.abandonmissionCommand
player.cinematic_gestureCommand
player.cinematic_playCommand
player.cinematic_stopCommand
player.copyrotationCommand
player.createskullCommand
player.createtrophyCommand
player.dismountCommand
player.dropbackpackondeathTRUEVariable
player.dropbackpackondownedTRUEVariable
player.fillwater<fresh/salt/rads> – Fills up liquid container items in your hotbar as well as any liquid containers you are looking atCommand
player.gesture_radiusCommand
player.gesture_radius_notmeCommand
player.gotosleepCommand
player.keepteaondeathFALSEVariable
player.markhostileCommand
player.mountCommand
player.printpresenceCommand
player.printstatsCommand
player.ragdolloptional param {player}Command
player.ragdollallragdollsCommand
player.ragdollallbutmeragdolls everyone except playerCommand
player.ragdollotherRagdolls a player you’re looking atCommand
player.resetstateResets the PlayerState of the given playerCommand
player.stopgesture_radiusCommand
player.swapseatCommand
player.tickrate_cl32Variable
player.tickrate_sv16Variable
player.trigger_wildlife_trapCommand
player.wakeupCommand
player.wakeupallCommand
player.woundforeverWhether the crawling state expiresFALSEVariable
playerboat.aboardplayercheckinterval2Variable
playerboat.anchoreddriftdelayseconds21600Variable
playerboat.corpseseconds1800Variable
playerboat.debugvisFALSEVariable
playerboat.decayminutesHow long before a boat loses all its health while outside1080Variable
playerboat.decaystartdelayminutesHow long until decay begins after the boat was last used720Variable
playerboat.deepseatransitionpowerdowngraceduration10Variable
playerboat.editenabledTRUEVariable
playerboat.enginepositioninfluences0 – 10.05Variable
playerboat.finisheditingenabledTRUEVariable
playerboat.hammerrepairenabledTRUEVariable
playerboat.kill_all_above_block_countCommand
playerboat.kill_all_above_deployable_countCommand
playerboat.kill_nonconvex_deployablesKills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed.Command
playerboat.lookatdragbyangleCommand
playerboat.maxblockcount180Variable
playerboat.maxdeployablecount120Variable
playerboat.powerdownonnoplayersTRUEVariable
playerboat.print_nonconvexPrints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed.Command
playerboat.print_statsCommand
playerboat.sailpositioninfluence0 – 10.1Variable
playerboat.setsailsopenCommand
playerboat.sinkCommand
playerboat.velocitymax15Variable
playerhelicopter.insidedecayminutesHow long before a player helicopter loses all its health while indoors2880Variable
playerhelicopter.outsidedecayminutesHow long before a player helicopter loses all its health while outside480Variable
playerinventory.directionaldropenabledTRUEVariable
playerinventory.forcebirthdayFALSEVariable
polarbear.populationPopulation active on the server, per square km1Variable
pool.clear_assetsCommand
pool.clear_memoryCommand
pool.clear_prefabsCommand
pool.debugFALSEVariable
pool.enabledTRUEVariable
pool.export_prefabsCommand
pool.fill_prefabsCommand
pool.mode2Variable
pool.prewarmTRUEVariable
pool.print_arraypoolCommand
pool.print_assetsCommand
pool.print_memoryCommand
pool.print_prefabsCommand
pool.reset_max_pool_counterCommand
profile.command_lagspike_threshold40Variable
profile.countsyncmoveentitiesCommand
profile.dump_profile_recordersCommand
profile.exportintervals1800Variable
profile.flush_analyticsCommand
profile.immediatemodeenabledFALSEVariable
profile.notifyonmainalloccount0Variable
profile.notifyonmainmemkb0Variable
profile.notifyontotalalloccount16000Variable
profile.notifyontotalmemkb12288Variable
profile.notifyonworkeralloccount0Variable
profile.notifyonworkermemkb0Variable
profile.perfsnapshotprofile.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 toolsCommand
profile.perfsnapshot_streamprofile.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 toolsCommand
profile.profiling_entities0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every ‘5 min’0Variable
profile.profiling_entity_count_intervalHow frequently to count all entities across the server300Variable
profile.profiling_fixed_invokes0 = off, 1 = stats per frame, 2 = stats per method0Variable
profile.profiling_invokes0 = off, 1 = stats per frame, 2 = stats per method0Variable
profile.profiling_lagspikesRecord inbound RPC & ConsoleCommands that cause lag spikesFALSEVariable
profile.profiling_packetsRecord type of packets inbound/outbound per frameFALSEVariable
profile.profiling_pingRaknet statistics, 0 = off, 2 = per connection0Variable
profile.profiling_ping_intervalHow often to flush raknet stats per second1Variable
profile.profiling_ping_per_frame30Variable
profile.profiling_rcon0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages0Variable
profile.profiling_rcon_message_lengthClamp the length of logged RCON messages to prevent the profiler from being flooded with large messages512Variable
profile.profiling_work_queueRecord execution time of ObjectWorkQueues per frameFALSEVariable
profile.quietControls whether perfsnapshot commands emit chat messagesFALSEVariable
profile.rcon_lagspike_threshold40Variable
profile.resetexportintervalCommand
profile.rpc_lagspike_threshold40Variable
profile.runtime_profiling0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards0Variable
profile.runtime_profiling_interval60Variable
profile.runtime_profiling_persistEnable to allow runtime profiling to persist across restartsFALSEVariable
profile.runtime_profiling_pool_flush_intervalHow often to flush pooling stats in seconds300Variable
profile.runtime_profiling_pooling0 = off, 1 = flush every 5 minutes0Variable
profile.runtime_profiling_uploader_poolingShould analytics bulk uploaders use poolingFALSEVariable
profile.startCommand
profile.stopCommand
profile.stopwatchingallocsStops tracking of allocationsCommand
profile.watchallocsParams: [Name = ‘Allocs’] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are metCommand
radiation.materialtoradsratio0.0044Variable
radiation.water_inventory_damageTRUEVariable
radiation.water_loot_damageTRUEVariable
rcon.ban_ipBan an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistentCommand
rcon.bandurationHow long in seconds to ban an IP that has exceeded the maximum password failures300Variable
rcon.clear_rcon_failed_loginsClear all failed login attemptsCommand
rcon.clear_subscribersClears all subscribers from the server.Command
rcon.enablesubscriptionsIf true, allow RCON connections to subscribe to server events. This could be a performance hit and should only be used if you need it.FALSEVariable
rcon.ipIP Address to listen for RCON connectionsVariable
rcon.logfailedattemptsLog failed attempts and attempts from banned IP addressesTRUEVariable
rcon.maxpasswordfailuresHow many password failures before banning an RCON client’s IP5Variable
rcon.permanentbanfailedipsPermanently ban IPs that trigger too many failed attemptsFALSEVariable
rcon.portPort to listen for RCON connections0Variable
rcon.printIf true, RCON commands will be printed in the consoleFALSEVariable
rcon.print_rcon_bansPrint a table of permanently banned IPs and networks. Use ‘–json’ to return a JSON objectCommand
rcon.print_rcon_clientsPrint a table of connected RCON clients. Use ‘–json’ to return a JSON objectCommand
rcon.print_rcon_failed_loginsPrint a table of clients with failed passwords. Use ‘–json’ to return a JSON objectCommand
rcon.subscribeUn/Subscribes the current RCON connection to changes in server state. This could be a performance hit and should only be used if you need it.Command
rcon.unban_ipUnban an IP address from connecting to RCON, will also remove all attempt historyCommand
rcon.webIf set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATEDTRUEVariable
reclaimmanager.reclaim_expire_minutes120Variable
relationshipmanager.acceptinviteCommand
relationshipmanager.addtoteamCommand
relationshipmanager.contactsTRUEVariable
relationshipmanager.createandaddtoteamCommand
relationshipmanager.fakeinviteCommand
relationshipmanager.forgetafterminutes960Variable
relationshipmanager.kickmemberCommand
relationshipmanager.leaveteamCommand
relationshipmanager.maxplayerrelationships128Variable
relationshipmanager.maxteamsize8Variable
relationshipmanager.mugshotupdateinterval300Variable
relationshipmanager.promoteCommand
relationshipmanager.promote_idCommand
relationshipmanager.rejectinviteCommand
relationshipmanager.seendistance10Variable
relationshipmanager.sendinviteCommand
relationshipmanager.sendofflineinviteCommand
relationshipmanager.sleeptoggleCommand
relationshipmanager.trycreateteamCommand
relationshipmanager.wipe_all_contactsCommand
relationshipmanager.wipecontactsCommand
render.print_global_entitiesPrint off count of global building entities on the serverCommand
render.show_building_blocked_serverTRUEVariable
render.tree_entitiesCommand
reports.exceptionreportmaxlength0Variable
rhib.rhibpopulationPopulation active on the server0Variable
ridablehorse.autoavoidanceTRUEVariable
ridablehorse.debugFALSEVariable
ridablehorse.decayminutesHow long before a horse dies unattended180Variable
ridablehorse.dungtimescale1Variable
ridablehorse.groundangleupdaterate0.05Variable
ridablehorse.populationPopulation active on the server, per square km2Variable
ridablehorse.ragdollCommand
ridablehorse.setforsaleCommand
ridablehorse.sethorsebreedCommand
ridablehorse.throttledgroundangleupdateTRUEVariable
samsite.staticrepairsecondshow long until static sam sites auto repair1200Variable
santasleigh.altitudeaboveterrain50Variable
santasleigh.desiredaltitude60Variable
santasleigh.dropCommand
scraptransporthelicopter.populationPopulation active on the server0Variable
sensecomponent.maxrefreshintervalseconds1Variable
sensecomponent.minrefreshintervalseconds0.2Variable
sentry.debugpreventduplicatesPrevents auto turrets getting added more than once to the IO queueTRUEVariable
sentry.hostiledurationhow long until something is considered hostile after it attacked120Variable
sentry.interferenceradiusradius to check for other turrets40Variable
sentry.maxinterferencemax interference from other turrets12Variable
sentry.scantimerHow quickly can a turret acquire a potential target. Less is faster, but perf taxing1Variable
sentry.targetalltarget everyone regardless of authorizationFALSEVariable
server.allowsortingSet to false to disable the storage adaptor sorting functionalityTRUEVariable
server.allowvineswingingTRUEVariable
server.anticheatidVariable
server.anticheatkeyVariable
server.anticheatlog300Variable
server.anticheattokenTRUEVariable
server.arrowarmor1Variable
server.arrowdamage1Variable
server.artificialtemperaturegrowablerange4Variable
server.authtimeout60Variable
server.autouploadmapAutomatically upload procedurally generated maps so that players download them (faster) instead of re-generating themTRUEVariable
server.autouploadmapimagesAutomatically upload an image of the map, used to show the map in the server browserTRUEVariable
server.backupBackup server folderCommand
server.bag_quota_item_amountTRUEVariable
server.bansserverendpointHTTP API endpoint for centralized banning (see wiki)Variable
server.bansserverfailuremodeFailure mode for centralized banning, set to 1 to reject players from joining if it’s down (see wiki)0Variable
server.bansservertimeoutTimeout (in seconds) for centralized banning web server requests5Variable
server.bleedingarmor1Variable
server.bleedingdamage1Variable
server.botcountCommand
server.branchVariable
server.broadcastplayvideoCommand
server.bulletarmor1Variable
server.bulletdamage1Variable
server.canequipbackpacksinairAllows backpack equipping while not groundedFALSEVariable
server.ceilinglightgrowablerange3Variable
server.ceilinglightheightoffset3Variable
server.censorplayerlistCensors the Steam player list to make player tracking more difficultTRUEVariable
server.cheatreportCommand
server.cinematicFALSEVariable
server.clear_bushes_radiusCommand
server.clear_loot_spawn_cacheClears the loot spawn cache used to restrict loot into each eraCommand
server.clear_trees_radiusCommand
server.clearplayerreportcountsClear the player reports listCommand
server.combatlogGet the player combat logCommand
server.combatlog_outgoingGet the player combat log, only showing outgoing damageCommand
server.combatlogdelay10Variable
server.combatlogsize30Variable
server.compassenabledWill the in-game compass show at the top of the screenTRUEVariable
server.composterupdateinterval300Variable
server.compressionFALSEVariable
server.conveyormovefrequencyHow often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement5Variable
server.corpsedespawn300Variable
server.corpseinfoGet info on player corpses on the serverCommand
server.corpsesTRUEVariable
server.crawlingenabledDo players go into the crawling wounded stateTRUEVariable
server.crawlingmaximumhealthMaximum initial health given when a player dies and moves to crawling wounded state12Variable
server.crawlingminimumhealthMinimum initial health given when a player dies and moves to crawling wounded state7Variable
server.cycletime500Variable
server.debrisdespawn30Variable
server.deepseafogofwarShould the deep sea map be covered by fog of warTRUEVariable
server.defaultblueprintresearchcostHow much scrap is required to research default blueprints10Variable
server.descriptionNo server description has been provided.Variable
server.destroytaskbatchcountUsePlayerUpdateJobs 2 related – how many destroy messages to batch into 1 task128Variable
server.drawpuzzleresetsFALSEVariable
server.dropitemsTRUEVariable
server.emergencydisableplayerjobsRuns extra validation checks to prevent crashes and instead switch back to vanilla processingTRUEVariable
server.emojiownershipcheckWhether emoji ownership is checked server side. Could be performance draining in high chat volumesTRUEVariable
server.encryption2Variable
server.enforce_era_restrictionsDeletes items on the server that are not allowed in the eraCommand
server.enforcepipechecksonbuildingblockchangesWhether to check for illegal industrial pipes when changing building block states (roof bunkers)TRUEVariable
server.entitybatchsize100Variable
server.entitybatchtime1Variable
server.entityrate16Variable
server.eranone,primitive,medieval,frontier,rustNoneVariable
server.eventsTRUEVariable
server.explosive_testing_modeLower damage of explosives to 1 and allow them to be triggered multiple timesFALSEVariable
server.farmchickenlocalavoidanceWhether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clipTRUEVariable
server.favoritesendpointDomain 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.Variable
server.filefolderoverrideVariable
server.fillchickencoopCommand
server.fogofwarShould the in-game map be covered by a fog of warFALSEVariable
server.fogofwarrevealsizeHow much area around the player is revealed when using fog of war. Must be a multiple of 32256Variable
server.foodspoilingWhether to run the food spoiling systemTRUEVariable
server.foodspoilingbudgetms0.05Variable
server.fpsCommand
server.funwaterdamagethreshold0.8Variable
server.funwaterwetnessgain0.05Variable
server.gamemodeVariable
server.hardcorefirearmammunitioncraftingmultiplierMultiplies crafting cost of firearm ammunition1Variable
server.headerimageVariable
server.hideplayermapdirectionShould hte player see their direction on the mapFALSEVariable
server.hideplayeronmapShould the player see their position on the mapFALSEVariable
server.homingmissiletargetshabIf true hot air balloons can be shot down with homing missilesFALSEVariable
server.hopperanimationbudgetmsHow long per frame to spend animating items moving into the hopper (will be instant if <= 0)0.1Variable
server.hostnameMy Untitled Rust ServerVariable
server.http_connection_limit32Variable
server.identitymy_server_identityVariable
server.idlekick30Variable
server.idlekickadmins0Variable
server.idlekickmode1Variable
server.incapacitatedrecoverchanceBase chance of recovery after incapacitated wounded state0.1Variable
server.industrialallowquickmoveEnables a faster way to move items around during conveyor transfers. Should be on unless there’s a issueTRUEVariable
server.industrialcrafterfrequencyHow often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting5Variable
server.industrialframebudgetmsHow long per frame to spend on industrial jobs0.5Variable
server.industrialtransferstricttimelimitsWhen enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performanceTRUEVariable
server.ipVariable
server.ipqueriespermin30Variable
server.itemdespawn300Variable
server.itemdespawn_container_max_multiplier24Variable
server.itemdespawn_container_scale2Variable
server.itemdespawn_quick30Variable
server.levelProcedural MapVariable
server.leveltransferTRUEVariable
server.levelurlVariable
server.listplayerreportcountsList the amount of reports players on the server have receivedCommand
server.listtoolcupboardsPrints all the Tool Cupboards on the serverCommand
server.listvendingmachinesPrints all the vending machines on the serverCommand
server.logoimageVariable
server.long_distance_soundsTRUEVariable
server.lowprioritybuoyancyrangeIf no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system30Variable
server.mapenabledCan players use the in-game mapTRUEVariable
server.max_explosive_protection0.75Variable
server.max_sleeping_bags15Variable
server.maxclientinfosize1048576Variable
server.maxconnectionsperip5Variable
server.maxdecryptqueuebytes524288000Variable
server.maxdecryptqueuelength5000Variable
server.maxdecryptthreadwait100Variable
server.maxfoodspoiltimediffforitemstackMaximum difference (in seconds) that two items with spoil timers can have and still be stackable180Variable
server.maximummapmarkersHow many markers each player can place5Variable
server.maximumpingsHow many pings can be placed by each player5Variable
server.maxitemstacksmovedpertickindustrialHow many stacks a single conveyor can move in a single tick12Variable
server.maxmainthreadwait100Variable
server.maxpacketsize_command100000Variable
server.maxpacketsize_globalentities1000Variable
server.maxpacketsize_globaltrees100Variable
server.maxpacketspersecond1500Variable
server.maxpacketspersecond_command100Variable
server.maxpacketspersecond_rpc200Variable
server.maxpacketspersecond_rpc_signal30Variable
server.maxpacketspersecond_syncvar200Variable
server.maxpacketspersecond_tick300Variable
server.maxpacketspersecond_voice100Variable
server.maxpacketspersecond_world1Variable
server.maxplayers500Variable
server.maxreadqueuebytes524288000Variable
server.maxreadqueuelength5000Variable
server.maxreadthreadwait100Variable
server.maxreceivetime20Variable
server.maxunack4Variable
server.maxwritequeuebytes524288000Variable
server.maxwritequeuelength5000Variable
server.maxwritethreadwait100Variable
server.meleearmor1Variable
server.meleedamage1Variable
server.metabolismtick1Variable
server.modifiertickrate1Variable
server.monumentpuzzleresetradiationAllows radiation to flood monuments to force puzzles to resetTRUEVariable
server.monumentpuzzleresetradiationamount3Variable
server.monumentpuzzleresetradiationmaxradiusincreaseClamp radiation multiplier to this amount of meters, -1 = ignored20Variable
server.monumentpuzzleresetradiationoverrideForce enable radiation in monument puzzles to confirm they workFALSEVariable
server.monumentpuzzleresetradiationplayeremptytimeHow long does a monument puzzle need to be empty with full rads before it can reset120Variable
server.monumentpuzzleresetradiationpreresettimeHow long before the reset happens do we start applying radiation300Variable
server.monumentpuzzleresetradiationradiusmultiplier1.5Variable
server.monumentpuzzleresetwarningsTRUEVariable
server.motdVariable
server.netcacheTRUEVariable
server.netcachesize0Variable
server.netlogFALSEVariable
server.netprotocolCommand
server.nonplanterdeathchancepertick0.005Variable
server.normalisedfoodspoiltimestackthresholdIf two spoiled food items are both above this threshold then we will allow them to be stacked0.9Variable
server.npcammolootmultiplierAll ammo drops from NPC loot will be multiplied by this1Variable
server.officialFALSEVariable
server.oilrig_radiation_alarm_threshold0Variable
server.oilrig_radiation_amount_scale1Variable
server.oilrig_radiation_time_scale1Variable
server.optimalplanterqualitysaturation0.6Variable
server.ovencookbudgetms0.25Variable
server.packetlogCommand
server.packetlog_enabledFALSEVariable
server.paintballoverallsdamageHow much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage)1Variable
server.paintballstandarddamageHow much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on)1Variable
server.parachuterepacktimeHow long it takes to pick up a used parachute in seconds8Variable
server.pauseindustrialduringsaveShould indusrial be paused during autosavesTRUEVariable
server.pauseunlootedpuzzlesTRUEVariable
server.ping_region_code_overrideVariable
server.pingdurationHow long a ping should last10Variable
server.plantlightdetectionTRUEVariable
server.planttick60Variable
server.planttickscale1Variable
server.player_state_cache_countCommand
server.player_state_cache_evictionsCommand
server.player_state_cache_size0Variable
server.playerlistposPrints the position of all players on the serverCommand
server.playerserverfallTRUEVariable
server.playertimeout60Variable
server.port28015Variable
server.premiumRequire a premium status account to connect to this serverFALSEVariable
server.premiumrecheckintervalHow often to do premium status rechecks300Variable
server.premiumrecheckmaxbatchsizeMaximum number of players to recheck at a time100Variable
server.premiumrecheckminsecondsMinimum time to recheck premium status for already connected players (in seconds)300Variable
server.premiumverifyendpointEndpoint to use to check if players have premium statushttps://rust-api.facepunch.com/api/premium/verifyVariable
server.printdecryptqueueCommand
server.printeyesPrint the current player eyes.Command
server.printposPrint the current player position.Command
server.printposcenterPrint the current player center position.Command
server.printreadqueueCommand
server.printreportstoconsoleShould F7 reports from players be printed to consoleFALSEVariable
server.printrotPrint the current player rotation.Command
server.printwipeidPrints the current wipe id of the savCommand
server.printwritequeueCommand
server.pveFALSEVariable
server.pvebulletdamagemultiplier1Variable
server.pvp_ttk_bulletHow much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long1Variable
server.pvp_ttk_globalHow much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long1Variable
server.pvp_ttk_meleeHow much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long1Variable
server.pvpbulletdamagemultiplier1Variable
server.queriespersecond2000Variable
server.queryport0Variable
server.radiationTRUEVariable
server.readcfgCommand
server.rejoin_delay300Variable
server.reportsserverendpointHTTP API endpoint for receiving F7 reportsVariable
server.reportsserverendpointkeyIf set, this key will be included with any reports sent via reportsServerEndpoint (for validation)Variable
server.resetrespawnsClear all static respawn pointsCommand
server.resetserveremojiRescans the serveremoji folder, note that clients will need to reconnect to get the latest emojiCommand
server.respawnatdeathpositionIf a player presses the respawn button, respawn at their death location (for trailer filming)FALSEVariable
server.respawnresetrange50Variable
server.respawntimeadditionbagBags will increase their respawn time by this much0Variable
server.respawntimeadditionbedBeds will increase their respawn time by this much0Variable
server.respawnwithloadoutWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)FALSEVariable
server.rewounddelay60Variable
server.rpclogCommand
server.rpclog_enabledFALSEVariable
server.salt1Variable
server.saveForce save the current gameCommand
server.savebackupcount2Variable
server.savecachesize0Variable
server.saveframebudgetMS per frame to spend warming up entity save caches5Variable
server.saveinterval600Variable
server.schematime1800Variable
server.seed1337Variable
server.sendnetworkupdateSend network update for all playersCommand
server.server_idVariable
server.setshowholstereditemsShow holstered items on player bodiesCommand
server.showholstereditemsTRUEVariable
server.skipdeathscreenfadeSkip death screen fadeFALSEVariable
server.snapshotThis 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.Command
server.snapshottaskbatchcountUsePlayerUpdateJobs 2 related – how many snapshot messages to batch into 1 task64Variable
server.spawnvinetreesTRUEVariable
server.sprinklereyeheightoffset3Variable
server.sprinklerradius3Variable
server.stabilityTRUEVariable
server.startStarts a serverCommand
server.statbackupFALSEVariable
server.statsFALSEVariable
server.stopStops a serverCommand
server.strictauth_eacFALSEVariable
server.strictauth_steamFALSEVariable
server.tagsComma-separated server browser tag values (see wiki)Variable
server.tickrate10Variable
server.tutorialenabledControls whether the tutorial is enabled on this serverFALSEVariable
server.unlockrespawnsUnlock all static respawn pointsCommand
server.updatebatch512Variable
server.updatebatchspawn1024Variable
server.urlVariable
server.uselegacysprinklerloadprocessFALSEVariable
server.uselegacyworkbenchinteractionOpens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods.FALSEVariable
server.useminimumplantconditionTRUEVariable
server.useplayerupdatejobsPlayer Update parallelism mode. 0 – serial(def); 1 – burst jobs; 2 – 1 + managed tasks0Variable
server.watercontainersleavewaterbehindWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance lossFALSEVariable
server.waterwellnpcsalesrefreshfrequencyHow often (in hours) the water well NPC’s update their sell orders1Variable
server.workbenchtaxrate1How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost0Variable
server.workbenchtaxrate2How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost0Variable
server.workbenchtaxrate3How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost0Variable
server.worldsize4500Variable
server.woundedmaxfoodandwaterbonusMaximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level0.25Variable
server.woundedrecoverchanceBase chance of recovery after crawling wounded state0.2Variable
server.woundingenabledCan players be wounded after receiving fatal damageTRUEVariable
server.writecfgWrites config filesCommand
serverocclusion.occlusionvalidategroupsCommand
serverocclusion.serverocclusiondebugTests occlusion visibility between two positionsCommand
shield.infiniteshieldblockFALSEVariable
simpleshark.disableFALSEVariable
simpleshark.forcesurfaceamount0Variable
sleepingbag.assigntoplayerCommand
sleepingbag.clearfromplayerCommand
sleepingbag.useteamlabelsTRUEVariable
slotmachine.forcepayoutindex-1Variable
snakehazard.populationPopulation active on the server, per square km5Variable
snowmobile.allowpassengeronlyAllow mounting as a passenger when there’s no driverFALSEVariable
snowmobile.allterrainIf true, snowmobile goes fast on all terrain typesFALSEVariable
snowmobile.outsidedecayminutesHow long before a snowmobile loses all its health while outside1440Variable
solarpanel.sunupdatebudgetms0.05Variable
spawn.cargoshipdockingtestCommand
spawn.cargoshipeventCommand
spawn.ch47eventCommand
spawn.delete_all_populationsCommand
spawn.delete_populationsCommand
spawn.dump_mapCommand
spawn.fill_groupsCommand
spawn.fill_individualsCommand
spawn.fill_populationsCommand
spawn.loot_population_testIf set the loot spawn system will consider this the player count, not the actual player count. Useful for testing0Variable
spawn.max_density1Variable
spawn.max_rate1Variable
spawn.min_density0.5Variable
spawn.min_rate0.5Variable
spawn.player_base100Variable
spawn.player_scale2Variable
spawn.population_cap_rateWhen scaling loot respawn rates by population, this will be considered the ‘max’ population, preventing loot speeding up if player counts are above this300Variable
spawn.reportCommand
spawn.respawn_groupsTRUEVariable
spawn.respawn_individualsTRUEVariable
spawn.respawn_populationsTRUEVariable
spawn.scalarsCommand
spawn.simulate_loot<iterations> – Simulates a number of iterations on the closest loot container and sums up the items spawnedCommand
spawn.svshielddummyCommand
spawn.tick_individuals300Variable
spawn.tick_populations60Variable
stability.accuracy0.001Variable
stability.collapse0.05Variable
stability.log_ground_missing_deathFALSEVariable
stability.log_stability_deathFALSEVariable
stability.log_stability_updatesFALSEVariable
stability.refresh_stabilityCommand
stability.stabilityqueue9Variable
stability.strikes10Variable
stability.surroundingsqueue3Variable
stability.verbose0Variable
stag.populationPopulation active on the server, per square km3Variable
stash.reveal_tick_rate0.5Variable
steam.server_allow_steam_nicknamesTRUEVariable
storagecontainer.canrequireauthifnolockFALSEVariable
storagecontainer.corpseitemssavedpercent0.5Variable
storagecontainer.dropcorpseondeathFALSEVariable
supply.callCommand
supply.dropCommand
system.cpu_affinityCommand
system.cpu_priorityCommand
telephonemanager.maxcalllength120Variable
telephonemanager.maxconcurrentcalls10Variable
telephonemanager.printallphonesCommand
ticklogging.tick_uploader_lifetime60Variable
tiger.populationPopulation active on the server, per square km0.5Variable
tigerfsm.chargerangeThe range at which the tiger will charge instead of fleeing if aimed at20Variable
tigersneaktelegraphgrowl.minangleMinimum angle for the tiger to growl when stalking a player60Variable
tigersneaktelegraphgrowl.mintimebetweengrowlsTime between growls when stalking a player5Variable
time.cl_maxstepsperframeThe maximum amount physics ticks per frame on clients. If things are taking too long, time slows down2Variable
time.cl_stepsDesired physics ticks per second on clients32Variable
time.missiontimerscale1Variable
time.pausewhileloadingTRUEVariable
time.sv_maxstepsperframeThe maximum amount physics ticks per frame on the server. If things are taking too long, time slows down2Variable
time.sv_stepsDesired physics ticks per second on the server16Variable
time.timescale1Variable
traincar.decayminutesHow long before a train car despawns30Variable
traincar.killofftracktrainsShould train cars that are not spawned near train tracks be killed instantly (default = true)TRUEVariable
traincar.populationPopulation active on the server2.3Variable
traincar.trainturretinaccuratepervelocityChance to miss per m/s of velocity for turrets shooting players on moving trains0.1Variable
traincar.wagons_per_engineRatio of wagons to train engines that spawn2Variable
traincouplingcontroller.max_couple_speedMaximum difference in velocity for train cars to couple9Variable
travellingvendor.alive_time_seconds1800Variable
travellingvendor.attempt_pulloversTRUEVariable
travellingvendor.max_speed5Variable
travellingvendor.should_destroy_buildingsFALSEVariable
travellingvendor.should_spawnTRUEVariable
travellingvendor.spawnCommand
travellingvendor.starteventCommand
tree.global_broadcastFALSEVariable
tree.simplified_colliderFALSEVariable
treemanager.cellsizeDefine 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 512.100Variable
treemanager.enabletreestreamingTRUEVariable
treemanager.playerbudgetms0.01Variable
treemanager.updatebudgetms1Variable
treemanager.uselazyserializationInstead 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.TRUEVariable
triggerbase.clearexcludelayersCommand
triggerbase.setexcludelayersCommand
triggerbase.useexcludelayersFALSEVariable
triggerparent.allowtriggersleepingAllow triggers to sleep if both they and their contents are stationary (TickMode 1 only)TRUEVariable
triggerparent.tickmode0 – old InvokeHandler, 1 – Jobs1Variable
triggerparent.useplayerv2shortcutsCan we use cached state from ticks when UsePlayerUpdateJobs == 2TRUEVariable
triggerparentdelayedexit.disable_delayed_exitMakes TriggerParentDelayedExit act as a TriggerParent againFALSEVariable
tugboat.tugcorpseseconds7200Variable
tugboat.tugdecayminutesHow long before a tugboat loses all its health while outside2160Variable
tugboat.tugdecaystartdelayminutesHow long until decay begins after the tugboat was last used1440Variable
tutorialisland.debugislandpositionsCommand
tutorialisland.enforcetrespasschecksTRUEVariable
tutorialisland.overridetutoriallocationWill place the tutorial as close as possible to this pos, only for debugging(0.00, 0.00, 0.00)Variable
tutorialisland.spawntutorialislandfornewplayerTRUEVariable
vddraw.setisrecordingCommand
vehicle.autohoverCommand
vehicle.boat_corpse_seconds300Variable
vehicle.boatdriftinfoPrint out boat drift status for all boatsCommand
vehicle.carwrecksDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: trueTRUEVariable
vehicle.cinematictrainsIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: falseFALSEVariable
vehicle.deepseaportal_boundary_force_start_distance5Variable
vehicle.disable_wheels_when_sleepingTRUEVariable
vehicle.fixcarsCommand
vehicle.killboatsCommand
vehicle.killcarsCommand
vehicle.killdronesCommand
vehicle.killminisCommand
vehicle.killmotorbikesCommand
vehicle.killpushbikesCommand
vehicle.killscraphelisCommand
vehicle.killtrainsCommand
vehicle.stop_all_trainsCommand
vehicle.swapseatsCommand
vehicle.swaptoseatCommand
vehicle.trainskeeprunningDetermines whether trains stop automatically when there’s no-one on them. Default: falseFALSEVariable
vehicle.vehiclesdroplootDetermines whether vehicles drop storage items when destroyed. Default: trueTRUEVariable
vehicle.world_boundary_force_offset25Variable
vehicle.world_boundary_force_start_distance100Variable
vendingmachine.clearallvendingcustomerhistoryWipe the backend customer stats data on all vending machines. Slow operation.Command
vendingmachine.clearallvendinghistoryWipe the backend stats data on all vending machines. Slow operation.Command
vendingmachine.max_history10000Variable
vendingmachine.max_processed10000Variable
vendingmachine.max_returned100Variable
vinemountable.allowchainingTRUEVariable
vis.attackFALSEVariable
vis.damageFALSEVariable
vis.hitboxesFALSEVariable
vis.lineofsightFALSEVariable
vis.protectionFALSEVariable
vis.senseFALSEVariable
vis.triggersFALSEVariable
vis.weakspotsFALSEVariable
voice.togglevoicerangeboostEnabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1Command
voice.voicerangeboostamount50Variable
waypointrace.racetimeoutHow long a race can go until it times out (in seconds)900Variable
waypointrace.startraceCommand
weather.ambient_light_multiplier-1Variable
weather.arctic_fog_ambient_intensity_mult-1Variable
weather.arctic_fog_light_boost_mult-1Variable
weather.arctic_fog_ramp_end-1Variable
weather.arctic_fog_ramp_start-1Variable
weather.arid_fog_ambient_intensity_mult-1Variable
weather.arid_fog_light_boost_mult-1Variable
weather.arid_fog_ramp_end-1Variable
weather.arid_fog_ramp_start-1Variable
weather.atmosphere_brightness-1Variable
weather.atmosphere_contrast-1Variable
weather.atmosphere_directionality-1Variable
weather.atmosphere_fog_height_falloff-1Variable
weather.atmosphere_fog_ramp_end_distance-1Variable
weather.atmosphere_fog_ramp_start_distance-1Variable
weather.atmosphere_mie-1Variable
weather.atmosphere_rayleigh-1Variable
weather.biome_fog_ambient_saturation_mult-1Variable
weather.biome_fog_distance_curve-1Variable
weather.clear_chance1Variable
weather.cloud_attenuation-1Variable
weather.cloud_brightness-1Variable
weather.cloud_coloring-1Variable
weather.cloud_config-1Variable
weather.cloud_coverage-1Variable
weather.cloud_opacity-1Variable
weather.cloud_saturation-1Variable
weather.cloud_scattering-1Variable
weather.cloud_sharpness-1Variable
weather.cloud_size-1Variable
weather.directional_light_multiplier-1Variable
weather.dust_chance0Variable
weather.fog-1Variable
weather.fog_chance0Variable
weather.fog_multiplier-1Variable
weather.jungle_fog_ambient_intensity_mult-1Variable
weather.jungle_fog_light_boost_mult-1Variable
weather.jungle_fog_ramp_end-1Variable
weather.jungle_fog_ramp_start-1Variable
weather.list_cloud_configsCommand
weather.loadCommand
weather.load_cloud_configCommand
weather.moon_mesh_brightness_multiplier-1Variable
weather.ocean_scale-1Variable
weather.ocean_time-1Variable
weather.overcast_chance0Variable
weather.rain-1Variable
weather.rain_chance0Variable
weather.rainbow-1Variable
weather.reflection_multiplier-1Variable
weather.reportCommand
weather.resetCommand
weather.reset_cloud_configCommand
weather.storm_chance0Variable
weather.sun_mesh_brightness_multiplier-1Variable
weather.temperate_fog_ambient_intensity_mult-1Variable
weather.temperate_fog_light_boost_mult-1Variable
weather.temperate_fog_ramp_end-1Variable
weather.temperate_fog_ramp_start-1Variable
weather.thunder-1Variable
weather.tundra_fog_ambient_intensity_mult-1Variable
weather.tundra_fog_light_boost_mult-1Variable
weather.tundra_fog_ramp_end-1Variable
weather.tundra_fog_ramp_start-1Variable
weather.vclouds_moon_color_scale-1Variable
weather.vclouds_sun_color_scale-1Variable
weather.wetness_rain0.4Variable
weather.wetness_snow0.2Variable
weather.wind-1Variable
wildlifehazard.chancetorepositionmultiplier1Variable
wildlifehazard.clienttickrate0.1Variable
wildlifehazard.reactiontimemultiplier1Variable
wildlifehazard.repositionattempts5Variable
wildlifehazard.repositionradiusmultiplier1Variable
wildlifehazard.repositiontimermultiplier1Variable
wipetimer.days_to_add_test0Variable
wipetimer.hours_to_add_test0Variable
wipetimer.printtimezonesCommand
wipetimer.printwipeCommand
wipetimer.wipecronoverrideCustom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/Variable
wipetimer.wipedayofweek0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat4Variable
wipetimer.wipehourofdayWhich hour to wipe? 14.5 = 2:30pm19Variable
wipetimer.wipetimezoneThe 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_zonesEurope/LondonVariable
wipetimer.wipeunixtimestampoverrideUnix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.0Variable
wolf.populationPopulation active on the server, per square km2Variable
workshop.print_approved_skinsCommand
world.cacheTRUEVariable
world.configfileVariable
world.configstringVariable
world.monumentsCommand
world.renderlabsRenders a PNG of the current map’s underwater labs, for a specific floorCommand
world.rendermapRenders a high resolution PNG of the current mapCommand
world.rendertunnelsRenders a PNG of the current map’s tunnel networkCommand
xmas.enabledFALSEVariable
xmas.giftsperplayer2Variable
xmas.refillCommand
xmas.spawnattempts5Variable
xmas.spawnrange40Variable
xmasdungeon.playerdetectrangeHow far we detect players from our inside/outside30Variable
xmasdungeon.xmaslifetimeHow long each active dungeon should last before dying1200Variable
xmasdungeon.xmaspopulationPopulation active on the server0Variable
ziplinelaunchpoint.highlightCommand
ziplinelaunchpoint.reportCommand
zombie.populationPopulation active on the server, per square km0Variable
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About Digital Ghost

Dg is the founder and co-owner of Corrosion Hour, a niche gaming community established in 2016 focusing on the survival game RUST. He is an active and contributing member of numerous other RUST communities. As a community leader and server owner for over 15 years, he spends much of his time researching and writing guides about survival games, covering topics such as server administration, game mechanics, and community growth.

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