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 6/1/2023

Admin CommandDefaultDescription
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.serverurllist A 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_time The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5)
ai.npc_door_trigger_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.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.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_clientframes2 
antihack.melee_forgiveness0.5 
antihack.melee_losforgiveness0.2 
antihack.melee_penalty0 
antihack.melee_protection4 
antihack.melee_serverframes2 
antihack.melee_terraincheckTrue 
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_protection6 
antihack.projectile_serverframes2 
antihack.projectile_terraincheckTrue 
antihack.projectile_trajectory1 
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 
chat.teamsay  
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.visdebugFalse 
net.visibilityradiusfaroverride-1 
net.visibilityradiusnearoverride-1 
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.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.arrowarmor1 
server.arrowdamage1 
server.artificialtemperaturegrowablerange4 
server.authtimeout60 
server.bag_quota_item_amountTrue
server.bansserverendpoint HTTP 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.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.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.reportsserverendpoint HTTP API endpoint for receiving F7 reports ()
server.reportsserverendpointkey If 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.tags Comma-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_chance 1 
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_chance0.01 
weather.fog-1 
weather.fog_chance0.01 
weather.overcast_chance0 
weather.rain-1 
weather.rain_chance0.04 
weather.rainbow-1 
weather.storm_chance0.02 
weather.thunder-1 
weather.wetness_rain0.4 
weather.wetness_snow0.2 
weather.wind-1 
world.cacheTrue 
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  
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 
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.insidedecayminutes2880How long before a minicopter loses all its health while indoors
minicopter.outsidedecayminutes480How long before a minicopter loses all its health while outside
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.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
petbrain.controldistance100 
petbrain.drownindeepwaterTrue 
petbrain.drowntimer15 
petbrain.idlewhenownermountedTrue 
petbrain.idlewhenownerofflineordeadTrue 
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
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.authcount Returns all entities that the provided player is authed to (TC’s, locks, etc), supports –json
global.authradius 
global.ban ban <player> <reason> [optional duration]
global.banid banid <steamid> <username> <reason> [optional duration]
global.banlist List of banned users (sourceds compat)
global.banlistex List of banned users – shows reasons and usernames
global.bans List of banned users
global.buildinfo Get information about this build
global.carstats Get information about all the cars in the world
global.clearugcentitiesinrange  
global.clearugcentity  
global.clientperf  
global.clientperf_frametime  
global.deauthradius  
global.entcount Returns all entities that the provided player has placed, supports –json
global.entid  
global.getugcinfo  
global.kick  
global.kickall  
global.killplayer  
global.listid List of banned users, by ID (sourceds compat)
global.moderatorid  
global.mute  
global.mutelist Print a list of currently muted players
global.ownerid  
global.playerlist Get a list of players
global.players Print out currently connected clients etc
global.removemoderator  
global.removeowner  
global.removeskipqueue Removes skip queue permission from a SteamID
global.say Sends a message in chat
global.serverinfo Get a list of information about the server
global.skin_radius skin_radius ‘skin’ ‘radius’
global.skipqueue  
global.skipqueueid Adds skip queue permissions to a SteamID
global.sleepingusers Show user info for players on server.
global.sleepingusersinrange Show user info for sleeping players on server in range of the player.
global.stats Print out stats of currently connected clients
global.status Print out currently connected clients
global.teaminfo  
global.unban  
global.unmute  
global.upgrade_radius upgrade_radius ‘grade’ ‘radius’
global.users Show user info for players on server.
global.usersinrange Show user info for players on server in range of the player.
global.usersinrangeofplayer Show user info for players on server in range of the supplied player (eg. Jim 50)
ai.addignoreplayer Add a player (or command user if no player is specified) to the AIs ignore list.
ai.brainstats  
ai.clearignoredplayers Remove all players from the AIs ignore list.
ai.killanimals  
ai.killscientists Print a list of all the players in the AI ignore list.
ai.printignoredplayers  
ai.removeignoreplayer Remove 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.localsay  
chat.say  
chat.search  
chat.tail  
console.search  
console.tail  
craft.add  
craft.cancel  
craft.canceltask  
data.export Spawn lots of IO entities to lag the server
debug.bench_io  
debug.breakheld Break the current held object
debug.breakitem Break all the items in your inventory whose name match the passed string
debug.drink  
debug.eat  
debug.enable_player_movement  
debug.flushgroup Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.hurt  
debug.puzzleprefabrespawn respawn all puzzles from their prefabs
debug.puzzlereset reset all puzzles
debug.refillvitals  
debug.renderinfo  
debug.repair_inventory Repair all items in inventory
debug.resetsleepingbagtimers  
debug.stall  
demo.record  
demo.stop  
debug.heal  
entity.debug_toggle  
entity.deleteby Destroy all entities created by provided users (separate users by space)
entity.deletebytextblock Destroy 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.teleportpos  
global.teleportlos  
global.textures  
global.version  
harmony.load  
harmony.unload  
hierarchy.cd  
hierarchy.del  
hierarchy.ls  
inventory.clearinventory Clears the inventory of a target player. eg. inventory.clearInventory jim
inventory.copyto Copies the players inventory to the player in front of them
inventory.defs  
inventory.deployloadout Deploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
inventory.deployloadoutinrange Deploys 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.lighttoggle Prints all saved inventory loadouts
inventory.listloadouts  
inventory.resetbp  
inventory.saveloadout Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
inventory.unlockall  
manifest.printmanifest  
manifest.printmanifestraw  
memsnap.full  
memsnap.managed  
memsnap.native  
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  
server.backup Backup server folder
server.broadcastplayvideo 
server.cheatreport  
server.combatlog Get the player combat log
server.combatlog_outgoing Get the player combat log, only showing outgoing damage
server.fps  
server.listtoolcupboards Prints all the Tool Cupboards on the server
server.listvendingmachines Prints all the vending machines on the server
server.netprotocol  
server.packetlog  
server.playerlistpos Prints the position of all players on the server
server.printdecryptqueue  
server.printeyes Print the current player eyes.
server.printpos Print the current player position.
server.printreadqueue  
server.printrot Print the current player rotation.
server.printwritequeue  
server.readcfg  
server.rpclog  
server.save Force save the current game
server.sendnetworkupdate Send network update for all players
server.setshowholstereditems Show holstered items on player bodies
server.snapshot This sends a snapshot of all the entities in the client’s pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
server.start Starts a server
server.stop Stops a server
server.writecfg Writes config files
spawn.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.fixcars  
vehicle.killboats  
vehicle.killcars  
vehicle.killdrones  
vehicle.killminis  
vehicle.killscraphelis  
vehicle.killtrains  
vehicle.stop_all_trains  
vehicle.swapseats  
voice.togglevoicerangeboost Enabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1
weather.load  
weather.report  
weather.reset  
workshop.print_approved_skins Renders a PNG of the current map’s underwater labs, for a specific floor
world.monuments  
world.renderlabs  
world.rendermap Renders a high resolution PNG of the current map
world.rendertunnels Renders 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.resetstate Resets the PlayerState of the given player
player.swapseat  
player.swapseat  
meta.add add <convar> <amount> – adds amount to convar
debug.noclip Toggle 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
wipetimer.days_to_add_test0Maximum difference in velocity for train cars to couple
wipetimer.hours_to_add_test0Maximum difference in velocity for train cars to couple
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/London The timezone to use for wipes. Defaults to the server’s time zone if not set or invalid. Value should be a TZ identifier as seen here: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones
wipetimer.wipeunixtimestampoverride0Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.
global.godfalse 
uploadsign  
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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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