RUST Admin Commands List 2019

RUST Admin Commands 2019

RUST Admin Commands, Server Commands, and Server Variables

What are RUST Admin Commands?

RUST admin commands and server variables are used by RUST server admins and moderators. Admin commands can be used in and out of the game to initiate actions, such as kicking or banning players, and other related administrative tasks. These admin commands, also known as server commands, can be issued from different locations, such as:

  • RUST’s in-game console (Press F1 to access when logged into the game)
  • The command-line console running the server
  • Third-party applications like RUST Admin or RUST Server Manager
  • Third-party RCON platforms like rcon.io

The data table below contains an updated list of all RUST admin and server commands. Use the search field above the data table, to quickly search and filter the list for specific terms.

What are RUST Server Variables?

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

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

Last updated on 11/29/2019

Admin CommandDefaultDescription
baseboat.generate_pathsTrue
bear.population2Population active on the server, per square km
bigwheelgame.spinfrequencyseconds45
boar.population5Population active on the server, per square km
cargoship.egress_duration_minutes10
cargoship.event_duration_minutes50
cargoship.event_enabledTrue
cargoship.loot_round_spacing_minutes10
cargoship.loot_rounds3
chicken.population3Population active on the server, per square km (3)
clothlod.clothloddist20distance cloth will simulate until
aithinkmanager.framebudgetms2.5
ai.animal_ignore_foodTrueIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
ai.frametime5
ai.ignoreplayersFalse
ai.moveTrue
ai.nav_carve_height2The height of the carve volume.
ai.nav_carve_min_base_size2The minimum size we allow a carving volume to be.
ai.nav_carve_min_building_blocks_to_apply_optimization25The minimum number of building blocks a building needs to consist of for this optimization to be applied.
ai.nav_carve_size_multiplier4The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls.
ai.nav_carve_use_building_optimizationFalseIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.
ai.npc_alertness_drain_rate0.01npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
ai.npc_alertness_to_aim_modifier0.5This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again.
ai.npc_alertness_zero_detection_mod0.5npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero.
ai.npc_cover_compromised_cooldown10npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it’s cleared again for selection.
ai.npc_cover_info_tick_rate_multiplier20The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
ai.npc_cover_path_vs_straight_dist_max_diff2npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points.
ai.npc_cover_use_path_distanceTrueIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.
ai.npc_deliberate_hit_randomizer0.85The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don’t want perfect hits with every shot).
ai.npc_deliberate_miss_offset_multiplier1.25The offset with which the NPC will maximum miss the target.
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. (default: 1.5) (1.5)
ai.npc_door_trigger_size1.5npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it
ai.npc_enableTrueIf npc_enable is set to false then npcs won’t spawn.
ai.npc_families_no_hurtTrueIf npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.
ai.npc_gun_noise_silencer_modifier0.15The modifier by which a silencer reduce the noise that a gun makes when shot.
ai.npc_htn_player_base_damage_modifier1.15Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.
ai.npc_htn_player_frustration_threshold3npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic.
ai.npc_ignore_chairsTrueIf npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs.
ai.npc_junkpile_a_spawn_chance0.1npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a.
ai.npc_junkpile_dist_aggro_gate8npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.
ai.npc_junkpile_g_spawn_chance0.1npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g.
ai.npc_max_junkpile_count30npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)
ai.npc_max_population_military_tunnels3npc_max_population_military_tunnels defines the size of the npc population at military tunnels.
ai.npc_max_roam_multiplier3This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam.
ai.npc_only_hurt_active_target_in_safezoneTrueIf npc_only_hurt_active_target_in_safezone is true, npcs won’t any player other than their actively targeted player when in a safe zone.
ai.npc_patrol_point_cooldown5npc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again
ai.npc_reasoning_system_tick_rate_multiplier1The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
ai.npc_respawn_delay_max_military_tunnels1920npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.
ai.npc_respawn_delay_min_military_tunnels480npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.
ai.npc_sensory_system_tick_rate_multiplier5The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
ai.npc_spawn_on_cargo_shipTrueSpawn NPCs on the Cargo Ship.
ai.npc_spawn_per_tick_max_military_tunnels1npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels.
ai.npc_spawn_per_tick_min_military_tunnels1npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels.
ai.npc_speed_crouch_run0.25npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1.
ai.npc_speed_crouch_walk0.1npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
ai.npc_speed_run0.4npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1.
ai.npc_speed_sprint1npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1.
ai.npc_speed_walk0.18npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1.
ai.npc_use_new_aim_systemTrueIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.
ai.npc_use_thrown_weaponsTrueIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.
ai.npc_valid_aim_cone0.8npc_valid_aim_cone defines how close their aim needs to be on target in order to fire.
ai.npc_valid_mounted_aim_cone0.92npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted.
ai.ocean_patrol_path_iterations100000
ai.sensetime1
ai.thinkTrue
ai.tickrate5
antihack.admincheatTrue
antihack.debuglevel1
antihack.enforcementlevel1
antihack.eye_clientframes2
antihack.eye_forgiveness0.5
antihack.eye_penalty0
antihack.eye_protection2
antihack.eye_serverframes2
antihack.flyhack_extrusion2
antihack.flyhack_forgiveness_horizontal1.5
antihack.flyhack_forgiveness_vertical1.5
antihack.flyhack_margin0.05
antihack.flyhack_maxsteps15
antihack.flyhack_penalty100
antihack.flyhack_protection3
antihack.flyhack_rejecFalse
antihack.flyhack_stepsize0.1
antihack.forcepositionTrue
antihack.maxdeltatime1
antihack.maxdesync1
antihack.maxviolation100
antihack.melee_clientframes2
antihack.melee_forgiveness0.5
antihack.melee_penalty0
antihack.melee_protection3
antihack.melee_serverframes2
antihack.modelstateTrue
antihack.noclip_backtracking0.01
antihack.noclip_margin0.09
antihack.noclip_maxsteps15
antihack.noclip_penalty0
antihack.noclip_protection3
antihack.noclip_rejectTrue
antihack.noclip_stepsize0.1
antihack.objectplacementTrue
antihack.projectile_clientframes2
antihack.projectile_forgiveness0.5
antihack.projectile_penalty0
antihack.projectile_protection5
antihack.projectile_serverframes2
antihack.projectile_trajectory_horizontal1
antihack.projectile_trajectory_vertical1
antihack.relaxationpause10
antihack.relaxationrate0.1
antihack.reportingTrue
antihack.signpause1
antihack.speedhack_forgiveness2
antihack.speedhack_penalty0
antihack.speedhack_protection2
antihack.speedhack_rejectTrue
antihack.speedhack_slopespeed10
antihack.userlevel2
antihack.terrain_killTrue
antihack.terrain_padding2
antihack.terrain_penalty0
antihack.terrain_protection1
antihack.terrain_timeslice64
app.notificationsFalseEnables sending push notifications
app.port28083
app.queuelimit100Max number of queued messages – set to 0 to disable message processing
app.serverid
app.updateTrueDisables updating entirely – emergency use only
app.pair
batching.verbose0
bradley.enabledTrue
bradley.respawndelayminutes60
bradley.respawndelayvariance1
chat.enabledTrue
chat.serverlogTrue
chat.teamsay
construct.frameminutes30
craft.instantFalse
debug.callbacksFalse
debug.checktriggersFalse
debug.disableconditionFalseDo not damage any items
debug.logTrue
decay.bracket_0_blockcount15Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
decay.bracket_0_costfraction0.1blocks within bracket 0 will cost this fraction per upkeep period to maintain
decay.bracket_1_blockcount50Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain
decay.bracket_1_costfraction0.15blocks within bracket 1 will cost this fraction per upkeep period to maintain
decay.bracket_2_blockcount125Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain
decay.bracket_2_costfraction0.2blocks within bracket 2 will cost this fraction per upkeep period to maintain
decay.bracket_3_blockcount200Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain
decay.bracket_3_costfraction0.333blocks within bracket 3 will cost this fraction per upkeep period to maintain
decay.debugFalse
decay.delay_metal0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_override0When set to a value above 0 everything will decay with this delay
decay.delay_stone0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood0How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.duration_metal8How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_override0When set to a value above 0 everything will decay with this duration
decay.duration_stone5How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier12How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig1How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood3How long should this building grade take to decay when not protected by upkeep, in hours
decay.outside_test_range50Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
decay.scale1
decay.tick600
decay.upkeepTrueIs upkeep enabled
decay.upkeep_grief_protection1440 (24 hours)How many minutes can the upkeep cost last after the cupboard was destroyed?
decay.upkeep_heal_scale1Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
decay.upkeep_inside_decay_scale0.1Scale at which objects decay when they are inside, default of
decay.upkeep_period_minutes1440 (24 hours)How many minutes does the upkeep cost last?
env.day1-31
env.month1-12
env.progresstimeTrue
env.time
env.year2024
fps.limit256
global.developer0
global.maxthreads8
global.perf0-9
global.timewarningFalse`
halloween.enableFalse
halloween.murdererpopulation0Population active on the server, per square km
halloween.scarecrow_beancan_vs_player_dmg_modifier0.1Modified damage from beancan explosion vs players
halloween.scarecrow_body_dmg_modifier0.25Modifier to how much damage scarecrows take to the body.
halloween.scarecrow_chase_stopping_distance0.5Stopping distance for destinations set while chasing a target
halloween.scarecrow_throw_beancan_global_delay8 (seconds)The delay globally on a server between each time a scarecrow throws a beancan
halloween.scarecrowpopulation0Population active on the server, per square km
halloween.scarecrows_throw_beancansTrueScarecrows can throw beancans
net.visdebugFalse
heli.bulletaccuracy2
heli.bulletdamagescale1
heli.guns1
heli.lifetimeminutes15
physics.autosynctransformsTrue
physics.batchsynctransformsTrue
physics.bouncethreshold2
physics.droppedmode2The collision detection mode that dropped items and corpses should use (2)
physics.gravity1Gravity multiplier
physics.minsteps8The slowest physics steps will operate
physics.sendeffectsTrueSend effects to clients when physics objects collide
physics.sleepthreshold0.005
physics.solveriterationcount3The default solver iteration count permitted for any rigid bodies. Must be positive
physics.steps16The amount of physics steps per second
player.tickrate_cl20
player.tickrate_sv16
pool.debugFalse
pool.enabledTrue
pool.mod2
pool.prewarmTrue
sentry.hostileduration120how long until something is considered hostile after it attacked
sentry.targetallFalsetarget everyone regardless of authorization
server.arrowarmor1
server.arrowdamage1
server.authtimeout60
server.bleedingarmor1
server.bleedingdamage1
server.branch
server.bulletarmor1
server.bulletdamage1
server.cinematicFalse
server.combatlogdelay10
server.combatlogsize30
server.compressionFalse
server.corpsedespawn300
server.corpsesTrue
server.cycletime500
server.debrisdespawn30
server.description
server.dropitemsTrue
server.encryption2
server.entitybatchsize100
server.entitybatchtime1
server.entityrate16
server.eventsTrue
server.globalchatTrue
server.headerimage
server.hostname
server.identity
server.idlekick30 (minutes)
server.idlekickadmins0
server.idlekickmode1
server.ip
server.ipqueriespermin30
server.itemdespawn300
server.levelProcedural Map
server.levelurl
server.maxcommandpacketsize1000000
server.maxcommandspersecond100
server.maxpacketsize5000000
server.maxpacketsize_command1000000
server.maxpacketspersecond_command100
server.maxpacketspersecond1500
server.maxpacketspersecond_rpc200
server.maxpacketspersecond_tick300
server.maxpacketspersecond_world1
server.maxplayers10
server.maxreceivetime20
server.maxrpcspersecond200
server.maxtickspersecond300
server.maxunack4
server.meleearmor1
server.meleedamage1
server.metabolismtick1
server.netcacheTrue
server.netcachesize0
server.netlogFalse
server.officialFalse
server.plantlightdetectionTrue
server.planttick60
server.planttickscale1
server.playertimeout60
server.port28015
server.pveFalse
server.queriespersecond2000
server.queryport0
server.radiationTrue
server.respawnresetrange50
server.salt
server.savecachesize2753207
server.saveinterval600
server.schematime1800
server.secureTrue
server.seedTrue
server.showholstereditemsTrue
server.stabilityTrue
server.statsFalse
server.tickrate10
server.updatebatch512
server.updatebatchspawn1024
server.url
server.worldsize
server.woundingenabledTrue
spawn.max_density1
spawn.max_rate1
spawn.min_density0.5
spawn.min_rate0.5
spawn.player_base100
spawn.player_scale2
server.playerserverfallTrue
spawn.respawn_groupsTrue
spawn.respawn_individualsTrue
spawn.respawn_populationsTrue
spawn.tick_individuals300
spawn.tick_populations60
stability.accuracy0.001
stability.collapse0.05
stability.stabilityqueue9
stability.strikes10
stability.surroundingsqueue3
stability.verbose0
time.fixeddelta0.0625
time.maxdelta0.125
time.pausewhileloadingTrue
time.timescale1
tree.global_broadcastFalse
vehicle.boat_corpse_seconds300
vis.attackFalse
vis.damageFalse
vis.hitboxesFalse
vis.lineofsightFalse
vis.protectionFalse
vis.senseFalse
vis.triggersFalse
vis.weakspotsFalse
world.cacheTrue
xmas.enabledFalse
xmas.giftsperplayer2
xmas.spawnattempts5
xmas.spawnrange40
rcon.ip
rcon.port28016
rcon.printFalseIf true, rcon commands etc will be printed in the console
rcon.webTrueIf set to true, use websocket rcon. If set to false use legacy, source engine rcon.
hackablelockedcrate.decayseconds7200How many seconds until the crate is destroyed without any hack attempts
hackablelockedcrate.requiredhackseconds900How many seconds for the crate to unlock
horse.population0Population active on the server, per square km
hotairballoon.outsidedecayminutes180How long before a HAB is killed while outside
hotairballoon.population1Population active on the server
hotairballoon.serviceceiling200
ioentity.backtracking8
ioentity.framebudgetms1
ioentity.responsetime0.1
minicopter.population1Population active on the server
minicopter.outsidedecayminutes240How long before a minicopter is killed while outside
motorrowboat.outsidedecayminutes180How long before a boat is killed while outside
motorrowboat.population4Population active on the server
npcautoturret.sleeperhostiledelay1200How many seconds until a sleeping player is considered hostile
playerinventory.forcebirthdayFalse
relationshipmanager.maxteamsize8
rhib.rhibpopulation1Population active on the server
aimanager.ai_dormantTrueIf ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won’t simulate as well.
aimanager.ai_dormant_max_wakeup_per_tick30ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick.
aimanager.ai_htn_animal_tick_budget4ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume.
aimanager.ai_htn_player_junkpile_tick_budget4ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.
aimanager.ai_htn_player_tick_budget4ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume.
aimanager.ai_htn_use_agency_tickTrueIf ai_htn_use_agency_tick is true, the ai manager’s agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it’s false, each agent registers with the invoke system individually, with no frame-budget restrictions.
aimanager.ai_to_player_distance_wakeup_range160If an agent is beyond this distance to a player, it’s flagged for becoming dormant.
aimanager.nav_disableFalseIf set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to move
aimanager.nav_obstacles_carve_state nav_obstacles_carve_state2defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve. (2)
aimanager.nav_waitTrueIf true we’ll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.
aimanager.pathfindingiterationsperframe100The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height2defines the height of the steps we do vertically for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).
coverpointvolume.cover_point_sample_step_size6cover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).
samsite.alltargetFalsetargetmode, 1 = all air vehicles, 0 = only hot air ballons
samsite.staticrepairseconds1200how long until static sam sites auto repair
santasleigh.altitudeaboveterrain50
santasleigh.desiredaltitude60
stag.population3Population active on the server, per square km
wolf.population2Population active on the server, per square km
zombie.population0Population active on the server, per square km
commands.echo
commands.find
global.ban
global.banidbanid <steamid> <username> <reason>
global.banlistList of banned users (sourceds compat)
global.banlistexList of banned users – shows reasons and usernames
global.bansList of banned users
global.buildinfoGet information about this build
global.clientperf
global.entid
global.kick
global.kickall
global.killplayer
global.listidList of banned users, by ID (sourceds compat)
global.moderatorid
global.mutechat (deprecated)
global.mutevoice (deprecated)
global.mute
global.mutelistPrint a list of currently muted players
global.ownerid
global.playerlistGet a list of players
global.playersPrint out currently connected clients etc
global.removemoderator
global.removeowner
global.saySends a message in chat
global.serverinfoGet a list of information about the server
global.skipqueue
global.statsPrint out stats of currently connected clients
global.statusPrint out currently connected clients
global.teaminfo
global.unban
global.unmute
global.unmutechat (deprecated)
global.unmutevoice (deprecated)
global.usersShow user info for players on server.
ai.aidebug_loadbalanceoverduereportserver
ai.aidebug_toggle
ai.ailoadbalancerupdateinterval0.25Set the update interval for the behaviour ai of animals and npcs.
ai.aimanagerloadbalancerupdateinterval2.0Set the update interval for the agency of dormant and active animals and npcs.
ai.animalsenseloadbalancerupdateinterval0.2Set the update interval for animal senses that updates the knowledge gathering of animals.
ai.defaultloadbalancerupdateinterval2.5Set the update interval for the default load balancer, currently used for cover point generation.
ai.npcsenseloadbalancerupdateinterval0.2Set the update interval for npc senses that updates the knowledge gathering of npcs.
ai.selectnpclookatserver
bradley.quickrespawn
chat.say
chat.search
chat.tail
console.search
console.tail
craft.add
craft.cancel
craft.canceltask
data.export
debug.breakheldBreak the current held object
debug.breakitemBreak all the items in your inventory whose name match the passed string
debug.drink
debug.eat
debug.flushgroupTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.hurt
debug.puzzleprefabrespawnrespawn all puzzles from their prefabs
debug.puzzleresetreset all puzzles
debug.refillvitals
debug.renderinfo
debug.stall
debug.gesture
debug.heal
entity.debug_toggle
entity.deletebyDestroy all entities created by this user
entity.find_entity
entity.find_group
entity.find_id
entity.find_parent
entity.find_radius
entity.find_self
entity.find_status
entity.nudge
entity.spawnlootfrom
entity.spawn
entity.spawnitem
env.addtime
gc.collect
gc.unload
global.breakitem
global.colliders
global.error
global.free
global.injure
global.kill
global.objects
global.queue
global.quit
global.report
global.respawn
global.respawn_sleepingbag
global.respawn_sleepingbag_remove
global.restart
global.setinfo
global.sleep
global.spectate
global.status_sv
global.subscriptions
global.sysinfo
global.sysuid
global.teleport
global.teleport2me
global.teleportany
global.teleportpos
global.teleportlos
global.textures
global.version
hierarchy.cd
hierarchy.del
hierarchy.ls
inventory.copytoCopies the players inventory to the player in front of them
inventory.defs
inventory.endloot
inventory.give
inventory.giveall
inventory.givearm
inventory.giveid
inventory.giveto
inventory.reloaddefs
inventory.lighttoggle
inventory.resetbp
inventory.unlockall
manifest.printmanifest
manifest.printmanifestraw
memsnap.full
memsnap.managed
memsnap.native
heli.call
heli.calltome
heli.drop
heli.strafe
heli.testpuzzle
player.cinematic_play
player.cinematic_stop
pool.clear_assets
pool.clear_memory
pool.clear_prefabs
pool.export_prefabs
pool.print_assets
pool.print_memory
pool.print_prefabs
profile.start
profile.stop
server.backupBackup server folder
server.cheatreport
server.combatlogGet the player combat log
server.fps
server.mutedWrites config files
server.printeyesPrint the current player eyes.
server.printposPrint the current player position.
server.printrotPrint the current player rotation.
server.readcfg
server.saveForce save the current game
server.sendnetworkupdateSend network update for all players
server.setshowholstereditemsShow holstered items on player bodies
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.
server.startStarts a server
server.stopStops a server
server.writecfgWrites config files
server.leveltransferTrue
spawn.fill_groups
spawn.fill_individuals
spawn.fill_populations
spawn.report
spawn.scalars
stability.refresh_stability
supply.call
supply.drop
vehicle.swapseats
weather.clouds
weather.fog
weather.rain
weather.wind
workshop.print_approved_skins
xmas.refill
cui.endtest
cui.test
global.dump
note.update
relationshipmanager.acceptinvite
relationshipmanager.addtoteam
relationshipmanager.fakeinvite
relationshipmanager.kickmember
relationshipmanager.leaveteam
relationshipmanager.promote
relationshipmanager.rejectinvite
relationshipmanager.sendinvite
relationshipmanager.sleeptoggle
relationshipmanager.trycreateteam
santasleigh.drop
baseridableanimal.decayminutes180How long before a horse dies unattended
baseridableanimal.framebudgetms1
ridablehorse.population4Population active on the server, per square km
gc.enabledTrue
gc.incremental_enabledTrue
gc.incremental_milliseconds3
tree.global_broadcastFalse
scraptransporthelicopter.population0.33Population active on the server
craft.fasttracktask

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