RUST Admin & Console Commands List for 2023

RUST Admin Commands List, Server Console 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 or Battlemetrics

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.

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What are RUST Server Variables?

In addition to admin commands, there are server variables, otherwise known as convars, CVARs, or simply server settings. These RUST server variables can also be issued through the various console types and will take effect immediately, just like admin commands. Be warned, however, that 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 save the server’s state manually, then stop the server process to adjust the configuration files. Once that’s done, the server can be safely restarted with the new configurations. Otherwise, the server settings would be lost if the server stops or restarts unexpectedly.

If you are looking for a RUST prefab list or RUST item list we’ve got those too.

Last updated on 10/22/2023

Admin CommandDefaultDescription
baseboat.do_shore_driftTrue
baseboat.drift_speed1
baseboat.generate_pathsTrue
basefishingrod.forcefailFalse
basefishingrod.forcesuccessFalse
basefishingrod.immediatehookFalse
basemission.missionsenabledTrue
basenavigator.basenavmovementframeinterval2How many frames between base navigation movement updates
basenavigator.maxstepupdistance1.7The max step-up height difference for pet base navigation
basenavigator.navtypedistance1
basenavigator.navtypeheightoffset0.5
basenavigator.stucktriggerduration10How long we are not moving for before trigger the stuck event
basepet.movementupdatebudgetms1
basepet.onlyqueuebasenavmovementsTrue
basepet.queuedmovementsallowedTrue
bear.population2Population active on the server, per square km
bigwheelgame.spinfrequencyseconds45
blackjackmachine.maxbet500Maximum initial bet per round
boar.population5Population active on the server, per square km
boombox.backtracklength30
boombox.serverurllistA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
cargoship.egress_duration_minutes10
cargoship.event_duration_minutes50
cargoship.event_enabledTrue
cargoship.loot_round_spacing_minutes10
cargoship.loot_rounds3
cassette.maxcassettefilesizemb5
chicken.population3Population active on the server, per square km (3)
cinematicentity.hideobjectsFalseHides cinematic light source meshes (keeps lights visible)
clothlod.clothloddist20distance cloth will simulate until
codelock.lockoutcooldown900
codelock.maxfailedattempts8
camerarenderer.completionframebudgetms5
camerarenderer.enabledTrue
camerarenderer.entitymaxage5
camerarenderer.entitymaxdistance100
camerarenderer.farplane250
camerarenderer.height90
camerarenderer.layermask1218656529
camerarenderer.maxraysperframe100000
camerarenderer.maxrendersperframe25
camerarenderer.nearplane0
camerarenderer.playermaxdistance30
camerarenderer.playernamemaxdistance10
camerarenderer.renderinterval0.05
camerarenderer.samplesperrender3000
camerarenderer.verticalfov65
camerarenderer.width160
global.allowadminuiTrueControls whether the in-game admin UI is displayed to admins
aibrainsenses.humanknownplayerslosupdateinterval0.2
aibrainsenses.knownplayerslosupdateinterval0.5
aibrainsenses.updateinterval0.5
aithinkmanager.animalframebudgetms2.5
aithinkmanager.framebudgetms2.5
aithinkmanager.petframebudgetms1
ai.accuratevisiondistanceTrue
ai.allowdesigningTrue
ai.animal_ignore_foodTrueIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
ai.frametime5
ai.groupsTrue
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.navthinkTrue
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_junkpilespawn_chance0.7ai.npc_junkpilespawn_chance defines the chance for scientists to spawn at NPC junkpiles.
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.npcswimmingTrue
ai.ocean_patrol_path_iterations100000
ai.sensetime1
ai.setdestinationsamplenavmeshTrue
ai.sleepwakeTrue
ai.spliceupdatesTrue
ai.thinkTrue
ai.tickrate5
ai.usecalculatepathTrue
ai.usegridTrue
ai.usesetdestinationfallbackTrue
antihack.admincheatTrue
antihack.build_inside_check2
antihack.build_losradius0.01
antihack.build_losradius_sleepingbag0.3
antihack.build_terraincheckTrue
antihack.build_vehiclecheckTrue
antihack.debuglevel1
antihack.enforcementlevel1
antihack.eye_clientframes2
antihack.eye_forgiveness0.5
antihack.eye_history_forgiveness0.1
antihack.eye_history_penalty100
antihack.eye_losradius0.18
antihack.eye_noclip_backtracking0.01
antihack.eye_noclip_cutoff0.06
antihack.eye_noclip_margin0.21
antihack.eye_penalty0
antihack.eye_protection4
antihack.eye_serverframes2
antihack.eye_terraincheckTrue
antihack.eye_vehiclecheckTrue
antihack.flyhack_extrusion2
antihack.flyhack_forgiveness_horizontal1.5
antihack.flyhack_forgiveness_horizontal_inertia10
antihack.flyhack_forgiveness_vertical1.5
antihack.flyhack_forgiveness_vertical_inertia10
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_backtracking0.01
antihack.melee_clientframes2
antihack.melee_forgiveness0.5
antihack.melee_losforgiveness0.2
antihack.melee_penalty0
antihack.melee_protection4
antihack.melee_serverframes2
antihack.melee_terraincheckTrue
antihack.melee_vehiclecheckTrue
antihack.modelstateTrue
antihack.noclip_backtracking0.01
antihack.noclip_margin0.09
antihack.noclip_margin_dismount0.22
antihack.noclip_maxsteps15
antihack.noclip_penalty0
antihack.noclip_protection3
antihack.noclip_rejectTrue
antihack.noclip_stepsize0.1
antihack.objectplacementTrue
antihack.projectile_anglechange60
antihack.projectile_backtracking0.01
antihack.projectile_clientframes2
antihack.projectile_damagedepth2
antihack.projectile_desync1
antihack.projectile_forgiveness0.5
antihack.projectile_impactspawndepth1
antihack.projectile_losforgiveness0.2
antihack.projectile_penalty0
antihack.projectile_positionoffsetTrue
antihack.projectile_protection6
antihack.projectile_serverframes2
antihack.projectile_terraincheckTrue
antihack.projectile_trajectory1
antihack.projectile_vehiclecheckTrue
antihack.projectile_velocitychange1.1
antihack.relaxationpause10
antihack.relaxationrate0.1
antihack.reportingFalse
antihack.speedhack_forgiveness2
antihack.speedhack_forgiveness_inertia10
antihack.speedhack_penalty0
antihack.speedhack_protection2
antihack.speedhack_rejectTrue
antihack.speedhack_slopespeed10
antihack.terrain_check_geometryFalse
antihack.userlevel2
antihack.terrain_killTrue
antihack.terrain_padding0.3
antihack.terrain_penalty100
antihack.terrain_protection1
antihack.terrain_timeslice64
antihack.tickhistoryforgiveness0.1
antihack.tickhistorytime05
app.alarmcooldown30Cooldown time before alarms can send another notification (in seconds)
app.listenip
app.maxconnections500
app.maxconnectionsperip5
app.maxmessagesize1048576
app.notificationsTrueEnables sending push notifications
app.port28082
app.publicip
app.queuelimit100Max number of queued messages – set to 0 to disable message processing
app.serverid
app.updateTrueDisables updating entirely – emergency use only
app.info
app.connections
app.info
app.pair
app.regeneratetoken
app.resetlimiter
batching.verbose0
bradley.enabledTrue
bradley.respawndelayminutes60
bradley.respawndelayvariance1
chat.enabledTrue
chat.globalchatTrue
chat.historysize1000Number of messages to keep in memory for chat history
chat.localchatFalse
chat.localchatrange100
chat.serverlogTrue
clan.enabledFalseEnables the clan system if set to true (must be set at boot, requires restart)
clan.maxmembercount100Maximum number of members each clan can have (local backend only!)
chat.teamsay
clan.infoPrints info about a clan given its ID
construct.frameminutes30
craft.instantFalse
debug.callbacksFalse
debug.checkparentingtriggersTrue
debug.checktriggersFalse
debug.debugdismountsFalse
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?
demo.recordlist
demo.recordlistmode0Controls the behavior of recordlist, 0=whitelist, 1=blacklist
demo.splitmegabytes200
demo.splitseconds3600
env.day1-31
env.month1-12
env.progresstimeTrue
env.time
env.year2024
fps.limit256
global.developer0
global.disablebagdroppingFalseDisables the backpacks that appear after a corpse times out
global.forceunloadbundlesTrue
global.maxspraysperplayer40If a player sprays more than this, the oldest spray will be destroyed. 0 will disable
global.maxthreads8
global.perf0-9
global.preloadconcurrency1
global.skipassetwarmup_crashesFalse
global.sprayduration10800Base time (in seconds) that sprays last
global.sprayoutofauthmultiplier0.5Multiplier applied to SprayDuration if a spray isn’t in the sprayers auth (cannot go above 1f)
global.warmupconcurrency1
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
inventory.disableattirelimitationsFalseDisables all attire limitations, so NPC clothing and invalid overlaps can be equipped
net.global_network_debugFalseToggle printing time taken to send all trees & all global entities to client when they connect
net.global_networked_basesTrue
net.limit_global_update_broadcastTrue(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless
net.visdebugFalse
net.visibilityradiusfaroverride-1
net.visibilityradiusnearoverride-1
nexus.clanclatbatchduration1Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus
nexus.defaultzonecontactradius0.33Default distance between zones to allow boat travel, if map.contactRadius isn’t set in the nexus (uses normalized coordinates)
nexus.endpointURL endpoint to use for the Nexus API (https://api.facepunch.com/api/nexus/)
nexus.islandspawndistance1.5How far away islands should be spawned, as a factor of the map size
nexus.loadingtimeout900Time in seconds to keep players in the loading state before going to sleep
nexus.loggingTrue
nexus.mapimagescale0.5Scale of the map to render and upload to the nexus
nexus.messagelockduration5Time in seconds to allow the server to process nexus messages before re-sending (requires restart)
nexus.pinginterval30Time in seconds to wait between server status pings
nexus.playermanifestinterval30Interval in seconds to broadcast the player manifest to other servers on the nexus
nexus.protectionduration300Maximum time in seconds to keep transfer protection enabled on entities
nexus.rpctimeoutmultiplier1Multiplier for nexus RPC timeout durations in case we expect different latencies
nexus.secretkey
nexus.timeoffset0Time offset in hours from the nexus clock
nexus.transferflushtime60Maximum amount of time in seconds that transfers should be cached before auto-saving
nexus.zonecontroller(basic)
heli.bulletaccuracy2
heli.bulletdamagescale1
heli.guns1
heli.lifetimeminutes15
physics.autosynctransformsTrue
physics.batchsynctransformsTrue
physics.bouncethreshold2
physics.gravity1Gravity multiplier
physics.groundwatchdebugFalse
physics.groundwatchdelay0.1
physics.groundwatchfails1
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
player.woundforeverFalseWhether the crawling state expires
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.anticheatid
server.anticheatkey
server.anticheatlog300
server.anticheattokenTrue
server.arrowarmor1
server.arrowdamage1
server.artificialtemperaturegrowablerange4
server.authtimeout60
server.bag_quota_item_amountTrue
server.bansserverendpointHTTP API endpoint for centralized banning (see wiki)
server.bansserverfailuremode0Failure mode for centralized banning, set to 1 to reject players from joining if it’s down (see wiki)
server.bansservertimeout5Timeout (in seconds) for centralized banning web server requests
server.bleedingarmor1
server.bleedingdamage1
server.branch
server.bulletarmor1
server.bulletdamage1
server.canequipbackpacksinairFalseAllows backpack equipping while not grounded
server.ceilinglightgrowablerange3
server.ceilinglightheightoffset3
server.censorplayerlistTrueCensors the Steam player list to make player tracking more difficult
server.cinematicFalse
server.combatlogdelay10
server.combatlogsize30
server.composterupdateinterval300
server.compressionFalse
server.conveyormovefrequency5How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement
server.corpsedespawn300
server.corpsesTrueDo players go into the crawling wounded state
server.crawlingenabledTrue
server.crawlingmaximumhealth12Maximum initial health given when a player dies and moves to crawling wounded state
server.crawlingminimumhealth7Minimum initial health given when a player dies and moves to crawling wounded state
server.cycletime500
server.debrisdespawn30
server.defaultblueprintresearchcost10How much scrap is required to research default blueprints
server.description
server.dropitemsTrue
server.encryption2
server.enforcepipechecksonbuildingblockchangesTrueWhether to check for illegal industrial pipes when changing building block states (roof bunkers)
server.entitybatchsize100
server.entitybatchtime1
server.entityrate16
server.eventsTrue
server.funwaterdamagethreshold0.8
server.funwaterwetnessgain0.05
server.gamemode
server.headerimage
server.hostname
server.identity
server.idlekick30 (minutes)
server.idlekickadmins0
server.idlekickmode1
server.incapacitatedrecoverchance0.1Base chance of recovery after incapacitated wounded state
server.industrialcrafterfrequency5How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting
server.industrialframebudgetms0.5How long per frame to spend on industrial jobs
server.ip
server.ipqueriespermin30
server.itemdespawn300
server.itemdespawn_container_scale2
server.itemdespawn_quick30
server.levelProcedural Map
server.levelurl
server.logoimage
server.max_sleeping_bags15
server.maxclientinfosize1048576
server.maxconnectionsperip5
server.maxdecryptqueuebytes524288000
server.maxdecryptqueuelength5000
server.maxdecryptthreadwait100
server.maximummapmarkers5How many markers each player can place
server.maximumpings5How many pings can be placed by each player
server.maxitemstacksmovedpertickindustrial12How many stacks a single conveyor can move in a single tick
server.maxmainthreadwait100
server.motd
server.maxcommandpacketsize1000000
server.maxcommandspersecond100
server.maxpacketsize_command100000
server.maxpacketsize_globalentities1000
server.maxpacketsize_globaltrees100
server.maxpacketspersecond_command100
server.maxpacketspersecond1500
server.maxpacketspersecond_rpc200
server.maxpacketspersecond_rpc_signal50
server.maxpacketspersecond_tick300
server.maxpacketspersecond_voice100
server.maxpacketspersecond_world1
server.maxplayers50
server.maxreadqueuebytes524288000
server.maxreadqueuelength5000
server.maxreadthreadwait100
server.maxreceivetime20
server.maxrpcspersecond200
server.maxtickspersecond300
server.maxunack4
server.maxwritequeuebytes524288000
server.maxwritequeuelength5000
server.maxwritethreadwai100
server.meleearmor1
server.meleedamage1
server.metabolismtick1
server.modifiertickrate1
server.netcacheTrue
server.netcachesize0
server.netlogFalse
server.nonplanterdeathchancepertick0.005
server.officialFalse
server.optimalplanterqualitysaturation0.6
server.packetlog_enabledFalse
server.pingduration10How long a ping should last
server.plantlightdetectionTrue
server.planttick60
server.planttickscale1
server.playertimeout60
server.port28015
server.printreportstoconsoleFalseShould F7 reports from players be printed to console
server.pveFalse
server.queriespersecond2000
server.queryport28016
server.radiationTrue
server.reportsserverendpointHTTP API endpoint for receiving F7 reports ()
server.reportsserverendpointkeyIf set, this key will be included with any reports sent via reportsServerEndpoint (for validation) ()
server.respawnatdeathpositionFalseIf a player presses the respawn button, respawn at their death location (for trailer filming)
server.respawnresetrange50
server.respawnwithloadoutFalseWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
server.rewounddelay60
server.rpclog_enabledFalse
server.salt1
server.savebackupcount2
server.savecachesize
server.saveinterval600
server.schematime1800
server.secureTrue
server.seedTrue
server.showholstereditemsTrue
server.sprinklereyeheightoffset3
server.sprinklerradius3
server.stabilityTrue
server.statbackupFalse
server.statsFalse
server.tagsComma-separated server browser tag values (see wiki) ()
server.tickrate10
server.updatebatch512
server.updatebatchspawn1024
server.url
server.useminimumplantconditionTrue
server.watercontainersleavewaterbehindFalseWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss
server.worldsize
server.woundedmaxfoodandwaterbonus0.25Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level
server.woundedrecoverchance0.2Base chance of recovery after crawling wounded state
server.woundingenabledTrueCan players be wounded after recieving fatal damage
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
steam.server_allow_steam_nicknamesTrue
time.fixeddelta0.0625
time.maxdelta0.125
time.pausewhileloadingTrue
time.timescale1
tree.global_broadcastFalse
vehicle.boat_corpse_seconds300
vehicle.carwrecksTrueDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib.
vehicle.cinematictrainsFalseIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately.
vehicle.trainskeeprunningFalsevehicle.trainskeeprunning Determines whether trains stop automatically when there’s no-one on them.
vehicle.vehiclesdroplootTrueDetermines whether vehicles drop storage items when destroyed.
vis.attackFalse
vis.damageFalse
vis.hitboxesFalse
vis.lineofsightFalse
vis.protectionFalse
vis.senseFalse
vis.triggersFalse
vis.weakspotsFalse
voice.voicerangeboostamount50
weather.atmosphere_brightness-1
weather.atmosphere_contrast-1
weather.atmosphere_directionality -1
weather.atmosphere_mie-1
weather.atmosphere_rayleigh-1
weather.clear_chance0.9
weather.cloud_attenuation-1
weather.cloud_brightness-1
weather.cloud_coloring-1
weather.cloud_coverage-1
weather.cloud_opacity-1
weather.cloud_saturation-1
weather.cloud_scattering-1
weather.cloud_sharpness-1
weather.cloud_size-1
weather.dust_chance0.03
weather.fog-1
weather.fog_chance0.03
weather.ocean_scale-1
weather.ocean_time-1
weather.overcast_chance0
weather.rain-1
weather.rain_chance0.08
weather.rainbow-1
weather.storm_chance0.02
weather.thunder-1
weather.wetness_rain0.4
weather.wetness_snow0.2
weather.wind-1
world.cacheTrue
world.configfile
world.configstring
xmas.enabledFalse
xmas.giftsperplayer2
xmas.spawnattempts5
xmas.spawnrange40
drone.altitudespeedoverride0If greater than zero, overrides the drone’s vertical movement speed
drone.maxcontrolrange500How far drones can be flown away from the controlling computer station
drone.movementspeedoverride0If greater than zero, overrides the drone’s planar movement speed
dungeonnavmesh.use_baked_terrain_meshTrue
dynamicnavmesh.use_baked_terrain_meshFalse
eventschedulewipeoffset.event_hours_before_wipe24
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.
analytics.analytics_header(X-API-KEY)
analytics.analytics_secret
analytics.high_freq_statsTrue
analytics.server_analytics_urlhttps://rust-api.facepunch.com/api/public/analytics/rust/server
analytics.stats_blacklist
analytics.analytics_enabledTrue
frankensteinbrain.movetowardsrate1
frankensteinpet.decayminutes180How long before a Frankenstein Pet dies un controlled and not asleep on table
gamemodesoftcore.reclaim_fraction_belt0.5
gamemodesoftcore.reclaim_fraction_main0.5
gamemodesoftcore.reclaim_fraction_wear0
growableentity.framebudgetms0.25
guntrap.gun_trap_budget_ms0.5How many milliseconds to spend on target scanning per frame
hackablelockedcrate.decayseconds7200How many seconds until the crate is destroyed without any hack attempts
hackablelockedcrate.requiredhackseconds900How many seconds for the crate to unlock
halloweendungeon.lifetime600How long each active dungeon should last before dying
halloweendungeon.population0Population active on the server
horse.population0Population active on the server, per square km
hotairballoon.outsidedecayminutes180How long before a HAB loses all its health while outside
hotairballoon.population1Population active on the server
hotairballoon.serviceceiling200
ioentity.backtracking8
ioentity.debugbudgetFalsePrint out what is taking so long in the IO frame budget
ioentity.debugbudgetthreshold2Ignore frames with a lower ms than this while debugBudget is active
ioentity.framebudgetms1
ioentity.responsetime0.1
junkpilewater.framebudgetms0.25
megaphone.megaphonevoicerange100
minicopter.population0Population active on the server
mlrs.brokendownminutes10How many minutes before the MLRS recovers from use and can be used again
modularcar.outsidedecayminutes864How many minutes before a ModularCar loses all its health while outside
modularcar.population3Population active on the server
monumentnavmesh.use_baked_terrain_meshTrue
motorrowboat.decaystartdelayminutes45How long until decay begins after the boat was last used
motorrowboat.deepwaterdecayminutes120How long before a boat loses all its health while in deep water
motorrowboat.outsidedecayminutes180How long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
motorrowboat.population1Population active on the server
npcautoturret.sleeperhostiledelay1200How many seconds until a sleeping player is considered hostile
parachute.bypassrepackFalse
parachute.landinganimationsFalse
petbrain.controldistance100
petbrain.drownindeepwaterTrue
petbrain.drowntimer15
petbrain.idlewhenownermountedTrue
petbrain.idlewhenownerofflineordeadTrue
playerhelicopter.insidedecayminutes2880How long before a player helicopter loses all its health while indoors
playerhelicopter.outsidedecayminutes480How long before a player helicopter loses all its health while outside
playerinventory.forcebirthdayFalse
polarbear.population1Population active on the server, per square km
reclaimmanager.reclaim_expire_minutes120
relationshipmanager.contactsTrue
relationshipmanager.forgetafterminutes960
relationshipmanager.maxplayerrelationships128
relationshipmanager.maxteamsize8
relationshipmanager.mugshotupdateinterval300
relationshipmanager.seendistance10
rhib.rhibpopulation0Population 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.
aimanager.setdestination_navmesh_failsafeFalseIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.
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.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
xmasdungeon.playerdetectrange30How far we detect players from our inside/outside
xmasdungeon.xmaslifetime1200How long each active dungeon should last before dying
xmasdungeon.xmaspopulation0Population active on the server
zombie.population0Population active on the server, per square km
baseboat.seconds_between_shore_drift120
baseboat.seconds_until_shore_drift7200
boombox.clearradiobyuser
bradleyapc.spawnroadbradley
cassette.clearcassettes
cassette.clearcassettesbyuser
commands.echo
commands.find
camerarenderermanager.pool_stats
global.adminui_deleteugccontent
global.adminui_fullrefresh
global.adminui_requestfireworkpattern
global.adminui_requestplayerlist
global.adminui_requestserverconvars
global.adminui_requestserverinfo
global.adminui_requestfireworkpattern
global.adminui_requestugclist
global.authcountReturns all entities that the provided player is authed to (TC’s, locks, etc), supports –json
global.authradius
global.banban <player> <reason> [optional duration]
global.banidbanid <steamid> <username> <reason> [optional duration]
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.carstatsGet information about all the cars in the world
global.clearugcentitiesinrange
global.clearugcentity
global.clientperf
global.clientperf_frametime
global.deauthradius
global.entcountReturns all entities that the provided player has placed, supports –json
global.entid
global.getugcinfo
global.kick
global.kickall
global.killplayer
global.listidList of banned users, by ID (sourceds compat)
global.moderatorid
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.removeskipqueueRemoves skip queue permission from a SteamID
global.saySends a message in chat
global.serverinfoGet a list of information about the server
global.skin_radiusskin_radius ‘skin’ ‘radius’
global.skipqueue
global.skipqueueidAdds skip queue permissions to a SteamID
global.sleepingusersShow user info for players on server.
global.sleepingusersinrangeShow user info for sleeping players on server in range of the player.
global.statsPrint out stats of currently connected clients
global.statusPrint out currently connected clients
global.teaminfo
global.unban
global.unmute
global.upgrade_radiusupgrade_radius ‘grade’ ‘radius’
global.usersShow user info for players on server.
global.usersinrangeShow user info for players on server in range of the player.
global.usersinrangeofplayerShow user info for players on server in range of the supplied player (eg. Jim 50)
ai.addignoreplayerAdd a player (or command user if no player is specified) to the AIs ignore list.
ai.brainstats
ai.clearignoredplayersRemove all players from the AIs ignore list.
ai.killanimals
ai.killscientistsPrint a list of all the players in the AI ignore list.
ai.printignoredplayers
ai.removeignoreplayerRemove a player (or command user if no player is specified) from the AIs ignore list.
ai.selectnpclookatserver
ai.sleepwakestats
ai.wakesleepingai
app.appban
app.appunban
bradley.quickrespawn
chat.cardgamesay
chat.clansay
chat.localsay
chat.say
chat.search
chat.tail
console.search
console.tail
craft.add
craft.cancel
craft.canceltask
data.exportSpawn lots of IO entities to lag the server
debug.bench_io
debug.breakheldBreak the current held object
debug.breakitemBreak all the items in your inventory whose name match the passed string
debug.deleteentitiesbyshortname
debug.drink
debug.eat
debug.enable_player_movement
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.repair_inventoryRepair all items in inventory
debug.resetsleepingbagtimers
debug.spawnparachutetester
debug.stall
demo.record
demo.stop
debug.heal
entity.debug_toggle
entity.deletebyDestroy all entities created by provided users (separate users by space)
entity.deletebytextblockDestroy all entities created by users in the provided text block (can use with copied results from ent auth)
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.spawngrid
entity.spawnat
entity.spawnhere
entity.spawnitem
env.addtime
gamemode.set
gamemode.setteam
gc.alloc
gc.collect
gc.unload
global.breakclothing
global.breakitem
global.clearallsprays
global.clearallspraysbyplayer
global.cleardroppeditems
global.clearspraysatpositioninradius
global.clearspraysinradius
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.spectateid
global.status_sv
global.subscriptions
global.sysinfo
global.sysuid
global.teleport2death
global.teleport
global.teleport2autheditem
global.teleport2me
global.teleport2owneditem
global.teleport2marker
global.teleportany
global.teleporteveryone2me
global.teleportpos
global.teleportlos
global.textures
global.version
harmony.load
harmony.unload
hierarchy.cd
hierarchy.del
hierarchy.ls
inventory.clearinventoryClears the inventory of a target player. eg. inventory.clearInventory jim
inventory.copytoCopies the players inventory to the player in front of them
inventory.defs
inventory.deployloadoutDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
inventory.deployloadoutinrangeDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30
inventory.endloot
inventory.equipslot
inventory.equipslottarget
inventory.give
inventory.giveall
inventory.givearm
inventory.givebp
inventory.giveid
inventory.giveto
inventory.reloaddefs
inventory.lighttogglePrints all saved inventory loadouts
inventory.listloadouts
inventory.resetbp
inventory.saveloadoutSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
inventory.unlockall
manifest.printmanifest
manifest.printmanifestraw
memsnap.full
memsnap.managed
memsnap.native
nexus.broadcast_ping
nexus.ping
nexus.playeronline
nexus.refreshislands
nexus.transfer
nexus.uploadmapReupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!
heli.call
heli.calltome
heli.drop
heli.strafe
heli.testpuzzle
player.abandonmission
player.cinematic_gesture
player.cinematic_play
player.cinematic_stop
player.copyrotation
player.createskull
player.dismount
player.fillwater
player.markhostile
player.gotosleep
player.mount
player.printpresence
player.printstats
player.reloadweapons
player.wakeupall
pool.clear_assets
pool.clear_memory
pool.clear_prefabs
pool.export_prefabs
pool.fill_prefabs
pool.print_arraypool
pool.print_assets
pool.print_memory
pool.print_prefabs
profile.flush_analytics
profile.start
profile.stop
render.print_global_entitiesPrint off count of global building entities on the server
render.tree_entities
server.backupBackup server folder
server.broadcastplayvideo
server.cheatreport
server.combatlogGet the player combat log
server.combatlog_outgoingGet the player combat log, only showing outgoing damage
server.fps
server.listtoolcupboardsPrints all the Tool Cupboards on the server
server.listvendingmachinesPrints all the vending machines on the server
server.netprotocol
server.packetlog8How long it takes to pick up a used parachute in seconds
server.parachuterepacktime8How long it takes to pick up a used parachute in seconds
server.playerlistposPrints the position of all players on the server
server.printdecryptqueue
server.printeyesPrint the current player eyes.
server.printposPrint the current player position.
server.printreadqueue
server.printrotPrint the current player rotation.
server.printwritequeue
server.readcfg
server.resetserveremojiRescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji
server.rpclog
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
spawn.cargoshipevent
server.leveltransferTrue
spawn.fill_groups
spawn.fill_individuals
spawn.fill_populations
spawn.report
spawn.scalars
stability.refresh_stability
supply.call
supply.drop
system.cpu_affinity
system.cpu_priority
vehicle.autohover
vehicle.boatdriftinfoPrint out boat drift status for all boats
vehicle.fixcars
vehicle.killboats
vehicle.killcars
vehicle.killdrones
vehicle.killminis
vehicle.killscraphelis
vehicle.killtrains
vehicle.stop_all_trains
vehicle.swapseats
voice.togglevoicerangeboostEnabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1
weather.load
weather.report
weather.reset
workshop.print_approved_skinsRenders a PNG of the current map’s underwater labs, for a specific floor
world.monuments
world.renderlabs
world.rendermapRenders a high resolution PNG of the current map
world.rendertunnelsRenders a PNG of the current map’s tunnel network
xmas.refill
cui.cui_test
cui.cui_test_update
cui.endtest
global.dump
global.steamrelayinit
global.steamstatus
analytics.pending_analytics
growableentity.growall
note.update
relationshipmanager.acceptinvite
relationshipmanager.addtoteam
relationshipmanager.fakeinvite
relationshipmanager.kickmember
relationshipmanager.leaveteam
relationshipmanager.promote
relationshipmanager.rejectinvite
relationshipmanager.sendinvite
relationshipmanager.sleeptoggle
relationshipmanager.trycreateteam
relationshipmanager.wipe_all_contacts
relationshipmanager.wipecontacts
ridablehorse.sethorsebreed
telephonemanager.printallphones
wipetimer.printtimezones
wipetimer.printwipe
ziplinelaunchpoint.report
santasleigh.drop
baseridableanimal.decayminutes180How long before a horse dies unattended
baseridableanimal.dungtimescale1
baseridableanimal.framebudgetms1
basesubmarine.deepwaterdecayminutes120How long before a submarine loses all its health while in deep water
basesubmarine.outsidedecayminutes180How long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
basesubmarine.oxygenminutes10How long a submarine can stay underwater until players start taking damage from low oxygen
ridablehorse.population2Population active on the server, per square km
gc.enabledTrue
gc.incremental_enabledTrue
gc.incremental_milliseconds3
global.asyncwarmupFalse
global.cinematicgingerbreadcorpsesFalseWhen enabled a player wearing a gingerbread suit will gib like the gingerbread NPC’s
tree.global_broadcastFalse
scraptransporthelicopter.population0Population active on the server
simpleshark.disableFalse
simpleshark.forcesurfaceamount0
slotmachine.forcepayoutindex-1
snowmobile.allowpassengeronlyFalseAllow mounting as a passenger when there’s no driver
snowmobile.allterrainFalseIf true, snowmobile goes fast on all terrain types
snowmobile.outsidedecayminutes1440How long before a snowmobile loses all its health while outside
craft.fasttracktask
global.admintime-1If > 1 the time of day (hour) will be forced to this.
basefirework.maxactivefireworks25
baseplayer.lifestoryframebudgetms0.25
env.oceanlevel0
excavatorsignalcomputer.chargeneededforsupplies600
global.steamconnectiontimeout10000
global.steamnagleflushFalse
global.steamnagletime5000Nagle time, in microseconds
global.steamnetdebug0Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything)
global.steamnetdebug_ackrtt4
global.steamnetdebug_message4
global.steamnetdebug_p2prendezvous4
global.steamnetdebug_packetdecode4
global.steamnetdebug_packetgaps4
global.steamnetdebug_sdrrelaypings4
global.steamsendbuffer524288Upper limit of buffered pending bytes to be sent
global.steamsendratemax1048576Maximum send rate clamp, 0 is no limit
global.steamsendratemin131072Minimum send rate clamp, 0 is no limit
player.resetstateResets the PlayerState of the given player
player.swapseat
player.swapseat
meta.addadd <convar> <amount> – adds amount to convar
debug.noclipToggle admin no clipping
player.noclipspeed10
player.noclipspeedfast50
player.noclipspeedslow2
telephonemanager.maxcalllength120
telephonemanager.maxconcurrentcalls10
traincar.decayminutes30How long before a train car despawns
traincar.population2.3Population active on the server
traincar.wagons_per_engine2Ratio of wagons to train engines that spawn
traincarunloadable.decayminutesafterunload10How long before an unloadable train car despawns afer being unloaded
traincouplingcontroller.max_couple_speed9Maximum difference in velocity for train cars to couple
tugboat.tugcorpseseconds7200
tugboat.tugdecayminutes2160How long before a tugboat loses all its health while outside
tugboat.tugdecaystartdelayminutes1440How long until decay begins after the tugboat was last used
wipetimer.days_to_add_test0
wipetimer.hours_to_add_test0
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/
wipetimer.wipedayofweek40=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat
wipetimer.wipehourofday19Which hour to wipe? 14.5 = 2:30pm
wipetimer.wipetimezoneEurope/LondonThe timezone to use for wipes. Defaults to the server’s time zone if not set or invalid. Value should be a TZ identifier as seen here: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones
wipetimer.wipeunixtimestampoverride0Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.
global.godfalse
entity.uploadsignSets a sign to display the given PNG image
autoturret.auto_turret_budget_ms0.5How many milliseconds to spend on target scanning per frame
sentry.interferenceradius1radius to check for other turrets
sentry.maxinterference12max interference from other turrets
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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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