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Console Commands

Rust ships 3,736 console commands and variables: 2,426 server entries and 1,310 game client entries.

  1. accessibility.allynametagcolour Colour palette index for ally name tags (non-team friends/allies); allows colour-blind players to distinguish allies from enemies and team members Client
  2. accessibility.applyallchanges Applies all pending accessibility colour changes immediately; called automatically when any colour setting changes but can be run manually to force a refresh Client
  3. accessibility.buildingblockedzonecolour Colour palette index for the building blocked zone indicator; changes the colour of the red zone overlay shown when construction is not permitted Client
  4. accessibility.clannametagcolour Colour palette index for clan member name tags shown above players in the same clan; selects from the clan name tag colour collection Client
  5. accessibility.disablemovementininventory When enabled, prevents the player from moving while the inventory screen is open; useful for controller/accessibility setups where accidental movement is a problem Client
  6. accessibility.enemynametagcolour Colour palette index for enemy name tags; selects a colour from the enemy name tag collection to make hostile players visually distinct Client
  7. accessibility.healthbarcolour Colour palette index for the player health bar; selects an accessible colour from the health bar colour collection Client
  8. accessibility.holosightcolour Colour palette index for the holographic sight reticle colour; lets players pick a reticle colour that is visible against any background Client
  9. accessibility.hungerbarcolour Colour palette index for the player hunger/food bar; selects an accessible colour from the hunger bar colour collection Client
  10. accessibility.hydrationbarcolour Colour palette index for the player hydration/water bar; selects an accessible colour from the hydration bar colour collection Client
  11. accessibility.ioarrowinputcolor Colour palette index for electrical IO input arrow overlays; changes the colour of arrows that show power/signal flowing into an IO entity Client
  12. accessibility.ioarrowoutputcolor Colour palette index for electrical IO output arrow overlays; changes the colour of arrows that show power/signal flowing out of an IO entity Client
  13. accessibility.laserdetectorcolour Colour palette index for the laser trip-wire detector beam colour; helps colour-blind players distinguish armed detector lasers in bases Client
  14. accessibility.messagecardscolour Colour palette index for cards/notes chat message text colour; helps distinguish card/note messages from other chat types Client
  15. accessibility.messageclancolour Colour palette index for clan chat message text colour; makes clan messages visually distinct in the chat window Client
  16. accessibility.messagediscordcolour Colour palette index for Discord-linked chat message text colour; helps identify messages bridged from a linked Discord server Client
  17. accessibility.messageglobalcolour Colour palette index for global chat message text colour; affects all messages sent to the server-wide global chat channel Client
  18. accessibility.messagelocalcolour Colour palette index for local proximity chat message text colour; distinguishes nearby voice/text chat from global and team channels Client
  19. accessibility.messageteamcolour Colour palette index for team chat message text colour; makes team-only messages visually distinct from global and local chat Client
  20. accessibility.mushroomcolour Colour palette index for mushroom world-object highlighting; allows colour-blind players to pick a distinguishable mushroom marker colour Client
  21. accessibility.senduinavigationevents When enabled, UI navigation events (directional/confirm/cancel) are forwarded to the Unity EventSystem, enabling controller-driven menu navigation Client
  22. accessibility.teamnametagcolour Colour palette index for team member name tags shown above allied players; lets colour-blind players choose a distinguishable team colour Client
  23. accessibility.treemarkercolor Colour palette index for tree resource marker icons on the HUD; selects from the accessibility colour collection to aid colour-blind players Client
  24. adventcalendar.overrideadventcalendarday Makes the advent calendar act as if it were this day of the month. 0 uses the real date. = 0

    Admin Whole number Default 0

  25. adventcalendar.overrideadventcalendarmonth Makes the advent calendar act as if it were this month. 0 uses the real date. = 0

    Admin Whole number Default 0

  26. ai.accuratevisiondistance When enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance = true

    Admin On / off Default true

  27. ai.addignoreplayer Add a player (or command user if no player is specified) to the AIs ignore list.

    Admin Takes player name or Steam ID

  28. ai.aidebug_loadbalanceoverduereport Requests an AI load balance overdue report from the client, listing AI tasks that exceeded their allotted CPU budget Client
  29. ai.aidebug_lookat Toggles AI debug visualisation for the entity the local admin player is currently looking at Client
  30. ai.aimedatangle The angle under which the AI will think it's being aimed at at by a player = 10

    Admin Decimal number Default 10

  31. ai.aizonestats Prints the total count of registered AIInformationZone instances on the server

    Admin

  32. ai.animal_ignore_food If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true) = true

    Admin On / off Default true

  33. ai.batch_navmesh_pathfollowing Run RustNav movement, steering and corridor queries in the transform job. = true

    Admin On / off Default true

  34. ai.batch_navmesh_transforms Batch RustNav agent transform updates using jobs. Disable to apply each update immediately. = true

    Admin On / off Default true

  35. ai.brainstats Prints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server

    Admin

  36. ai.clearignoredplayers Remove all players from the AIs ignore list.

    Admin

  37. ai.critters_frametime Target frame time in seconds for the Critters budget = 0.2

    Admin Decimal number Default 0.2

  38. ai.critters_startle_distance How close can a player get before a critter gets startled and runs away = 0.5

    Admin Decimal number Default 0.5

  39. ai.debugmovedraw Whether ai.selectnpc and ai.movenpc draw their DDraw markers - turn it off to keep the view clean while commanding NPCs. = true

    Admin On / off Default true Saved

  40. ai.debugmovegait Gait ai.movenpc uses when called without one - set it to walk to keep commanded NPCs at walking speed. One of: sneak, walk, jog, run, sprint, fullsprint = "run"

    Admin Text Default "run" Saved

  41. ai.debugmovespacing Gap in metres between the destinations ai.movenpc hands out when more than one NPC is selected, so they don't all path to the same point. = 2

    Admin Decimal number Default 2 Saved

  42. ai.debugvis When enabled, draws debug visualisations (attack ranges, awareness, etc.) for AI entities near the local player Client
  43. ai.defaultinterpolationdelay Default network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections = 0.1

    Admin Decimal number Default 0.1

  44. ai.deselectnpc Removes the NPC you are looking at from your selection and hands it back to its normal AI.

    Admin

  45. ai.designing When enabled, enables NPC design/placement mode on the client, showing additional gizmos for NPC spawn point and patrol route authoring Client
  46. ai.designingenabled Allows the in-game AI design editor on NPC brains built for it. = false

    Admin On / off Default false Saved

  47. ai.effectaiweapons When enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely = false

    Admin On / off Default false

  48. ai.frametime Target frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame = 5

    Admin Decimal number Default 5

  49. ai.fsm_frametime Target frame time in seconds for the default FSMComponent budget = 1

    Admin Decimal number Default 1

  50. ai.groundalign When enabled, NPC characters align their body to the terrain slope using IK; disable for flat ground-only alignment Client
  51. ai.groups When enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals = true

    Admin On / off Default true

  52. ai.ignoreplayers When enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference = false

    Admin On / off Default false

  53. ai.killanimals Kills all animal NPCs and animal NPC2 entities currently on the server

    Admin

  54. ai.killscientists Kills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server

    Admin

  55. ai.logissues When enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors = false

    Admin On / off Default false

  56. ai.maxgroundaligndist Maximum distance in metres at which ground alignment IK is evaluated for NPCs; reducing this improves performance when many NPCs are visible Client
  57. ai.move When enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running = true

    Admin On / off Default true

  58. ai.movenpc Orders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait.

    Admin Takes text

  59. ai.nav_carve_height The height of the carve volume. (default: 2) = 2

    Admin Decimal number Default 2

  60. ai.nav_carve_min_base_size The minimum size we allow a carving volume to be. (default: 2) = 2

    Admin Decimal number Default 2

  61. ai.nav_carve_min_building_blocks_to_apply_optimization The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25) = 25

    Admin Whole number Default 25

  62. ai.nav_carve_size_multiplier The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4) = 4

    Admin Decimal number Default 4

  63. ai.nav_carve_use_building_optimization If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false) = false

    Admin On / off Default false

  64. ai.navthink When enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running = true

    Admin On / off Default true

  65. ai.npc_alertness_drain_rate npc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01) = 0.01

    Admin Decimal number Default 0.01

  66. ai.npc_alertness_to_aim_modifier This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33) = 0.5

    Admin Decimal number Default 0.5

  67. ai.npc_alertness_zero_detection_mod npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5) = 0.5

    Admin Decimal number Default 0.5

  68. ai.npc_check_spawner_is_on_navmesh When enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations = true

    Admin On / off Default true

  69. ai.npc_cover_compromised_cooldown npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10) = 10

    Admin Decimal number Default 10

  70. ai.npc_cover_info_tick_rate_multiplier The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20) = 20

    Admin Decimal number Default 20

  71. ai.npc_cover_path_vs_straight_dist_max_diff npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2) = 2

    Admin Decimal number Default 2

  72. ai.npc_cover_use_path_distance If npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance. = true

    Admin On / off Default true

  73. ai.npc_deliberate_hit_randomizer The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f) = 0.85

    Admin Decimal number Default 0.85

  74. ai.npc_deliberate_miss_offset_multiplier The offset with which the NPC will maximum miss the target. (default: 1.25) = 1.25

    Admin Decimal number Default 1.25

  75. 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

    Admin Decimal number Default 1.5

  76. ai.npc_door_trigger_size npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5) = 1.5

    Admin Decimal number Default 1.5

  77. ai.npc_enable If npc_enable is set to false then npcs won't spawn. (default: true) = true

    Admin On / off Default true

  78. ai.npc_families_no_hurt If npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true) = true

    Admin On / off Default true

  79. ai.npc_gun_noise_silencer_modifier The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15) = 0.15

    Admin Decimal number Default 0.15

  80. ai.npc_htn_player_base_damage_modifier Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f) = 1.15

    Admin Decimal number Default 1.15

  81. ai.npc_htn_player_frustration_threshold npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3) = 3

    Admin Whole number Default 3

  82. ai.npc_ignore_chairs If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true) = true

    Admin On / off Default true

  83. ai.npc_junkpile_dist_aggro_gate npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8) = 8

    Admin Decimal number Default 8

  84. ai.npc_junkpilespawn_chance defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1) = 0.07

    Admin Decimal number Default 0.07

  85. ai.npc_max_junkpile_count npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30) = 30

    Admin Whole number Default 30

  86. ai.npc_max_population_military_tunnels npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3) = 3

    Admin Whole number Default 3

  87. ai.npc_max_roam_multiplier This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3) = 3

    Admin Decimal number Default 3

  88. ai.npc_no_foot_ik When enabled, disables foot IK on NPC characters to improve performance; NPCs will not plant feet on terrain slopes Client
  89. ai.npc_only_hurt_active_target_in_safezone If npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true) = true

    Admin On / off Default true

  90. ai.npc_patrol_point_cooldown npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5) = 5

    Admin Decimal number Default 5

  91. ai.npc_reasoning_system_tick_rate_multiplier The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1) = 1

    Admin Decimal number Default 1

  92. ai.npc_respawn_delay_max_military_tunnels npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920) = 1920

    Admin Decimal number Default 1920

  93. ai.npc_respawn_delay_min_military_tunnels npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480) = 480

    Admin Decimal number Default 480

  94. ai.npc_sensory_system_tick_rate_multiplier The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5) = 5

    Admin Decimal number Default 5

  95. ai.npc_spawn_on_cargo_ship Spawn NPCs on the Cargo Ship. (default: true) = true

    Admin On / off Default true

  96. ai.npc_spawn_on_deep_sea_islands Spawn NPCs on deep sea islands (default: false) = true

    Admin On / off Default true

  97. ai.npc_spawn_on_junkpile Spawn NPCs on junkpiles (default: true) = true

    Admin On / off Default true

  98. ai.npc_spawn_per_tick_max_military_tunnels npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1) = 1

    Admin Whole number Default 1

  99. ai.npc_spawn_per_tick_min_military_tunnels npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1) = 1

    Admin Whole number Default 1

  100. ai.npc_speed_crouch_run npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25) = 0.25

    Admin Decimal number Default 0.25

  101. ai.npc_speed_crouch_walk npc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1) = 0.1

    Admin Decimal number Default 0.1

  102. ai.npc_speed_run npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4) = 0.4

    Admin Decimal number Default 0.4

  103. ai.npc_speed_sprint npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0) = 1

    Admin Decimal number Default 1

  104. ai.npc_speed_walk npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18) = 0.18

    Admin Decimal number Default 0.18

  105. ai.npc_use_new_aim_system If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true) = true

    Admin On / off Default true

  106. ai.npc_use_thrown_weapons If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true) = true

    Admin On / off Default true

  107. ai.npc_valid_aim_cone npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8) = 0.8

    Admin Decimal number Default 0.8

  108. ai.npc_valid_mounted_aim_cone npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92) = 0.92

    Admin Decimal number Default 0.92

  109. ai.npcbarksenabled Lets NPCs play their voice lines and conversations. = false

    Admin On / off Default false Saved

  110. ai.npchealthmultiplier Global health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs = 1

    Admin Decimal number Default 1

  111. ai.npcswimming When enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies = true

    Admin On / off Default true

  112. ai.ocean_critters_movement_frametime Target frame time in seconds for the Ocean Critters swimming movement budget = 0.2

    Admin Decimal number Default 0.2

  113. ai.ocean_patrol_path_iterations Maximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost = 100000

    Admin Whole number Default 100000

  114. ai.printignoredplayers Print a lost of all the players in the AI ignore list.

    Admin

  115. ai.printorkilloffnavscientists Print a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument.

    Admin Takes true or false (default false)

  116. ai.releasenpc Releases every NPC selected with ai.selectnpc and hands them back to their normal AI.

    Admin

  117. ai.removeignoreplayer Remove a player (or command user if no player is specified) from the AIs ignore list.

    Admin Takes player name or Steam ID

  118. ai.scientist_spawners_enabled Do any kind of scientists spawn on the map (default: true) = true

    Admin On / off Default true

  119. ai.selectnpc Adds the NPC you are looking at to your selection so ai.movenpc can order it around.

    Admin

  120. ai.selectnpclookat Editor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection Client
  121. ai.selectnpclookatserver Editor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy

    Admin

  122. ai.selectnpcsinrange Adds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange.

    Admin Takes number (default 30)

  123. ai.sensetime How frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react = 1

    Admin Decimal number Default 1

  124. ai.setdestinationsamplenavmesh When enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh = true

    Admin On / off Default true

  125. ai.setnpcreactiontime The time it takes for a NPC to fully notice a player standing right in front of them, in seconds.

    Admin Takes number (default 0.6499999761581421)

  126. ai.showdistributions Editor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour

    Admin

  127. ai.showstate Toggles a debug readout of each NPC's current AI state for you.

    Admin

  128. ai.showstateflashduration How long (in seconds) a value that has just moved stays coloured in the ai.showState read-out; 0 stops it colouring at all = 1.5

    Admin Decimal number Default 1.5

  129. ai.sleepwake When enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times = true

    Admin On / off Default true

  130. ai.sleepwakestats Prints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities

    Admin

  131. ai.smokegrenadenpcradius Radius in metres within which a thrown smoke grenade suppresses NPC vision and targeting = 4

    Admin Decimal number Default 4

  132. ai.spliceupdates When enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick = true

    Admin On / off Default true

  133. ai.think When enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place = true

    Admin On / off Default true

  134. ai.tickrate Number of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost = 5

    Admin Decimal number Default 5

  135. ai.usecalculatepath When enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only = true

    Admin On / off Default true

  136. ai.usegrid When enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues = true

    Admin On / off Default true

  137. ai.usesetdestinationfallback When enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target = true

    Admin On / off Default true

  138. ai.wakesleepingai Wakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken

    Admin

  139. ai.watchedangle The angle under which the AI will think it's being watched by another entity = 50

    Admin Decimal number Default 50

  140. aibrainsenses.humanknownplayerslosupdateinterval Interval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions = 0.2

    Admin Decimal number Default 0.2

  141. aibrainsenses.knownplayerslosupdateinterval Interval in seconds between line-of-sight update ticks for all NPC types tracking known player positions = 0.5

    Admin Decimal number Default 0.5

  142. aibrainsenses.updateinterval Interval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings = 0.5

    Admin Decimal number Default 0.5

  143. aiinformationzone.usesimpleloscheck Makes NPCs choosing where to move use the simpler line-of-sight test. = false

    Admin On / off Default false

  144. aimanager.ai_dormant If ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well. = true

    Admin On / off Default true

  145. aimanager.ai_dormant_max_wakeup_per_tick ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30) = 30

    Admin Whole number Default 30

  146. aimanager.ai_htn_animal_tick_budget ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms) = 4

    Admin Decimal number Default 4

  147. aimanager.ai_htn_player_junkpile_tick_budget ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms) = 4

    Admin Decimal number Default 4

  148. aimanager.ai_htn_player_tick_budget ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms) = 4

    Admin Decimal number Default 4

  149. aimanager.ai_htn_use_agency_tick If ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true) = true

    Admin On / off Default true

  150. aimanager.ai_to_player_distance_wakeup_range If an agent is beyond this distance to a player, it's flagged for becoming dormant. = 160

    Admin Decimal number Default 160

  151. aimanager.nav_disable If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move = false

    Admin On / off Default false

  152. aimanager.nav_obstacles_carve_state nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. = 2

    Admin Whole number Default 2

  153. aimanager.nav_wait If true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background. = true

    Admin On / off Default true

  154. aimanager.pathfindingiterationsperframe The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.

    Admin Whole number

  155. aimanager.setdestination_navmesh_failsafe If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called. = false

    Admin On / off Default false

  156. aimountedweaponcontroller.burst_length How long, in seconds, an AI-manned mounted weapon keeps firing in one burst. = 3

    Admin Decimal number Default 3

  157. aimountedweaponcontroller.fire_rate Seconds between two shots of an AI-manned mounted weapon inside a burst. = 0.125

    Admin Decimal number Default 0.125

  158. aimountedweaponcontroller.time_between_bursts Pause, in seconds, between two bursts of an AI-manned mounted weapon. = 3

    Admin Decimal number Default 3

  159. airfieldairdropterminal.force_charge Adds charge to every airdrop terminal within 100 meters of you. Takes the amount, and fills them up when left out.

    Admin Takes whole number (default 9999999)

  160. airfieldairdropterminal.force_shortcircuit Shuts down every active airdrop terminal within 100 meters of you and drains its charge.

    Admin

  161. airfieldcallchinookterminal.force_charge Adds charge to every Chinook call terminal within 100 meters of you. Takes the amount, and fills them up when left out.

    Admin Takes whole number (default 9999999)

  162. airfieldcallchinookterminal.force_shortcircuit Shuts down every active Chinook call terminal within 100 meters of you and drains its charge.

    Admin

  163. aithinkmanager.animalframebudgetms Milliseconds per frame the server may spend on animal AI. = 2

    Admin Decimal number Default 2

  164. aithinkmanager.framebudgetms Milliseconds per frame the server may spend on NPC AI. = 2

    Admin Decimal number Default 2

  165. aithinkmanager.petframebudgetms Milliseconds per frame the server may spend on pet AI. = 1

    Admin Decimal number Default 1

  166. analytics.analytics_bulk_container_url Azure blob container url for use with client secret authentication RCON only · = ""

    Text Default "" Saved

  167. analytics.analytics_bulk_upload_url Azure blob container url + SAS token, enables a more efficient upload method RCON only · = ""

    Text Default "" Saved

  168. analytics.analytics_header Header key of secret when uploading analytics RCON only · = "X-API-KEY"

    Text Default "X-API-KEY" Saved

  169. analytics.analytics_secret Header secret value when uploading analytics RCON only · = ""

    Text Default "" Saved

  170. analytics.azure_client_id Azure client id for authentication RCON only · = ""

    Text Default "" Saved

  171. analytics.azure_client_secret Azure client secret for authentication RCON only · = ""

    Text Default "" Saved

  172. analytics.azure_tenant_id Azure tenant id for authentication RCON only · = ""

    Text Default "" Saved

  173. analytics.dryrun Executes entire flow without actually sending out anything = false

    Admin On / off Default false

  174. analytics.gameplay_analytics Toggle whether gameplay analytics is collected RCON only · = false

    On / off Default false Saved

  175. analytics.gameplay_rpc_analytics Toggle whether gameplay rpc logging is collected RCON only · = true

    On / off Default true Saved

  176. analytics.gameplay_tick_analytics Toggle whether gameplay tick analytics is collected RCON only · = false

    On / off Default false Saved

  177. analytics.log Logs each analytics batch to the console as it is written and uploaded. = false

    Admin On / off Default false

  178. analytics.performance_analytics Toggle to turn off server performance collection RCON only · = true

    On / off Default true Saved

  179. analytics.resetstats Resets the analytics counters.

    Admin

  180. analytics.server_analytics_url Address the server uploads its analytics to. RCON only · = "https://gw.facepunch.com/analytics/rust/server"

    Text Default "https://gw.facepunch.com/analytics/rust/server"

  181. analytics.stats Prints the analytics totals: events, bytes and uploads.

    Admin

  182. analytics.tablestats Prints the analytics totals table by table.

    Admin

  183. analytics.uploaderstats Prints the analytics totals uploader by uploader.

    Admin

  184. antihack.admincheat Spares an admin who has just used an admin cheat, noclip for one, from the anti-hack checks. = true

    Admin On / off Default true

  185. antihack.build_inside_check Level of the check that stops building inside rocks and monuments. 0 turns it off. = 2

    Admin Whole number Default 2

  186. antihack.build_losradius Radius, in meters, of the line-of-sight test between a player and the piece they place. = 0.01

    Admin Decimal number Default 0.01

  187. antihack.build_losradius_sleepingbag The same radius when the piece is a sleeping bag. = 0.3

    Admin Decimal number Default 0.3

  188. antihack.build_terraincheck Counts terrain as a blocker in the building line-of-sight test. = true

    Admin On / off Default true

  189. antihack.build_vehiclecheck Counts vehicles as blockers in the building line-of-sight test. = true

    Admin On / off Default true

  190. antihack.check_mount_distance Level of the distance and line-of-sight check when a player mounts something. 0 turns it off. = 1

    Admin Whole number Default 1

  191. antihack.debuglevel How much the anti-hack logs: 1 logs each enforcement, 2 and up logs every violation. = 1

    Admin Whole number Default 1

  192. antihack.enforcementlevel What happens to a player over the violation limit: 0 nothing, 1 or more kicks them. = 1

    Admin Whole number Default 1

  193. antihack.explosive_vehicle_parent_damage_deployables Should explosives parented to vehicles damage deployables = false

    Admin On / off Default false

  194. antihack.eye_clientframes Listed in the anti-hack's violation reports, but no check on the server reads it. = 2

    Admin Decimal number Default 2

  195. antihack.eye_distance_parented_mounted_forgiveness Extra distance, in meters, a mounted or parented player's reported eye position may be off. = 2

    Admin Decimal number Default 2

  196. antihack.eye_forgiveness Distance, in meters, a player's reported eye position may be off before the attack is thrown out. = 0.4

    Admin Decimal number Default 0.4

  197. antihack.eye_history_forgiveness Distance, in meters, a player's eye history may stray from their movement history. = 0.1

    Admin Decimal number Default 0.1

  198. antihack.eye_history_penalty Violation points added when the eye history check fails. = 100

    Admin Decimal number Default 100

  199. antihack.eye_losradius Radius, in meters, of the line-of-sight test between a player's body and their eyes. = 0.158

    Admin Decimal number Default 0.158

  200. antihack.eye_noclip_backtracking How far back, in meters, the eye noclip test starts its trace. = 0.01

    Admin Decimal number Default 0.01

  201. antihack.eye_noclip_cutoff Eye movement, in meters, under which the eye noclip test is skipped. = 0.06

    Admin Decimal number Default 0.06

  202. antihack.eye_noclip_margin Margin, in meters, taken off the player's radius in the eye noclip test. = 0.25

    Admin Decimal number Default 0.25

  203. antihack.eye_penalty Violation points added when an eye position check fails. = 0

    Admin Decimal number Default 0

  204. antihack.eye_protection Level of the eye position checks on attacks. 0 turns them off, each level up adds a check. = 4

    Admin Whole number Default 4

  205. antihack.eye_serverframes Listed in the anti-hack's violation reports, but no check on the server reads it. = 2

    Admin Decimal number Default 2

  206. antihack.eye_terraincheck Counts terrain as a blocker in the eye line-of-sight test. = true

    Admin On / off Default true

  207. antihack.eye_vehiclecheck Counts vehicles as blockers in the eye line-of-sight test. = true

    Admin On / off Default true

  208. antihack.flyhack_extrusion How far below a player, in meters, the fly-hack check looks for ground. = 2

    Admin Decimal number Default 2

  209. antihack.flyhack_forgiveness_horizontal Horizontal distance, in meters, a player may cover in the air before the fly-hack check counts it. = 1.5

    Admin Decimal number Default 1.5

  210. antihack.flyhack_forgiveness_horizontal_inertia Extra horizontal allowance in the fly-hack check for a player carried by momentum. = 10

    Admin Decimal number Default 10

  211. antihack.flyhack_forgiveness_vertical Vertical distance, in meters, a player may climb in the air before the fly-hack check counts it. = 1

    Admin Decimal number Default 1

  212. antihack.flyhack_forgiveness_vertical_inertia Extra vertical allowance in the fly-hack check for a player carried by momentum. = 7

    Admin Decimal number Default 7

  213. antihack.flyhack_margin Margin, in meters, taken off the ground test radius of the fly-hack check. = 0.1

    Admin Decimal number Default 0.1

  214. antihack.flyhack_maxsteps Most positions the fly-hack check tests along one move. = 15

    Admin Whole number Default 15

  215. antihack.flyhack_penalty Violation points added when the fly-hack check fails, scaled by the distance. = 100

    Admin Decimal number Default 100

  216. antihack.flyhack_protection Level of the fly-hack check. 0 turns it off. = 3

    Admin Whole number Default 3

  217. antihack.flyhack_reject Rejects the move when the fly-hack check fails. = true

    Admin On / off Default true

  218. antihack.flyhack_stepsize Distance, in meters, between two positions the fly-hack check tests. Never under 0.1. = 0.1

    Admin Decimal number Default 0.1

  219. antihack.forceposition Sends a player their corrected position when the server rejects a move. = true

    Admin On / off Default true

  220. antihack.hotbar_network_mode = 0

    Admin Whole number Default 0

  221. antihack.impact_effect_distance_forgiveness How far outside an entity's bounds, in meters, a client may place an impact effect. = 0.45

    Admin Decimal number Default 0.45

  222. antihack.maxdeltatime Longest gap between two player updates, in seconds, the movement checks accept. = 1

    Admin Decimal number Default 1

  223. antihack.maxdesync Longest a player may go without sending an update, in seconds, before their attacks are thrown out. = 0.8

    Admin Decimal number Default 0.8

  224. antihack.maxviolation Violation level at which the anti-hack acts on a player. = 100

    Admin Decimal number Default 100

  225. antihack.melee_backtracking How far back, in meters, the melee line-of-sight test starts its trace. = 0.01

    Admin Decimal number Default 0.01

  226. antihack.melee_clientframes Client frames of delay the melee reach check allows for. = 2

    Admin Decimal number Default 2

  227. antihack.melee_entity_bounds_radius Radius, in meters, of the test that a melee hit really touches the entity. = 0.05

    Admin Decimal number Default 0.05

  228. antihack.melee_forgiveness Slack on the melee reach check, as a fraction of the allowed distance. = 0.5

    Admin Decimal number Default 0.5

  229. antihack.melee_los_entity_realpos Tests melee line of sight against where the entity really is, not only where the client says the hit landed. = true

    Admin On / off Default true

  230. antihack.melee_los_entity_realpos_distance Distance, in meters, beyond which that real-position test fails the hit. = 1.3

    Admin Decimal number Default 1.3

  231. antihack.melee_losforgiveness Slack, in meters, on the melee line-of-sight test. = 0.2

    Admin Decimal number Default 0.2

  232. antihack.melee_penalty Violation points added when a melee check fails. = 0

    Admin Decimal number Default 0

  233. antihack.melee_protection Level of the melee checks. 0 turns them off, each level up adds a check. = 5

    Admin Whole number Default 5

  234. antihack.melee_serverframes Server frames of delay the melee reach check allows for. = 2

    Admin Decimal number Default 2

  235. antihack.melee_terraincheck Counts terrain as a blocker in the melee line-of-sight test. = true

    Admin On / off Default true

  236. antihack.melee_vehiclecheck Counts vehicles as blockers in the melee line-of-sight test. = true

    Admin On / off Default true

  237. antihack.mesh_inside_check_distance How far up, in meters, the server looks to tell whether a player is inside a mesh. 0 turns the test off. = 50

    Admin Decimal number Default 50

  238. antihack.modelstate Checks the model state a client sends against what the server knows. = true

    Admin On / off Default true

  239. antihack.noclip_backtracking How far back, in meters, the noclip test starts its trace. = 0.01

    Admin Decimal number Default 0.01 Saved

  240. antihack.noclip_margin Margin, in meters, taken off the player's radius in the noclip test. = 0.16

    Admin Decimal number Default 0.16

  241. antihack.noclip_margin_dismount The same margin when a dismount position is tested. = 0.22

    Admin Decimal number Default 0.22 Saved

  242. antihack.noclip_maxsteps Most positions the noclip check tests along one move. = 15

    Admin Whole number Default 15

  243. antihack.noclip_penalty Violation points added when the noclip check fails, scaled by the distance. = 0

    Admin Decimal number Default 0

  244. antihack.noclip_protection Level of the noclip check. 0 turns it off. = 3

    Admin Whole number Default 3

  245. antihack.noclip_reject Rejects the move when the noclip check fails. = true

    Admin On / off Default true

  246. antihack.noclip_stepsize Distance, in meters, between two positions the noclip check tests. Never under 0.1. = 0.1

    Admin Decimal number Default 0.1

  247. antihack.objectplacement Blocks building and deploying for a player who has just tripped a movement check. = true

    Admin On / off Default true

  248. antihack.parenthistory Takes the target's parent, a vehicle or a ship, into account when a hit is validated. = true

    Admin On / off Default true

  249. antihack.projectile_anglechange Largest change of direction, in degrees, a projectile may show between two updates. = 60

    Admin Decimal number Default 60

  250. antihack.projectile_backtracking How far back, in meters, the projectile line-of-sight test starts its trace. = 0.01

    Admin Decimal number Default 0.01

  251. antihack.projectile_clientframes Client frames of delay the projectile checks allow for. = 2

    Admin Decimal number Default 2

  252. antihack.projectile_damagedepth Hits after which a projectile stops dealing damage. = 2

    Admin Whole number Default 2

  253. antihack.projectile_defaultcheck Counts the default layer as a blocker in the projectile line-of-sight test. = true

    Admin On / off Default true

  254. antihack.projectile_deployedcheck Counts deployables as blockers in the projectile line-of-sight test. = true

    Admin On / off Default true

  255. antihack.projectile_desync Longest a shooter may have gone without an update, in seconds, for their projectile to count. = 1

    Admin Decimal number Default 1

  256. antihack.projectile_distance_forgiveness_minimum Declared with the projectile checks, but nothing in the server code reads it. = 25

    Admin Decimal number Default 25

  257. antihack.projectile_forgiveness Slack on the projectile distance and timing checks, as a fraction. = 0.5

    Admin Decimal number Default 0.5

  258. antihack.projectile_impactspawndepth Hits after which a projectile stops triggering the on-hit effect of its ammo. = 1

    Admin Whole number Default 1

  259. antihack.projectile_losforgiveness Slack, in meters, on the projectile line-of-sight test. = 0.2

    Admin Decimal number Default 0.2

  260. antihack.projectile_penalty Violation points added when a projectile check fails. = 0

    Admin Decimal number Default 0

  261. antihack.projectile_positionoffset Adjusts a projectile's start position for a shooter who is mounted or riding something. = true

    Admin On / off Default true

  262. antihack.projectile_protection Level of the projectile checks. 0 turns them off, each level up adds a check. = 6

    Admin Whole number Default 6

  263. antihack.projectile_serverframes Server frames of delay the projectile checks allow for. = 2

    Admin Decimal number Default 2

  264. antihack.projectile_terraincheck Counts terrain as a blocker in the projectile line-of-sight test. = true

    Admin On / off Default true

  265. antihack.projectile_trajectory Distance, in meters, a projectile's end point may be off its simulated trajectory. = 2

    Admin Decimal number Default 2

  266. antihack.projectile_trajectory_update Distance, in meters, a projectile update may be off its simulated trajectory. = 0.02

    Admin Decimal number Default 0.02

  267. antihack.projectile_update_limit Most position updates one projectile may send. = 4

    Admin Whole number Default 4

  268. antihack.projectile_vehiclecheck Counts vehicles as blockers in the projectile line-of-sight test. = true

    Admin On / off Default true

  269. antihack.projectile_velocitychange Largest speed-up factor a projectile may show between two updates. = 1.1

    Admin Decimal number Default 1.1

  270. antihack.relaxationpause Seconds after a violation before a player's violation level starts to fall. = 10

    Admin Decimal number Default 10

  271. antihack.relaxationrate Violation points that fade per second once that pause is over. = 0.1

    Admin Decimal number Default 0.1

  272. antihack.reporting Sends anti-hack violations to EAC as player behavior reports. = false

    Admin On / off Default false

  273. antihack.rpc_timer_forgiveness Slack, in seconds, on timed actions such as stirring a biofuel generator or untying a crate. = 1

    Admin Decimal number Default 1

  274. antihack.rpcstallfade Seconds a player still counts as recently stalled after their updates resume. = 2.5

    Admin Decimal number Default 2.5

  275. antihack.rpcstallmode Level of the block on actions sent by a player whose updates have stalled. 0 turns it off. = 1

    Admin Whole number Default 1

  276. antihack.rpcstallthreshold Seconds without an update before a player counts as stalled. = 0.8

    Admin Decimal number Default 0.8

  277. antihack.server_occlusion_admin_bypass Lets admins and developers see every player, skipping server occlusion. = false

    Admin On / off Default false

  278. antihack.server_occlusion_blocked_grid_threshold = 0

    Admin Whole number Default 0

  279. antihack.server_occlusion_caching Caches server occlusion results between grid cells. = true

    Admin On / off Default true

  280. antihack.server_occlusion_disable_los Switches the line-of-sight test of server occlusion off for everyone. = false

    Admin On / off Default false

  281. antihack.server_occlusion_disable_sleeper_los Skips the occlusion test for sleeping players, so they are always sent. = false

    Admin On / off Default false

  282. antihack.server_occlusion_neighbour_threshold = 2

    Admin Whole number Default 2

  283. antihack.server_occlusion_save_grid Saves the server occlusion grid to a file and reads it back on the next start. = true

    Admin On / off Default true

  284. antihack.server_occlusion_use_neighbour_thresholds = false

    Admin On / off Default false

  285. antihack.speedhack_forgiveness Speed over the limit a player is allowed before the speed-hack check counts it. = 2

    Admin Decimal number Default 2

  286. antihack.speedhack_forgiveness_inertia Extra allowance in the speed-hack check for a player carried by momentum. = 10

    Admin Decimal number Default 10

  287. antihack.speedhack_penalty Violation points added when the speed-hack check fails, scaled by the distance. = 0

    Admin Decimal number Default 0

  288. antihack.speedhack_protection Level of the speed-hack check. 0 turns it off. = 3

    Admin Whole number Default 3

  289. antihack.speedhack_reject Rejects the move when the speed-hack check fails. = true

    Admin On / off Default true

  290. antihack.speedhack_slopespeed Speed allowance in the speed-hack check for a player sliding down a slope. = 10

    Admin Decimal number Default 10

  291. antihack.speedhack_water_threshold How deep in water a player has to be for the speed-hack check to treat them as swimming. = 0.4

    Admin Decimal number Default 0.4

  292. antihack.stall_position_restrictions Holds back other players' positions from a client whose own updates have stalled. = true

    Admin On / off Default true

  293. antihack.strict_mount_checks Declared with the mount checks, but nothing in the server code reads it. = 1

    Admin Whole number Default 1

  294. antihack.terrain_check_geometry Also tests whether a player's eyes are inside a mesh, not only under the terrain. = false

    Admin On / off Default false

  295. antihack.terrain_kill Kills a player caught inside the terrain. = true

    Admin On / off Default true

  296. antihack.terrain_padding How far under the terrain surface, in meters, a player may be before the check fails. = 0.3

    Admin Decimal number Default 0.3

  297. antihack.terrain_penalty Violation points added when a player is caught inside the terrain. = 100

    Admin Decimal number Default 100

  298. antihack.terrain_protection Level of the inside-terrain check. 0 turns it off. = 1

    Admin Whole number Default 1

  299. antihack.terrain_timeslice Spreads the inside-terrain check over this many frames, one slice of players per frame. = 64

    Admin Whole number Default 64

  300. antihack.terrain_vehicle_seat_padding Extra padding, in meters, in the inside-terrain check for players in vehicle seats. = 0.3

    Admin Decimal number Default 0.3

  301. antihack.tick_buffer_noclip_threshold Seconds of buffered player updates the noclip check tolerates. = 2

    Admin Decimal number Default 2

  302. antihack.tick_buffer_preventions Turns on the protections against a client that holds its updates back and sends them in a burst. = true

    Admin On / off Default true

  303. antihack.tick_buffer_reject_threshold Seconds of buffered player updates past which the move is rejected. = 3

    Admin Decimal number Default 3

  304. antihack.tick_buffer_server_lag_threshold Server frame time, in seconds, above which those buffer protections stand down. = 0.3

    Admin Decimal number Default 0.3

  305. antihack.tick_distance_forgiveness Distance, in meters, a player may move in one update while the distance check is paused for them. = 5

    Admin Decimal number Default 5

  306. antihack.tick_max_distance Farthest a player may move in one update, in meters. = 1.1

    Admin Decimal number Default 1.1

  307. antihack.tick_max_distance_falling The same limit for a player in the air. = 4

    Admin Decimal number Default 4

  308. antihack.tick_max_distance_parented The same limit for a player riding something. = 3

    Admin Decimal number Default 3

  309. antihack.tickhistoryforgiveness Slack, in meters, when a hit is checked against the target's recent positions. = 0.1

    Admin Decimal number Default 0.1

  310. antihack.tickhistorytime Seconds of recent positions the server keeps for each player. = 0.5

    Admin Decimal number Default 0.5

  311. antihack.use_legacy_mesh_inside_check Uses the older inside-mesh test, which lets rays hit back faces. = true

    Admin On / off Default true

  312. antihack.userlevel Who the anti-hack checks apply to: 0 regular players only, 1 admins too, 2 developers too. = 2

    Admin Whole number Default 2

  313. apartment.adminapartmentbypass Should admins be able to bypass apartment authorization checks? = false

    Admin On / off Default false Saved

  314. apartment.adminapartmentnoclip Should admins be able to noclip in apartments? = true

    Admin On / off Default true

  315. apartment.allowcombatoutsideofbreakin Should combat be allowed inside apartment rooms outside of the break-in period? = true

    Admin On / off Default true Saved

  316. apartment.apartmentevictiondelay How long should we wait before evicting a player from their apartment if they don't pay rent? = 86400

    Admin Decimal number Default 86400 Saved

  317. apartment.apartmentfreerenthours How many hours of scrap upkeep does the apartments spawn with (so players don't see 'Eviction' vital right after renting an apartment = 4

    Admin Decimal number Default 4

  318. apartment.apartmentinvisibleblocker Should an invisible blocker prevent guests from entering apartments that they don't have access to? = true

    Admin On / off Default true Saved

  319. apartment.breakinseconds How long a player needs to hold the break in interaction on an apartment door with a master key = 30

    Admin Decimal number Default 30 Saved

  320. apartment.checkoutallrooms Checkout every room in the apartment complex

    Admin

  321. apartment.checkoutroom Checks a room out of the apartment building. Takes the room number, or checks you out of your own room when left out.

    Admin Takes text

  322. apartment.fakerentroom Rents an apartment room to a spawned dummy player. Takes the room number.

    Admin Takes text

  323. apartment.givestalecombattrigger Admin test tool: injects a stale combat-zone trigger (TriggerSafeZoneOverride) into your trigger list without physically entering it, reproducing the reconnect/wake desync so you can verify safezone damage protection. Run it near a loaded apartment, then walk out into the world.

    Admin

  324. apartment.intruderauthseconds How long a player stays authorized on an apartment room after breaking in with a master key = 300

    Admin Decimal number Default 300

  325. apartment.masterkeyprice How much scrap the apartment security NPC charges for a master key = 1000

    Admin Whole number Default 1000 Saved

  326. apartment.npcsecuritydooropentime How long should the apartment security NPC keep the door open for after being paid? = 300

    Admin Decimal number Default 300

  327. apartment.printapartmentculling Print list of apartments and their culling states Client
  328. apartment.printapartmentfurniture Print list of furniture inside your room

    Admin Takes text

  329. apartment.printitemtax Print out a list of all items that apartments will tax

    Admin

  330. apartment.rentallrooms Rents every free apartment room to spawned dummy players.

    Admin

  331. apartment.rentallroomsoftype Rents every free apartment room of one size to spawned dummy players. Takes the size, from 1 to 3.

    Admin Takes whole number (default 0)

  332. apartment.rentroom Gives you an apartment room. Takes the room number, and you cannot already have one.

    Admin Takes text

  333. apartment.rentscaling Should the rent scale based on the items you have stored inside your apartment? = 0

    Admin Decimal number Default 0

  334. apartment.scheduleddeath Test triggering the scheduled death in safezones

    Admin

  335. apartment.testapartmentsecuritydoor Test triggering the apartment security door

    Admin

  336. app.alarmcooldown Cooldown time before alarms can send another notification (in seconds) = 30

    Admin Decimal number Default 30

  337. app.appban Bans a player by Steam ID from the server via the app layer, adding them to the banlist and kicking them if connected

    Admin

  338. app.appunban Removes a ban for the specified Steam ID from the server banlist, allowing the player to reconnect

    Admin

  339. app.endpoint Base address for the Rust+ companion server API = "https://companion-rust.facepunch.com/api"

    Admin Text Default "https://companion-rust.facepunch.com/api"

  340. app.info Prints current server info including name, level, connected players, max players, and network address to the console

    Admin

  341. app.listenip IP address the server listens on for incoming connections; leave empty to bind to all available network interfaces = ""

    Admin Text Default ""

  342. app.logexceptions When enabled, server-side C# exceptions are written to the server log file; disabling reduces log noise on servers with known non-critical exceptions = true

    Admin On / off Default true

  343. app.maxconnections Maximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message = 500

    Admin Whole number Default 500

  344. app.maxconnectionsperip Maximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots = 10

    Admin Whole number Default 10

  345. app.maxmessagesize Maximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks = 1048576

    Admin Whole number Default 1048576

  346. app.notifications Enables sending push notifications = true

    Admin On / off Default true

  347. app.pair Sends your Rust+ app a notification to pair with this server. Any player
  348. app.port UDP port number the server listens on; default is 28015; must be open in firewall for players to connect = 0

    Admin Whole number Default 0

  349. app.publicip Public IP address advertised to the Steam server browser; leave empty to auto-detect; set explicitly if behind NAT = ""

    Admin Text Default ""

  350. app.queuelimit Max number of queued messages - set to 0 to disable message processing = 100

    Admin Whole number Default 100

  351. app.regeneratetoken Replaces your Rust+ token on this server, so a phone paired with the old one has to pair again. Any player
  352. app.retry_initialize Retry initializing the Rust+ companion server if it previously failed, pass true to restart it even if it's already running

    Admin Takes true or false (default false)

  353. app.serverid The server's ID for Rust+. The companion app stays off while it is empty. = ""

    Admin Text Default "" Saved

  354. app.update Disables updating entirely - emergency use only = true

    Admin On / off Default true

  355. assetbundles.listdynamic Client
  356. audio.advancedocclusion Use more advanced sound occlusion Client
  357. audio.ambience Ambience System Client
  358. audio.debugvoicelimiting When enabled, logs voice chat limiting decisions to the console, showing when players are muted due to proximity or bandwidth constraints Client
  359. audio.enablesoundpooling Enables audio source pooling, reusing AudioSource components instead of creating and destroying them each time a sound plays Client
  360. audio.eventaudio Volume Client
  361. audio.framebudget Max ms per frame to spend updating sounds Client
  362. audio.game Volume Client
  363. audio.hqsoundfade Use higher quality sound fades on some sounds Client
  364. audio.instruments Volume Client
  365. audio.master Volume Client
  366. audio.minupdatefraction Minimum fraction of the audio source pool updated per frame; higher values keep more audio sources in sync at the cost of CPU time Client
  367. audio.musicvolume Volume Client
  368. audio.musicvolumemenu Volume Client
  369. audio.printenginesounds print active engine sound info Client
  370. audio.printsounds Prints a list of all currently active audio sources with their asset names, volume, and world position Client
  371. audio.speakers Volume Client
  372. audio.ui Volume Client
  373. audio.videoplayer Volume Client
  374. audio.voiceprops Volume Client
  375. audio.voices Volume Client
  376. audiointerceptcomponent.debugchannels When enabled, logs the audio buffer size and channel count each time the audio filter processes a buffer; useful for diagnosing audio pipeline issues Client
  377. autoturret.ammo_update_ms How many milliseconds to spend on ammo updating per frame = 0.1

    Admin Decimal number Default 0.1

  378. autoturret.scan_budget_ms How many milliseconds to spend on target scanning per frame = 0.5

    Admin Decimal number Default 0.5

  379. autoturret.tick_update_ms How many milliseconds to spend on a tick per frame = 1

    Admin Decimal number Default 1

  380. ballistagun.debug When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only Client
  381. ballistagun.reload Forces the ballista gun nearest to the calling admin player to reload immediately; admin-only

    Admin Takes whole number (default 0)

  382. baseboat.debug_eject_ai When enabled, logs debug information about AI ejection events when passengers are removed from boat seats = false

    Admin On / off Default false

  383. baseboat.do_shore_drift When enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapses = true

    Admin On / off Default true

  384. baseboat.drift_speed Speed at which a boat drifts back toward the shore. = 1

    Admin Decimal number Default 1

  385. baseboat.generate_paths When enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testing = true

    Admin On / off Default true

  386. baseboat.seconds_between_shore_drift Sets how many seconds pass between two drift steps of a boat toward the shore. Typed bare, it prints the current value.

    Admin

  387. baseboat.seconds_until_shore_drift Sets how many seconds a boat waits before it starts drifting toward the shore. Typed bare, it prints the current value.

    Admin

  388. basefirework.maxactivefireworks Cap on the fireworks going off at the same time. = 25

    Admin Whole number Default 25

  389. basefishingrod.forcefail When enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedback = false

    Admin On / off Default false

  390. basefishingrod.forcesuccess When enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logic = false

    Admin On / off Default false

  391. basefishingrod.immediatehook When enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite response = false

    Admin On / off Default false

  392. basefishingrod.showui When enabled, shows the fishing rod debug UI overlay displaying cast distance, bobber state, and fish bite detection parameters; admin-only Client
  393. basemetaldetector.detectlongrangetick Interval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches = 1

    Admin Decimal number Default 1

  394. basemetaldetector.detectminmovementdistance Minimum distance in metres the player must move before a new long-range detection check is triggered = 1

    Admin Decimal number Default 1

  395. basemetaldetector.nearestdistancetick Interval in seconds between nearest-detectable-object distance checks performed by the metal detector = 0.25

    Admin Decimal number Default 0.25

  396. basemission.missionpervalidstatecooldown Minimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueue = 3

    Admin Decimal number Default 3 Saved

  397. basemission.missionsenabled When enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server = true

    Admin On / off Default true

  398. basemission.missionvalidstateworkqueuebudget How long per frame (ms) to spend processing updateMissionValidStateWorkQueue = 0.1

    Admin Decimal number Default 0.1 Saved

  399. basemission.missionvalidstateworkqueuecooldown Minimum time (s) between starting runs of updateMissionValidStateWorkQueue = 3

    Admin Decimal number Default 3 Saved

  400. basemission.profilenextmissionsvalidstateworkqueue Generate a performance capture containing the next run of updateMissionValidStateWorkQueue

    Admin

  401. basemountable.canpausemountedplayersync Toggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently) = false

    Admin On / off Default false

  402. basenavigator.basenavmovementframeinterval How many frames between base navigation movement updates = 2

    Admin Whole number Default 2

  403. basenavigator.maxstepupdistance The max step-up height difference for pet base navigation = 1.7

    Admin Decimal number Default 1.7

  404. basenavigator.navtypedistance Length of the downward ray an NPC casts to tell what kind of ground it is on. = 1

    Admin Decimal number Default 1

  405. basenavigator.navtypeheightoffset Height above the NPC from which that ground ray starts. = 0.5

    Admin Decimal number Default 0.5

  406. basenavigator.stucktriggerduration How long we are not moving for before trigger the stuck event = 10

    Admin Decimal number Default 10

  407. basepet.movementupdatebudgetms Milliseconds per frame the server may spend on pet movement. = 1

    Admin Decimal number Default 1

  408. basepet.onlyqueuebasenavmovements Sends only base-navigation movement through the budgeted queue. Other NPCs move right away. = true

    Admin On / off Default true

  409. basepet.queuedmovementsallowed Lets NPC movement updates go through a budgeted queue instead of all running at once. = true

    Admin On / off Default true

  410. baseplayer.allowrelationshipserverocclusion When enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restarts = true

    Admin On / off Default true Saved

  411. baseplayer.botcolliderframebudgetms Per-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders = 0.05

    Admin Decimal number Default 0.05

  412. baseplayer.filterspectatemapteamid When spectating and global.toggleSpectateTeamInfo is set to true on the server, this will filter which team is displayed on the map. 0 = show all Client
  413. baseplayer.lifestoryframebudgetms Milliseconds per frame the server may spend updating players' life stories. = 0.25

    Admin Decimal number Default 0.25

  414. baseplayer.lootpaneloverride When set to a non-empty string, admin players open the specified loot panel instead of the server-requested panel on RPC_OpenLootPanel Client
  415. baseplayer.relationshipupdatequeueframebudgetms Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue = 0.05

    Admin Decimal number Default 0.05

  416. baseplayer.showserverrestartwarning Will show a translated server restart warning on the player screen. Client
  417. baseragdoll.debug_vis When enabled, draws debug visualisations for ragdoll physics state including bone positions and velocities Client
  418. basesculpture.applyrandomshapes Carves random shapes into the sculpture you are looking at, or into every sculpture within the radius you give.

    Admin Takes number (default -1)

  419. basesculpture.listsavedsculptures Lists the sculptures saved on the server.

    Admin

  420. basesculpture.loadsculpture Loads a saved sculpture onto the one you are looking at, or onto every one within a radius. Takes the file name, then an optional radius.

    Admin Takes text · number (default -1)

  421. basesculpture.logmeshstats When enabled, logs mesh vertex and triangle count statistics when a sculpture mesh is applied or modified Client
  422. basesculpture.printcrc Prints the checksum of the sculpture you are looking at, or of every one within the radius you give.

    Admin Takes number (default -1)

  423. basesculpture.savesculpture Saves the sculpture you are looking at to a file. Takes the file name.

    Admin Takes text

  424. basesculpture.setcensorsegments Client
  425. basesculpture.useconvexcolliders Use convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modifications = false

    Admin On / off Default false Saved

  426. basesiegeweapon.outsidedecayminutes How many minutes before a siege weapon loses all its health while outside = 600

    Admin Decimal number Default 600

  427. basesubmarine.deepwaterdecayminutes How long before a submarine loses all its health while in deep water = 120

    Admin Decimal number Default 120

  428. basesubmarine.outsidedecayminutes How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used = 180

    Admin Decimal number Default 180

  429. basesubmarine.oxygenminutes How long a submarine can stay underwater until players start taking damage from low oxygen = 10

    Admin Decimal number Default 10

  430. batching.batch_industrial_pipes When enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change state Client
  431. batching.enabled Enables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overhead Client
  432. batching.print_memory_batching Prints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations Client
  433. batching.print_memory_batching_detailed Prints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count Client
  434. batching.print_memory_industrial Prints memory usage specifically for industrial pipe batching, separate from general mesh batching Client
  435. batching.print_renderers Prints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together Client
  436. batching.refresh_renderers Forces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes Client
  437. batching.renderer_capacity Maximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory use Client
  438. batching.renderer_submeshes Maximum number of sub-meshes a renderer can have to be eligible for batching; complex multi-material meshes above this threshold are excluded Client
  439. batching.renderer_threading Enables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU cores Client
  440. batching.renderer_vertices Maximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batching Client
  441. batching.verbose Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console = 0

    Admin Whole number Default 0

  442. batching.verbose Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console Client
  443. batteringram.maxbuildingblockgrade Maximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone) = 2

    Admin Whole number Default 2

  444. batteringramhead.hurt Deals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only

    Admin Takes number (default 0)

  445. bear.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  446. beehive.updatehiveinterval How long before a Beehive will update = 120

    Admin Decimal number Default 120

  447. beehive.updatehivestatsinterval How long before the Beehive will perform temperature and inside checks = 120

    Admin Decimal number Default 120

  448. beehive.xpincreaseperhoneycomb How much the Nucleus's XP should be increased per honeycomb generated = 2

    Admin Whole number Default 2

  449. beeswarmai.breakrange Range to leave current target alone (should be higher than search) = 15

    Admin Decimal number Default 15

  450. beeswarmai.disable Switches bee swarm AI off. = false

    Admin On / off Default false

  451. beeswarmai.flamesettingdistance How far away fire has to be to set the swarm on fire = 5.5

    Admin Decimal number Default 5.5

  452. beeswarmai.killwithouttargettime How long a swarm will stick around without a target = 150

    Admin Decimal number Default 150

  453. beeswarmai.searchrange Range to find new targets = 10

    Admin Decimal number Default 10

  454. beeswarmai.think_budget_ms How many milliseconds to spend on thinking per frame = 0.1

    Admin Decimal number Default 0.1

  455. beeswarmai.waterthreshold How much water a player needs to be in to be ignored = 0.6

    Admin Decimal number Default 0.6

  456. beeswarmmaster.amounttospawn How many child swarms a master swarm will create = 3

    Admin Whole number Default 3

  457. beeswarmmaster.killwithoutatargettime How long a master swarm will stick around without a target = 150

    Admin Decimal number Default 150

  458. beeswarmmaster.secondsbetweenspawns How long before a master swarm will create a child = 60

    Admin Decimal number Default 60

  459. bigwheelgame.spinfrequencyseconds Seconds between two spins of the big wheel. = 45

    Admin Decimal number Default 45

  460. bike.doplayerdamage Can bike crashes cause damage or death to the rider? = true

    Admin On / off Default true

  461. bike.motorbikemonumentpopulation Motorbike population in monuments = 1

    Admin Decimal number Default 1

  462. bike.outsidedecayminutes How long before a bike loses all its health while outside = 1440

    Admin Decimal number Default 1440

  463. bike.pedalmonumentpopulation Pedal bike population in monuments = 1

    Admin Decimal number Default 1

  464. bike.pedalroadsidepopulation Pedal bike population active on the server (roadside spawns) = 1

    Admin Decimal number Default 1

  465. bike.playerdamageragdolltheshold Amount of collision damage on a bike required to ragdoll the player = 10

    Admin Decimal number Default 10

  466. binocular.debugeffect Client
  467. blackjackmachine.maxbet Maximum initial bet per round = 500

    Admin Whole number Default 500

  468. boar.population Population active on the server, per square km = 5

    Admin Decimal number Default 5

  469. boatai.allow_sleeping When enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boats = false

    Admin On / off Default false

  470. boatai.avoidance_update_interval How often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance. = 0.8

    Admin Decimal number Default 0.8

  471. boatai.boat_ai_frame_budget_ms How long per frame to spend on boat ai = 0.3

    Admin Decimal number Default 0.3 Saved

  472. boatai.draw_debugs When enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding state = false

    Admin On / off Default false

  473. boatai.enable_mount_sync_distance Distance players need to be to start syncing mounted seats = 750

    Admin Decimal number Default 750

  474. boatai.max_speed_percentage Maximum speed as a fraction of the boat's top speed that AI-controlled boats will use; default 0.9; saved and shown in admin UI = 0.9

    Admin Decimal number Default 0.9 Saved

  475. boatai.print_debugs When enabled, logs verbose boat AI decision-making output to the server console each AI tick = false

    Admin On / off Default false

  476. boatai.seconds_until_sleep Number of seconds a boat AI will wait without player interaction before entering sleep mode; default 30s = 30

    Admin Decimal number Default 30

  477. boatbuildingblock.alwayrotatable Lets boat building blocks be rotated at any time, not only just after they are placed. = true

    Admin On / off Default true Saved

  478. boatbuildingblock.alwaysdemolishable Lets boat building blocks be demolished at any time, not only just after they are placed. = true

    Admin On / off Default true Saved

  479. boatbuildingblock.forwarddamagetoparentboat When enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity = true

    Admin On / off Default true

  480. boatbuildingblockdecay.decaydelayminutes Multiplied by the base BuildingBlockDecay duration = 30

    Admin Decimal number Default 30

  481. boatbuildingblockdecay.decaydurationmultiplier Multiplied by the base BuildingBlockDecay duration = 1

    Admin Decimal number Default 1

  482. boatbuildingstation.autocloseplayercheckinterval Seconds between two checks that decide whether an open boat building station closes by itself. = 150

    Admin Decimal number Default 150

  483. boatbuildingstation.autocloseplayerchecktriggercount How many of those checks have to pass before a boat building station closes by itself. = 2

    Admin Whole number Default 2

  484. boatbuildingstation.editfinishuseinterval Cooldown, in seconds, on a boat building station after an edit is finished. = 5

    Admin Decimal number Default 5 Saved

  485. boatbuildingstation.globaleditfinishuseinterval Server-wide cooldown, in seconds, between two finished boat edits. 0 turns it off. = 0

    Admin Decimal number Default 0

  486. boatbuildingstation.logboatbuildingevents Logs boat building events to the server console. = false

    Admin On / off Default false

  487. boatbuildingstation.max_bbs How many boat building stations one player can have. = 1

    Admin Whole number Default 1 Saved

  488. boatbuildingstation.print_stats Prints every boat building station with its position and how long ago it was last used.

    Admin

  489. boatbuildingstation.staticstationsenabled Keeps the boat building stations that come with the map. Off, they are removed when the server starts. = true

    Admin On / off Default true

  490. boombox.backtracklength How many hops a speaker or boombox will traverse to find a connection = 30

    Admin Whole number Default 30 Saved

  491. boombox.clearradiobyuser Clears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the server

    Admin

  492. boombox.serverurllist A list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc = ""

    Admin Text Default "" Saved

  493. bot.crouch Forces a bot in view to crouch. [bool] - enables/disables crouch Client
  494. bot.crouch_server Sets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenarios

    Admin Takes true or false (default true)

  495. bot.exec_command [command] Executes a command on the bot you are looking at. Client
  496. bot.exec_command_all [command] Executes a command on all bots. Client
  497. bot.exec_command_sphere [radius] [command] Executes a command on all bots within a sphere. Client
  498. bot.sv_exec_command Executes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting only

    Admin Takes text

  499. bot.sv_exec_command_all Executes a console command on every bot player currently on the server; hidden from admin UI

    Admin Takes text

  500. bot.sv_exec_command_sphere Executes a console command on all bot players within a given radius of the calling admin; hidden from admin UI

    Admin Takes number (default 50) · text

  501. bradley.enabled When false, prevents the Bradley APC from spawning or respawning on the server = true

    Admin On / off Default true

  502. bradley.quickrespawn Forces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only

    Admin

  503. bradley.respawndelayminutes Number of minutes after the Bradley APC is destroyed before it respawns at its patrol path; default is 60 minutes = 60

    Admin Decimal number Default 60

  504. bradley.respawndelayvariance Random variance multiplier applied to respawnDelayMinutes; a value of 1.0 means the actual delay is randomly chosen between 0 and respawnDelayMinutes = 1

    Admin Decimal number Default 1

  505. bradleyapc.deployattackdistancemax Farthest an attacker can be, in meters, for the Bradley to send its scientists out. = 50

    Admin Decimal number Default 50

  506. bradleyapc.deployhealthrangemax Declared with the Bradley's scientist settings, but nothing in the server code reads it. = 0.5

    Admin Decimal number Default 0.5

  507. bradleyapc.deployhealthrangemin Declared with the Bradley's scientist settings, but nothing in the server code reads it. = 0.4

    Admin Decimal number Default 0.4

  508. bradleyapc.deployinterval Seconds between two scientists stepping out of the Bradley. = 1

    Admin Decimal number Default 1

  509. bradleyapc.deployondamagecheckinterval Shortest time, in seconds, between two checks for sending scientists out when the Bradley is hit. = 1

    Admin Decimal number Default 1

  510. bradleyapc.killscientistsonbradleydeath Removes the Bradley's scientists when the Bradley is destroyed. = false

    Admin On / off Default false

  511. bradleyapc.mountafternotattackedduration Seconds without taking damage before the Bradley calls its scientists back in. = 180

    Admin Decimal number Default 180

  512. bradleyapc.mountafternotfiredduration Seconds without landing a shot on a target before the Bradley counts as unable to fire at players. = 60

    Admin Decimal number Default 60

  513. bradleyapc.mountafternottargetsduration Seconds without a valid target before the Bradley calls its scientists back in. = 60

    Admin Decimal number Default 60

  514. bradleyapc.scientistredeploymentmininterval Declared with the Bradley's scientist settings, but nothing in the server code reads it. = 60

    Admin Decimal number Default 60

  515. bradleyapc.spawnroadbradley Spawns a Bradley that drives the roads.

    Admin

  516. bradleyapc.spawnroadbradley Client
  517. bradleyapc.usesmokegrenades Has the Bradley drop smoke grenades when its scientists get out and when they climb back in. = true

    Admin On / off Default true

  518. buildingblock.debugwallpaperhealth When enabled, draws debug health bars for wallpaper objects on building blocks; admin-only Client
  519. buoyancy.use_batching When enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency = true

    Admin On / off Default true

  520. burieditems.burieditemweight Metal detector loot weight is 100. = 100

    Admin Whole number Default 100

  521. burieditems.buryitemchance [0.0 to 1.0] = 0.85

    Admin Decimal number Default 0.85

  522. burieditems.expirytime Time in seconds before an item expires. = 86400

    Admin Decimal number Default 86400

  523. burieditems.maxburieditems How many buried items the server keeps track of at once. = 32

    Admin Whole number Default 32

  524. buttons.altlook Input binding for the alternate look/freelook action Client
  525. buttons.attack Input binding for the primary attack/fire action Client
  526. buttons.attack2 Input binding for the secondary attack action (e.g. aim down sights) Client
  527. buttons.attack3 Input binding for the tertiary attack action (e.g. melee with a ranged weapon) Client
  528. buttons.autowalk Input binding for toggling auto-walk (walk forward without holding the key) Client
  529. buttons.backpack Input binding for opening/closing the player backpack Client
  530. buttons.backward Input binding for moving the player backward Client
  531. buttons.chat Input binding for opening the chat input Client
  532. buttons.clearmarkers Input binding for clearing all player-placed map markers Client
  533. buttons.compass Input binding for toggling the compass display Client
  534. buttons.console Input binding for opening/closing the developer console Client
  535. buttons.directionaldrop Input binding for dropping the active item in the direction the player is facing Client
  536. buttons.dropitemsingle Input binding for dropping a single unit from the selected item stack Client
  537. buttons.dropitemstack Input binding for dropping the entire stack of the selected item Client
  538. buttons.duck Input binding for crouching/ducking Client
  539. buttons.firemode Input binding for cycling the fire mode on the current weapon Client
  540. buttons.focusmap Input binding for focusing/zooming the in-game map to the player position Client
  541. buttons.forward Input binding for moving the player forward Client
  542. buttons.gestures Input binding for opening the gestures radial menu Client
  543. buttons.holsteritem Input binding for holstering/unholstering the currently held item Client
  544. buttons.hoverloot Input binding for looting the container or item the player is hovering over Client
  545. buttons.inventory Input binding for opening/closing the player inventory Client
  546. buttons.invnext Input binding for cycling to the next item in the hotbar Client
  547. buttons.invprev Input binding for cycling to the previous item in the hotbar Client
  548. buttons.jump Input binding for making the player jump Client
  549. buttons.left Input binding for strafing the player left Client
  550. buttons.lighttoggle Input binding for toggling the held item light or opening the item mod radial menu Client
  551. buttons.map Input binding for opening/closing the in-game map Client
  552. buttons.markcurrentpos Input binding for placing a map marker at the player current position Client
  553. buttons.nextskin Input binding for cycling to the next skin on the currently held item Client
  554. buttons.notea Input binding for playing the A note on an instrument Client
  555. buttons.noteasharp Input binding for playing the A# note on an instrument Client
  556. buttons.noteb Input binding for playing the B note on an instrument Client
  557. buttons.notebsharp Input binding for playing the B# note on an instrument Client
  558. buttons.notec Input binding for playing the C note on an instrument Client
  559. buttons.notecsharp Input binding for playing the C# note on an instrument Client
  560. buttons.noted Input binding for playing the D note on an instrument Client
  561. buttons.notedsharp Input binding for playing the D# note on an instrument Client
  562. buttons.notee Input binding for playing the E note on an instrument Client
  563. buttons.noteesharp Input binding for playing the E# note on an instrument Client
  564. buttons.notef Input binding for playing the F note on an instrument Client
  565. buttons.notefsharp Input binding for playing the F# note on an instrument Client
  566. buttons.noteg Input binding for playing the G note on an instrument Client
  567. buttons.notegsharp Input binding for playing the G# note on an instrument Client
  568. buttons.noteoctaveupmod Input binding for the octave-up modifier key held while playing instrument notes Client
  569. buttons.notesharpmod Input binding for the sharp modifier key held while playing instrument notes Client
  570. buttons.pets Input binding for opening the pet command radial menu Client
  571. buttons.ping Input binding for placing a map/world ping marker Client
  572. buttons.prevskin Input binding for cycling to the previous skin on the currently held item Client
  573. buttons.reload Input binding for reloading the current weapon Client
  574. buttons.right Input binding for strafing the player right Client
  575. buttons.slot1 Input binding for selecting hotbar slot 1 Client
  576. buttons.slot2 Input binding for selecting hotbar slot 2 Client
  577. buttons.slot3 Input binding for selecting hotbar slot 3 Client
  578. buttons.slot4 Input binding for selecting hotbar slot 4 Client
  579. buttons.slot5 Input binding for selecting hotbar slot 5 Client
  580. buttons.slot6 Input binding for selecting hotbar slot 6 Client
  581. buttons.snapping Input binding for hold-to-snap actions Client
  582. buttons.sprint Input binding for sprinting Client
  583. buttons.use Input binding for the use/interact action Client
  584. buttons.voice Input binding for push-to-talk voice chat Client
  585. buttons.wireslackdown Input binding for decreasing wire slack when placing electrical wiring Client
  586. buttons.wireslackup Input binding for increasing wire slack when placing electrical wiring Client
  587. buttons.zoomdecrease Input binding for decreasing the zoom level on variable-zoom scopes Client
  588. buttons.zoomincrease Input binding for increasing the zoom level on variable-zoom scopes Client
  589. buttons.zoomtoggle Input binding for toggling zoom/scope on applicable weapons Client
  590. camerarenderer.completionframebudgetms Per-frame CPU budget in milliseconds for completing pending companion server camera renders = 5

    Admin Decimal number Default 5

  591. camerarenderer.developerpermissions Enable developer-specific permissions for camera access (less restricted) = true

    Admin On / off Default true

  592. camerarenderer.enabled When enabled, the companion server camera rendering system is active and processes camera render requests from the companion app = true

    Admin On / off Default true

  593. camerarenderer.entitymaxage Maximum age in frames for a known collider entity entry in the companion server camera cache before it is evicted = 5

    Admin Whole number Default 5

  594. camerarenderer.entitymaxdistance Maximum distance in metres from the companion server camera at which entity colliders are tracked for rendering = 100

    Admin Whole number Default 100

  595. camerarenderer.farplane Far clipping plane distance in metres for companion server camera renders; default 250 = 250

    Admin Decimal number Default 250

  596. camerarenderer.height Height in pixels of the companion server camera render output; default 180 = 180

    Admin Whole number Default 180

  597. camerarenderer.layermask Physics layer mask used for raycasting in companion server camera depth sampling; defaults to solid, water, and player movement layers = 1218656529

    Admin Whole number Default 1218656529

  598. camerarenderer.maxraysperframe Maximum number of raycasts per frame used for companion server camera depth sampling = 100000

    Admin Whole number Default 100000

  599. camerarenderer.maxrendersperframe Maximum number of camera render tasks that can complete per frame for companion server cameras = 25

    Admin Whole number Default 25

  600. camerarenderer.nearplane Near clipping plane distance for companion server camera renders; 0 = use default = 0

    Admin Decimal number Default 0

  601. camerarenderer.playermaxdistance Maximum distance in metres at which player entities are included in companion server camera renders = 30

    Admin Whole number Default 30

  602. camerarenderer.playernamemaxdistance Maximum distance in metres at which player name labels are included in companion server camera render output = 10

    Admin Whole number Default 10

  603. camerarenderer.rayjitter Maximum per-axis camera rotation jitter, in sample cells, applied to each companion server camera render so a stationary camera still returns a natural scatter of ray samples instead of a rigid grid; 0 disables = 0.5

    Admin Decimal number Default 0.5

  604. camerarenderer.renderinterval Interval in seconds between successive companion server camera render dispatches; default 0.05s (20 Hz) = 0.05

    Admin Decimal number Default 0.05

  605. camerarenderer.samplesperrender Number of raycast samples taken per companion server camera render pass for depth reconstruction = 3000

    Admin Whole number Default 3000

  606. camerarenderer.verticalfov Vertical field of view in degrees for companion server camera renders; default 65 = 65

    Admin Decimal number Default 65

  607. camerarenderer.width Width in pixels of the companion server camera render output; default 320 = 320

    Admin Whole number Default 320

  608. camerarenderermanager.pool_stats Prints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return counters

    Admin

  609. cannon.adminfire Fires every loaded cannon on the map.

    Admin

  610. cannon.debugcameraanimation Client
  611. cannon.ignore_boat_mount_restrictions Allows mounting cannons outside of boats for testing. = false

    Admin On / off Default false

  612. cargoship.cargo_escape_boat_rhib Gives the cargo ship a RHIB as its escape boat. Off, it carries the primitive boat instead. = true

    Admin On / off Default true

  613. cargoship.debug_cargo_status Prints the state of every cargo ship on the map.

    Admin

  614. cargoship.debug_info Prints the harbor positions and approach data the cargo ship works from.

    Admin

  615. cargoship.dock_time Seconds the cargo ship stays docked at a harbor. = 480

    Admin Decimal number Default 480

  616. cargoship.docking_debug Logs the cargo ship's docking steps to the server console. = false

    Admin On / off Default false

  617. cargoship.egress Makes every cargo ship on the map start leaving.

    Admin

  618. cargoship.egress_duration_minutes Minutes the cargo ship takes to leave before it is removed. = 10

    Admin Decimal number Default 10

  619. cargoship.event_duration_minutes Minutes a cargo ship event lasts. = 50

    Admin Decimal number Default 50

  620. cargoship.event_enabled Runs the cargo ship event. Off, a cargo ship is removed a second after it spawns. = true

    Admin On / off Default true

  621. cargoship.loot_round_spacing_minutes Minutes between two loot respawns on the cargo ship. = 10

    Admin Decimal number Default 10

  622. cargoship.loot_rounds How many times loot respawns on the cargo ship. = 3

    Admin Whole number Default 3

  623. cargoship.refresh_loot_on_dock Respawns the cargo ship's loot when it docks at a harbor. = true

    Admin On / off Default true

  624. cargoship.should_dock Lets the cargo ship dock at harbors along its route. = true

    Admin On / off Default true

  625. carvablepumpkin.texturerequestdistance Client
  626. cassette.clearcassettes Clears the saved audio recording from all cassette items currently on the server; returns count of cassettes cleared

    Admin

  627. cassette.clearcassettesbyuser Clears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes cleared

    Admin

  628. cassette.maxcassettefilesizemb Largest audio file, in megabytes, a cassette accepts. = 5

    Admin Decimal number Default 5 Saved

  629. catapult.fire Fire all catapults

    Admin

  630. catapult.reload Reload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot player

    Admin Takes whole number (default 1)

  631. cctv.camera_disable_seconds Seconds a CCTV camera stays off once it has been disabled. = 300

    Admin Decimal number Default 300

  632. cctv.inputbudgetms Milliseconds per frame the server may spend on CCTV camera input. = 0.05

    Admin Decimal number Default 0.05 Saved

  633. ch47helicopteraicontroller.dropcrate Commands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately

    Admin

  634. chat.add Server-to-client command that adds a chat message to the local chat UI, including the sender name, message text, and channel type Client
  635. chat.add2 Adds a message to the chat UI. Usage: add2 <channelNum> <steamID> <text> <name> <nameColor> <volume> <nameFormatted>. Use 1 for volume. Client
  636. chat.cardgamesay Sends a line to the chat of the card game you are seated at. Any player

    Takes text (default text)

  637. chat.clansay Sends a line to your clan's chat. Any player

    Takes text (default text)

  638. chat.clear Clears all messages from the chat history display, removing all visible chat lines from the UI Client
  639. chat.enabled When enabled, this system is globally active; disable to deactivate the system for the current session = true

    Admin On / off Default true

  640. chat.enabled When enabled, this system is globally active; disable to deactivate the system for the current session Client
  641. chat.globalchat Opens global chat. Off, chat.say sends nothing. = true

    Admin On / off Default true Saved

  642. chat.hidechatintutorial Keeps players on the tutorial island out of chat. = true

    Admin On / off Default true Saved

  643. chat.historysize Number of messages to keep in memory for chat history = 1000

    Admin Whole number Default 1000

  644. chat.localchat Opens local chat. Off, chat.localsay sends nothing. = false

    Admin On / off Default false Saved

  645. chat.localchatrange Maximum distance in metres within which local chat messages are visible to nearby players; messages from beyond this range are not received = 100

    Admin Decimal number Default 100

  646. chat.localsay Sends a line to local chat, which reaches players within 100 meters by default. Any player

    Takes text (default text)

  647. chat.mute Mutes a player by name or Steam ID, hiding all their chat messages from the local player Client
  648. chat.muteglobal When enabled, mutes all global chat messages for the local player so they no longer appear in the chat UI Client
  649. chat.mutelist Prints a list of all players currently muted by the local player, showing their display names and Steam IDs Client
  650. chat.open Opens the chat input box, focusing it so the local player can begin typing a message immediately Client
  651. chat.say Sends a line to server chat. Any player

    Takes text (default text)

  652. chat.search Searches the server's chat history. Takes the text to look for.

    Admin Takes text

  653. chat.serverlog When enabled, all chat messages are written to the server log file in addition to being broadcast to players = true

    Admin On / off Default true

  654. chat.tail Returns the last lines of the chat history, 200 unless you give another number.

    Admin Takes whole number (default 200)

  655. chat.teamsay Sends a line to team chat. Any player

    Takes text (default text)

  656. chat.unmute Unmutes a previously muted player by name or Steam ID, restoring their chat messages in the local player UI Client
  657. chat.unmuteall Removes all mutes, restoring chat messages from every previously muted player Client
  658. chicken.population Population active on the server, per square km = 3

    Admin Decimal number Default 3

  659. cinematicentity.demohideobjects Hides cinematic entities during demos (Use group numbers in HideObjects) Client
  660. cinematicentity.hideobjects Hides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)

    Admin Takes text

  661. cinematicentity.removedemooverride Revert cinematic entities in demo playback to their original recorded state Client
  662. clan.addtoclan Adds a player by SteamID64 to your current clan

    Admin

  663. clan.disband Disbands your current clan

    Admin

  664. clan.editsrequireclantable If enabled then players will need to be near a Clan Table to make changes to clans = true

    Admin On / off Default true Saved

  665. clan.enabled Enables the clan system if set to true (must be set at boot, requires restart) = true

    Admin On / off Default true

  666. clan.info Prints info about a clan given its ID or a steamID of a player in that clan

    Admin

  667. clan.maxmembercount Maximum number of members each clan can have (local backend only!) = 100

    Admin Whole number Default 100

  668. clan.scorefordestroyingbradley How much score players earn for destroying bradley = 50

    Admin Whole number Default 50

  669. clan.scorefordestroyingpatrolheli How much score players earn for destroying patrol heli = 50

    Admin Whole number Default 50

  670. clan.scoreforenablingwatertreatmentplant How much score players earn for running the water treatment plant, per consumed item = 3

    Admin Whole number Default 3

  671. clan.scoreforhackingcrates How much score players earn for hacking crates = 5

    Admin Whole number Default 5

  672. clan.scoreforinsertheavyfuseinpowerplant How much score players earn for inserting a heavy fuse into powerplant = 5

    Admin Whole number Default 5

  673. clan.scoreforlaunchingsatellite How much score players earn for launching a satellite = 25

    Admin Whole number Default 25

  674. clan.scoreforlootingelitecrate How much score players earn for looting an elite crate = 5

    Admin Whole number Default 5

  675. clan.scoreforlootingsatellite How much score players earn for looting a crashed satellite's crates = 10

    Admin Whole number Default 10

  676. clan.scoreforopeninghackedcrates How much score players earn for opening hacked crates = 10

    Admin Whole number Default 10

  677. clan.scoreforreachingcargoship How much score players earn for reaching cargo ship = 10

    Admin Whole number Default 10

  678. clan.scoreforrunningexcavator How much score players earn for running the excavator, per diesel fuel consumed = 3

    Admin Whole number Default 3

  679. clan.scoreforstartingoilrigfuelswitch How much score players earn for starting the oil rig fuel switch = 5

    Admin Whole number Default 5

  680. clan.scoreforswipingredkeycard How much score players earn for swiping a red keycard = 5

    Admin Whole number Default 5

  681. clan.scoretest Adds a generic score event to your clan

    Admin

  682. clan.showclantags If enabled then clan tags will be visible on player nameplates Client
  683. clan.toggleclan Toggles the clan GUI Client
  684. clawmarkspawner.showclawmarks Shows or hides claw marks. Takes true or false, and flips the current state when left out.

    Admin

  685. client.allowcameratiltondpv Flatten out tilting camera on DPV Client
  686. client.allowdiscordprovisionalaccount Allows signing in with a Discord provisional account; disabling forces full Discord authentication and restarts the Discord connection Client
  687. client.allowteaminvitesremoteplayers Allow team invites from distant players Client
  688. client.autoconnect Automatically connect to this server on every game launch. Has the same effect as if +connect … was supplied as a launch parameter. Client
  689. client.autosavepaintinginterval The timer duration for painting autosaving in seconds, with a minimum of 2s. Client
  690. client.autosavepaintings Will save painting progress occasionally if enabled. The timer duration is set by autoSavePaintingInterval. Client
  691. client.bag_unclaim_duration How long to hold down the unclaim button on the map Client
  692. client.bagassignmode Controls sleeping bag assignment behaviour on respawn; maps to the BagAssignMode enum (0 = assign nearest bag by default) Client
  693. client.benchmark Runs the client performance benchmark; optionally provide a scene name to bench a specific scene; not available while connected or loading Client
  694. client.benchmark_demo Runs a demo-based performance benchmark with the given demo file name; separate from normal benchmark to avoid breaking benchmark tooling Client
  695. client.blockplayvideo When true, prevents the client from playing any video sent by the server via the PlayVideo command Client
  696. client.browser_ping_estimate When enabled, shows estimated ping values in the server browser instead of querying each server directly; faster but less accurate Client
  697. client.browser_ping_estimate_button Shows the ping estimate toggle button in the server browser UI Client
  698. client.browser_premium_tab Shows a dedicated premium servers tab in the server browser UI Client
  699. client.building_guide_mode 0 = off, 1 = during building, 2 = always Client
  700. client.buildingskin Default building skin ID sent to the server for new building blocks placed by this player Client
  701. client.buildingskinmetal Skin ID applied to metal-tier building blocks placed by this player Client
  702. client.buildingskinstone Skin ID applied to stone-tier building blocks placed by this player Client
  703. client.buildingskintoptier Skin ID applied to top-tier (armoured) building blocks placed by this player Client
  704. client.buildingskinwood Skin ID applied to wood-tier building blocks placed by this player Client
  705. client.cached_browser_enabled Enables the cached server browser, which uses a locally stored server list for faster initial display Client
  706. client.cached_browser_parallel Enables parallel fetching of cached server list data, which can speed up browser refresh on multi-core machines Client
  707. client.cached_browser_print_tag_errors When enabled, logs server browser tag parsing errors to the console for debugging custom server tag formatting Client
  708. client.cached_browser_refresh_cooldown Minimum seconds that must elapse before the full server browser list can be manually refreshed again Client
  709. client.cambone Name of the skeleton bone the camera tracks in third-person or demo camera mode; leave empty to use the default position Client
  710. client.camdist Distance in metres behind the player the third-person camera is positioned Client
  711. client.camfov Camera field of view in degrees for the main game camera; default is 70 Client
  712. client.camlerp Smoothing factor for camera rotation interpolation; lower values produce smooth cinematic camera movement at the cost of responsiveness Client
  713. client.camlerptilt Allow camera tilt when lerping rotation Client
  714. client.camlookspeed Speed multiplier for camera look and pan speed Client
  715. client.camoffset Position offset applied to the camera relative to the tracked bone; world-space or local-space depending on camoffset_relative Client
  716. client.camoffset_relative When true, camoffset is applied in the camera's local coordinate space; when false it is applied in world space Client
  717. client.camphysical Enables physical camera mode on the main camera, allowing film-style sensor size and focal length settings Client
  718. client.camphysicalfocallength Sets the physical camera focal length in millimetres when physical camera mode is enabled Client
  719. client.camphysicalsensor Selects the physical camera sensor preset by index when physical camera mode is active; use camPhysicalSensorTypes to list available options Client
  720. client.camphysicalsensortypes Prints a list of all available physical camera sensor type names and their indices for use with camPhysicalSensor Client
  721. client.camspeed Speed multiplier for free camera movement in spectator or debug camera mode; higher values move faster Client
  722. client.camzoomlerp Smoothing factor for camera zoom transitions; lower values produce smoother zoom in/out Client
  723. client.camzoomspeed Speed multiplier for camera zoom; higher values zoom faster Client
  724. client.clampscreenshake Limits maximum screen shake intensity to prevent disorientation from high-intensity effects such as explosions Client
  725. client.connect Connects to a server at the given address:port with an optional protocol string; pass hideIpAddress=true to mask the IP in UI (for streamers) Client
  726. client.connecthidden Connects to a server with the IP address hidden from the UI; shorthand for connect with hideIpAddress=true for streamer use Client
  727. client.consoletoggle Toggles the developer tools panel UI; optionally accepts a panel index to open a specific developer tab Client
  728. client.crosshair Shows or hides the crosshair overlay; when disabled no crosshair is rendered regardless of the equipped weapon Client
  729. client.debug_grenade_prediction Log why a throwable was not predicted: a failed bake, or a throw the prediction skipped Client
  730. client.debugdragdrop Enables debug logging for drag-and-drop item operations in the inventory UI Client
  731. client.debuglootsounds Enables debug logging for loot container sound events Client
  732. client.disconnect Disconnects from the current server; if a demo is being recorded it is also stopped before disconnecting Client
  733. client.drawrangevolumes Draw the ranges of sprinklers, Heaters etc Client
  734. client.enablefriendslogging When enabled, logs friend list events and Discord friend system messages to the console for debugging Client
  735. client.errortoasts_debug Show some additional debug information when something failed (building, item movement...) Client
  736. client.errortoasts_in_chat Show the red error toasts in chat instead (like before) Client
  737. client.fps Returns the current client frame rate in frames per second Client
  738. client.hammerhealthinfodisplaying Holding a hammer always displays health information for looked-at entities. Client
  739. client.hascompletedtutorial Tracks whether the player has completed the tutorial; sent as client info to the server to suppress future tutorial triggers Client
  740. client.hasdeclinedtutorial Tracks whether the player has declined the tutorial; sent as client info to the server to prevent repeated tutorial prompts Client
  741. client.headbob Enables first-person head bob animation while walking and running Client
  742. client.headlerp Smoothing factor for head rotation interpolation; 1.0 = instant snap, lower values add lag-compensating smoothness Client
  743. client.headlerp_inertia When enabled, applies momentum-based inertia to head rotation lerp, creating a natural follow-through effect Client
  744. client.hidedmsinstreamermode When streamer mode is active, also hides incoming direct messages from the chat UI Client
  745. client.hitcross Shows a hit indicator mark when damage is successfully dealt to another player or entity Client
  746. client.hurtpunch Enables screen punch and shake effect when the local player takes damage Client
  747. client.ignoreversiontag Allow servers of every version to show in the browser Client
  748. client.invertthirdpersoncamzoom If true, inverts the applied third-person camera distance to the target player when using the mouse scroll wheel Client
  749. client.io_arrow_important_only True = only show important ports, False = show every port Client
  750. client.io_arrow_mode 0 = off, 1 = on, 2 = deployed only, 3 = preview only Client
  751. client.log_premium_status When enabled, logs premium status check results to the console for debugging the premium verification flow Client
  752. client.lookatradius The radius of the sphere trace used to determine what you're looking at Client
  753. client.map_marker_autoname false = no name, true = numbered name Client
  754. client.map_marker_color -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan Client
  755. client.maxdecryptqueuebytes Maximum total byte size of packets waiting for client-side decryption Client
  756. client.maxdecryptqueuelength Maximum number of encrypted packets that can wait in the client decryption queue before being dropped Client
  757. client.maxdecryptthreadwait Maximum milliseconds the decryption thread blocks before timing out on the client (clamped 1-1000) Client
  758. client.maxmainthreadwait Maximum milliseconds the main game thread waits for a network operation before timing out (clamped 1-1000) Client
  759. client.maxpacketspersecond_effect Maximum effect (particle/sound) packets per second the client will process; caps visual effect spam from the server Client
  760. client.maxpacketspersecond_voice Maximum voice chat packets per second the client will process; limits voice bandwidth consumption Client
  761. client.maxpeerspersecond Maximum peer-to-peer events the client processes per second; limits the impact of high-frequency voice and effect spam Client
  762. client.maxreadqueuebytes Maximum total byte size of the client incoming packet read queue; excess packets are dropped to prevent memory exhaustion Client
  763. client.maxreadqueuelength Maximum number of packets that can be queued in the client incoming read queue; excess packets are dropped Client
  764. client.maxreadthreadwait Maximum milliseconds the dedicated read thread blocks waiting for incoming data before timing out (clamped 1-1000) Client
  765. client.maxreceivetime Maximum milliseconds the network receive thread is allowed to run per frame on the client (clamped 10-1000) Client
  766. client.maxunack Max amount of unacknowledged messages before we assume we're congested Client
  767. client.maxwritequeuebytes Maximum total byte size of the client outgoing packet write queue Client
  768. client.maxwritequeuelength Maximum number of packets that can be queued in the client outgoing write queue; excess packets are dropped Client
  769. client.maxwritethreadwait Maximum milliseconds the dedicated write thread blocks waiting to send data before timing out (clamped 1-1000) Client
  770. client.openuseroverlay Opens the Steam overlay for a given Steam ID using the specified overlay dialog type; intended for debugging Steam overlay integration Client
  771. client.orbitcamdist Distance in metres from the target that the orbit camera maintains Client
  772. client.orbitcamhold Keep the dev orbit camera (hold alt in third person) where you left it on releasing alt, instead of snapping back behind the player Client
  773. client.orbitcamlookspeed Mouse sensitivity when orbiting with the orbit camera; higher values make the camera orbit faster Client
  774. client.ping Returns the client current round-trip ping to the server in milliseconds Client
  775. client.ping_test Forces an immediate refresh of the ping estimator cache, triggering new ping measurements to nearby servers Client
  776. client.playerseed Forces the local player's or a named player's character model to use the specified seed value; admin/developer only Client
  777. client.playvideo Downloads a video from the given HTTP URL and plays it in the in-game video player dialog; blocked if BlockPlayVideo is set Client
  778. client.prediction Enables client-side movement prediction; disabling causes rubber-banding on movement but can help isolate network desync issues Client
  779. client.premium_refresh_interval Interval in seconds between automatic client-side premium status rechecks; clamped between 30 and 3600 seconds Client
  780. client.printdecryptqueue Prints the current client decryption queue depth including packet count and byte size Client
  781. client.printeyes Print the current player eyes. Client
  782. client.printgrid Print the current player position. Client
  783. client.printhead Print the current player head. Client
  784. client.printinput Print the current player input. Client
  785. client.printpos Print the current player position. Client
  786. client.printposcenter Print the current player center position. Client
  787. client.printreadqueue Prints the current client incoming network read queue depth including packet count and byte size Client
  788. client.printrot Print the current player rotation. Client
  789. client.printspeed Print the speed the current player is travelling in world space Client
  790. client.printwritequeue Prints the current client outgoing network write queue depth including packet count and byte size Client
  791. client.prioritize_favourite_servers When enabled, favourite servers are sorted to the top of the server browser list Client
  792. client.prioritize_premium_servers When enabled, premium servers are sorted to the top of the server browser list Client
  793. client.prioritize_secure_servers When enabled, EAC-secured servers are sorted above non-secure servers in the browser Client
  794. client.pushtotalk When enabled voice-chat will be in push-to-talk mode instead of always on Client
  795. client.qualify_premium_override Overrides the premium server qualification check; 0 = default check, non-zero forces a specific qualification result Client
  796. client.receivelatency Simulated read latency in milliseconds added to all incoming packets; useful for testing behaviour on high-latency connections Client
  797. client.recheck_premium Setting to true triggers an immediate recheck of this client's premium status Client
  798. client.report Dumps a list of all client-side entities with their net IDs and prefab names to the console and a timestamped report file Client
  799. client.reportbug Opens the in-game bug report dialog Client
  800. client.reportplayer Opens the report player dialog; optionally pre-fills it with the provided Steam ID Client
  801. client.requesttutorialfromserver Sends a server RPC requesting the tutorial to start for this player; resets the decline and completion flags first Client
  802. client.respawnloadout Serialised respawn loadout string sent to the server; used for custom starting item sets in tutorial or developer contexts Client
  803. client.rockskin Skin ID applied to the player's rock tool Client
  804. client.selectedbuttoncolour Preferred colour index when placing buttons Client
  805. client.selectedindustrialdeployablecolour Preferred colour index when placing industrial deployables Client
  806. client.selectedshippingcontainerblockcolour Preferred colour index when placing shipping container building blocks Client
  807. client.server_restart_warnings_in_chat Show the server restart warning toasts in chat instead (like before) Client
  808. client.setlocalplayervisible When called with true, moves the local player model to the AI layer making them visible to NPCs; false moves them to the invisible layer Client
  809. client.setunderwear Sets the player's underwear model by item short name; updates the client skin var and notifies the server of the change Client
  810. client.shieldonback Shield stays on back while holding one handed weapons. Client
  811. client.showcaminfo Shows a debug camera info overlay displaying the current sensor name, focal length, and effective field of view values Client
  812. client.showgrowableui Shows the growable plant management UI panel when looking at a planted seed or plant Client
  813. client.showmissionprovidersonmap When enabled, shows mission provider NPC location markers on the in-game map overlay Client
  814. client.showsashes When enabled, shows alliance or team sash decorations on player character models Client
  815. client.showsleepingbagsonmap When enabled, shows sleeping bag and bed location markers on the in-game map overlay Client
  816. client.showtogglegrowableui Shows the toggle button that opens and closes the growable plant management UI Client
  817. client.showvendingmachinesonmap When enabled, shows vending machine location markers on the in-game map overlay Client
  818. client.shuffleplayerseed Randomises the local player's character model seed, generating a new random appearance; admin/developer only Client
  819. client.skins_access -1 to disable all skin access, 0 for account skin access (default), 1 for all skin access Client
  820. client.sortskinsrecentlyused When enabled, recently used skins appear at the top of the skin selector list for quicker reuse Client
  821. client.sv Forwards the given console command string to the connected server to be executed there; requires appropriate server-side permissions Client
  822. client.throwprediction Show a client-predicted grenade the instant you throw it, instead of waiting for the server to spawn it Client
  823. client.throwprediction_handorigin Predicted grenades leave the hand and converge onto the real arc, instead of appearing at the eyes Client
  824. client.toggleshieldback Toggles whether to block with your shield or stow it on your back. Client
  825. client.torchskin Skin ID applied to the player's torch item Client
  826. client.underwearskin Skin ID of the player's underwear; saved client info sent to the server for character model rendering Client
  827. client.updaterendererswhenoffscreen Update Skin Renderers when offscreen. Client
  828. clothlod.clothloddist distance cloth will simulate until = 20

    Admin Decimal number Default 20

  829. codelock.lockoutcooldown Duration in seconds a player is locked out from attempting the code lock after exceeding maxFailedAttempts; default 900s (15 minutes) = 900

    Admin Decimal number Default 900

  830. codelock.maxfailedattempts Maximum number of failed code entry attempts on a code lock before the player is locked out; default 8 = 8

    Admin Decimal number Default 8

  831. commandblock.commands_enabled Can command blocks execute commands = false

    Admin On / off Default false

  832. commandblock.log_executions Print a log message when a command block is executed = true

    Admin On / off Default true

  833. commandblock.use_player If enabled, commands from command blocks will run using the last player who set them, allowing for a wider range of commands to be used = false

    Admin On / off Default false

  834. commands.echo Prints back the text you type after it.

    Admin

  835. commands.echo Client
  836. commands.find Lists the commands and variables whose name contains the text you give.

    Admin

  837. commands.find Client
  838. communityentity.pietest Opens a sample pie menu, the developers' test for server-made radial menus.

    Admin

  839. communityentity.pietest_next Opens the next page of that sample pie menu.

    Admin

  840. communityentity.pietest_prev Opens the previous page of that sample pie menu.

    Admin

  841. console.clear Clears all entries from the in-game console UI output window Client
  842. console.consolehistorysize Maximum number of console history entries = 50

    Admin Whole number Default 50

  843. console.copy Copies the entire contents of the in-game console UI output to the system clipboard Client
  844. console.erroroverlay Client
  845. console.search Searches the server console history. Takes the text to look for.

    Admin Takes text

  846. console.tail Returns the last lines of the server console, 200 unless you give another number.

    Admin Takes whole number (default 200)

  847. construct.frameminutes Declared in the code, but nothing on the server reads it. = 30

    Admin Decimal number Default 30

  848. construction.alternativeloschecks_enabled Lets building pieces that define alternative line-of-sight points use them when they are placed. = true

    Admin On / off Default true Saved

  849. convartimedprefabspawner.prefab_despawn_time Time in seconds before spawned prefabs are despawned. Set to 0 to disable despawning. = 20

    Admin Decimal number Default 20 Saved

  850. convartimedprefabspawner.prefab_spawn_interval Time in seconds between prefab spawns. Set to 0 to disable spawning. = 0

    Admin Decimal number Default 0

  851. convartimedprefabspawner.prefab_spawn_interval_variance Variance in seconds to add/subtract from the spawn interval = 3

    Admin Decimal number Default 3 Saved

  852. convartimedprefabspawner.prefab_spawn_random_position_offset Maximum random offset (sphere radius) from the spawner's position when spawning prefabs = 0

    Admin Decimal number Default 0 Saved

  853. convartimedprefabspawner.prefab_spawn_random_rotation If true, spawned prefabs will have a random rotation = true

    Admin On / off Default true Saved

  854. copypaste.cancel Cancels the current copy/paste selection by resetting both position markers to zero, clearing the selection bounds Client
  855. copypaste.copyboat Copies the boat or vehicle the player is looking at into a named paste file; functionally identical to copybuilding but semantically distinct for boats Client
  856. copypaste.copybox Copies all entities within the current pos1/pos2 selection box to a named paste file; captures a screenshot thumbnail; add --overwrite to replace an existing paste Client
  857. copypaste.copybox_sv Server-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client command

    Admin Takes text

  858. copypaste.copybuilding Copies the entire building the player is looking at into a named paste file, using the connected building topology to determine what to include Client
  859. copypaste.copybuilding_sv Server-side handler that copies all entities belonging to the building the player is looking at into a named paste file; called from the copybuilding client command

    Admin Takes text

  860. copypaste.copyradius Copies all entities within the specified radius around the player into a named paste file; args: radius [name]; add --overwrite to replace existing Client
  861. copypaste.copyradius_sv Server-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client command

    Admin Takes text · number (default 0)

  862. copypaste.cut Copies the current selection box to a paste file then immediately kills all entities in that box; combines copybox and killbox into a single cut operation Client
  863. copypaste.deletepaste <name> Client
  864. copypaste.download_paste Asks the server to send a legacy server-stored paste file by name; the client must initiate the request so CLIENT_ReceivePaste accepts the reply Client
  865. copypaste.download_paste_sv Downloads a paste file stored on the server (legacy server-side storage) by name and sends its entity data to the requesting client for local storage

    Admin Takes text

  866. copypaste.drawselection When enabled, draws a visual wireframe box in the world showing the current pos1/pos2 copy/paste selection bounds; disable to hide the selection visualiser Client
  867. copypaste.killbox Destroys all entities within the current pos1/pos2 selection bounds that match the active paste filter flags; effectively the delete half of a cut operation Client
  868. copypaste.killbox_sv Server-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.)

    Admin

  869. copypaste.list_pastes Lists all paste files stored in the local client copypaste directory with their full file names; similar to listpastes but uses a different directory printer Client
  870. copypaste.list_pastes_sv Lists all paste files stored in the legacy server-side copypaste directory and prints their names to the console

    Admin

  871. copypaste.listpastes Lists all paste files stored in the local client copypaste directory and prints their names to the console Client
  872. copypaste.loadclipboard Loads a previously saved paste file by name into the clipboard slot, making it the active paste ready to be placed with the paste command Client
  873. copypaste.paste Pastes the clipboard (or named) paste at the player's current position, respecting all active paste filter flags (paste_npcs, paste_deployables, etc.) Client
  874. copypaste.paste_auth Should the admin be automatically authed on every entity in the paste Client
  875. copypaste.paste_building_only When enabled, only building blocks are pasted and all other entity types (deployables, NPCs, vehicles) are excluded regardless of other paste flags Client
  876. copypaste.paste_deployables When enabled, deployable items (doors, turrets, boxes, etc.) are included when pasting; disable to paste only building blocks Client
  877. copypaste.paste_foundations_only When enabled, only foundation building blocks are pasted; useful for quickly laying out a base footprint without pasting the full structure Client
  878. copypaste.paste_grid Pastes the specified paste file in an X by Z grid centred on the player, oriented to the player's facing direction; args: name x_count z_count spacing_metres Client
  879. copypaste.paste_height_offset Vertical offset in metres applied to the paste position; positive values raise the pasted structure above the target point, negative values lower it Client
  880. copypaste.paste_line Pastes the specified paste file multiple times in a straight line in the direction the player is facing; args: name count spacing_metres Client
  881. copypaste.paste_npcs When enabled, NPC entities are included when pasting a copied selection; disable to paste only the structure without any bots or animals Client
  882. copypaste.paste_players When enabled, player entities recorded in the paste are spawned when pasting; normally disabled as pasting players is only needed in specific cinematic/test scenarios Client
  883. copypaste.paste_resources When enabled, resource nodes (trees, ore rocks, etc.) are included when pasting a copied selection Client
  884. copypaste.paste_snap_terrain When enabled, the pasted structure is snapped vertically to the terrain height at the paste position rather than preserving its original world height Client
  885. copypaste.paste_vehicles When enabled, vehicle entities are included when pasting a copied selection Client
  886. copypaste.pos1 Sets position 1 of the copy/paste selection box to the player's current world position; use pos2 to set the opposite corner Client
  887. copypaste.pos2 Sets position 2 (the opposite corner) of the copy/paste selection box to the player's current world position; updates the selection bounds when both positions are set Client
  888. copypaste.printselection_cl Sends the current selection bounds to the server and prints a list of all entity names that fall within that box; useful for previewing a copy before committing Client
  889. copypaste.printselection_sv Server-side handler that prints the names of all entities within the current selection bounds; used to preview what would be included in a copy operation

    Admin

  890. copypaste.renamepaste Renames a locally stored paste file; args: old_name new_name; fails if the old name does not exist or the new name is already taken Client
  891. copypaste.saveclipboard Saves the current clipboard paste to a named file on disk; add --overwrite to replace an existing paste with the same name Client
  892. copypaste.setscreenshot <name> Takes a screenshot of what you're looking at and set it as the thumbnail of that file. Client
  893. copypaste.undopaste Sends an undo request to the server to destroy all entities spawned by the calling player's most recent paste operation Client
  894. copypaste.undopaste_sv Undoes the most recent paste operation for the calling player by destroying all entities that were spawned in that paste; replies with 'History empty' if nothing to undo

    Admin

  895. copypaste.viewscreenshot <name> Client
  896. countryphrases.debug_browser_codes Client
  897. coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height defines the height of the steps we do vertically for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 2.0) = 2

    Admin Decimal number Default 2

  898. coverpointvolume.cover_point_sample_step_size cover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 6.0) = 6

    Admin Decimal number Default 6

  899. cow.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  900. crabs.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  901. crabswarm.framebudgetms How many milliseconds to budget for simulating crab swarms per frame. Swarms that miss out still draw, they just catch up next time. Client
  902. craft.add Puts an item in your crafting queue. Any player

    Takes whole number (default 0) · whole number (default 1) · true or false (default false)

  903. craft.cancel Cancels a craft in your queue, picked by the numeric ID of the item it makes. Typed bare it looks for item 0 and cancels nothing. Any player

    Takes whole number (default 0)

  904. craft.canceltask Cancels one job in your crafting queue and hands the ingredients back. Takes the task ID the game gave that job. Any player

    Takes whole number (default 0)

  905. craft.fasttracktask Moves one job to the front of your crafting queue. Takes its task ID. Any player

    Takes whole number (default 0)

  906. craft.instant When enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in development = false

    Admin On / off Default false

  907. creative.allusers Apply creative mode to the entire server = false

    Admin On / off Default false Saved

  908. creative.alwaysonenabled Failsafe toggle that must be true before any alwaysOn commands work; prevents items from accidentally entering the always-on state outside of creative mode = false

    Admin On / off Default false Saved

  909. creative.bypassholdtoplaceduration Bypasses bypassHoldToPlaceDuration when deploying items = false

    Admin On / off Default false Saved

  910. creative.freebuild Build blocks for free = false

    Admin On / off Default false Saved

  911. creative.freeplacement Bypasses all placement checks = false

    Admin On / off Default false Saved

  912. creative.freerepair Bypass the 30s repair cooldown when repairing objects = false

    Admin On / off Default false Saved

  913. creative.togglealwayson Keeps the furnace, campfire, candle, torch holder or fog machine you are looking at lit for good, or releases it. Creative mode only, with creative.alwaysonenabled on. Takes true or false. Any player

    Takes true or false (default false)

  914. creative.togglealwaysonall Sets the always-on state for all IAlwaysOn entities on the server (e.g. lights, switches); only works when alwaysOnEnabled is true and caller is in creative mode

    Admin Takes true or false (default false)

  915. creative.togglealwaysonradius The same for everything in a radius around you. Takes true or false, then the radius in meters, capped at 100. Any player

    Takes true or false (default false) · number (default 0)

  916. creative.togglecreativemodeuser Enables or disables creative mode for a specific player by name or Steam ID; creative mode removes resource costs and unlocks building freely

    Admin Takes player name or Steam ID · true or false (default false)

  917. creative.unlimitedio Bypasses limits on IO length and points = false

    Admin On / off Default false Saved

  918. crocodile.population Population active on the server, per square km = 1

    Admin Decimal number Default 1

  919. crosshair.color 0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=black Client
  920. crosshair.dotsize Size of center dot [0-5] Client
  921. crosshair.dynamic_spacing When holding a gun, crosshair reticle spacing changes depending on accuracy Client
  922. crosshair.dynamic_visibility Crosshair gets hidden when aiming, alt-looking or not holding a gun Client
  923. crosshair.generate_code Generate a code from the current crosshair settings and copy it to clipboard Client
  924. crosshair.length Length of the outer lines [1-20] Client
  925. crosshair.load_code Load and apply crosshair settings from a code Client
  926. crosshair.outline Outline enabled true/false Client
  927. crosshair.outlinecolor 0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=white Client
  928. crosshair.reset_to_default Apply the default crosshair configuration Client
  929. crosshair.spacing Spacing of the outer lines [0-3] Client
  930. crosshair.style 0=default | 1=dot | 2=T-shape Client
  931. crosshair.width Width of the outer lines [1-8] Client
  932. cui.cui_test Draws the developers' test panel for server-made UI over your screen. Any player
  933. cui.cui_test_update Updates that test panel in place: another picture, another line of text, another icon. Any player
  934. cui.endtest Closes the test panel. Any player
  935. culling.debugdrawhizmipchain Render entire HiZ mip chain on screen Client
  936. culling.debugdrawhizoverlay Render overlay depth overlay. Pass -1 to disable, or pass up to 7 to draw specific layer Client
  937. culling.debugid Isolate visualization of culling.debug to a specific mesh Client
  938. culling.debuglookat Try to pick a renderer from physics raycast Client
  939. culling.debugmask Bitfield(1 dynamic, 2 static, 4 grid) to visualize occluder bounds Client
  940. culling.debugrange Filters debug rendering for occludees outside the range Client
  941. culling.debugscreenbounds Shows screen space bounds of registered occluders Client
  942. culling.debugshowoccluderid When debug is set to 1 or 2, renders out the ID of the occluder Client
  943. culling.debugshowstats Render stats on screen continuously Client
  944. culling.dynamic_occlusion_pausing 0 = parent only, 1 = check if parent can move, 2 = check if doors are opening Client
  945. culling.entitymaxdist Maximum distance to show any players in meters Client
  946. culling.entityminculldist Entity of any kind will always be visible closer than this Client
  947. culling.entityminshadowculldist Minimum distance at which we start disabling shadows for entities Client
  948. culling.entityupdaterate How many times per second to check for visibility Client
  949. culling.env Enable environment culling Client
  950. culling.envmindist Minimum distance in meters to start culling environment Client
  951. culling.extralodsteps How many extra steps of LOD checking to do when validating object visibility. Higher number is more accurate, but more expensive Client
  952. culling.log_dynamic_occlusion Log dynamic occlusion changes to console Client
  953. culling.nodatavisible Default visibility for unknown data during reprojection; e.g. rotating camera fast. Client
  954. culling.print_occlusion Prints current occlusion culling statistics from the CullingManager, including how many objects are currently culled vs visible Client
  955. culling.printstats Print buffer stats of occlusion system Client
  956. culling.safemode Culling safe mode; VERY SLOW and LEAKY... for debugging purposes only Client
  957. culling.skinned_placeholder Should skinned renderers be replaced with static renderers when possible Client
  958. culling.toggle Enable/Disable occlusion culling Client
  959. dartsgame.accuracyadjustspeed Darts aiming setting the server only passes on to clients. Nothing on the server reads it. = 1

    Admin Decimal number Default 1 Saved

  960. dartsgame.accuratevelocitythreshold Darts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.05

    Admin Decimal number Default 0.05 Saved

  961. dartsgame.cooldownbetweenthrows Darts timing setting the server only passes on to clients. Nothing on the server reads it. = 3

    Admin Decimal number Default 3 Saved

  962. dartsgame.debug Client
  963. dartsgame.debugcanplayagainstself Lets one player take both sides of a darts game, for testing. = false

    Admin On / off Default false Saved

  964. dartsgame.holdfocusaddedfriction Darts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.45

    Admin Decimal number Default 0.45 Saved

  965. dartsgame.holdfocusduration Darts aiming setting the server only passes on to clients. Nothing on the server reads it. = 2

    Admin Decimal number Default 2 Saved

  966. dartsgame.idlekickseconds Seconds after a player steps away from the darts board before their game times out. = 180

    Admin Whole number Default 180 Saved

  967. dartsgame.maxaccuracy Darts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0

    Admin Decimal number Default 0 Saved

  968. dartsgame.maxthrowtimer Darts timing setting the server only passes on to clients. Nothing on the server reads it. = 10

    Admin Decimal number Default 10 Saved

  969. dartsgame.maxzoom Darts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.5

    Admin Decimal number Default 0.5 Saved

  970. dartsgame.minaccuracy Darts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.1

    Admin Decimal number Default 0.1 Saved

  971. dartsgame.needdoubletowin Requires a double to finish a darts game. = true

    Admin On / off Default true Saved

  972. dartsgame.reticlefriction Darts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.5

    Admin Decimal number Default 0.5 Saved

  973. dartsgame.reticleinputbufferapplication Darts reticle setting the server only passes on to clients. Nothing on the server reads it. = 100

    Admin Decimal number Default 100 Saved

  974. dartsgame.reticleinputspeed Darts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.01

    Admin Decimal number Default 0.01 Saved

  975. dartsgame.reticlemaxvelocity Darts reticle setting the server only passes on to clients. Nothing on the server reads it. = 3

    Admin Decimal number Default 3 Saved

  976. dartsgame.reticlerandomforcestrength Darts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.5

    Admin Decimal number Default 0.5 Saved

  977. dartsgame.reticlespawnpointradiusoffset Added to the dartboard's radius to set how far out the aiming reticle spawns. = 0.5

    Admin Decimal number Default 0.5 Saved

  978. dartsgame.scoretarget Sets the score target in Darts. Standard games are either 301 or 501. = 301

    Admin Whole number Default 301 Saved

  979. data.export Exports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path

    Admin Takes text (default none)

  980. data.export Exports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path Client
  981. ddraw.arrow arrow {duration} {color} {start} {end} {headSize} {distanceFade} {zTest} {entityId} {id} Client
  982. ddraw.box box {duration} {color} {pos} {size} {rot} {distanceFade} {zTest} {entityId} {id} Client
  983. ddraw.capsule capsule {duration} {color} {pos} {rot} {radius} {height} {distanceFade} {zTest} {entityId} {id} Client
  984. ddraw.clear Clears all active DDraw debug shapes and text overlays from the client display Client
  985. ddraw.clearid Clears active DDraw debug shapes and text overlays from the client display based on ID Client
  986. ddraw.ddrawother Sends a ddraw.text debug draw command to a specific player by Steam ID or name; allows admins to display debug text overlays on another player screen

    Admin Takes player name or Steam ID

  987. ddraw.hideddrawduringdemo When enabled, suppresses all DDraw debug overlay rendering during demo playback so debug shapes do not appear in recorded footage Client
  988. ddraw.line line {duration} {color} {start} {end} {distanceFade} {zTest} {entityId} {id} Client
  989. ddraw.max_ddraw_count max_draw_count {max value} (0 = unlimited) Client
  990. ddraw.sphere sphere {duration} {color} {start} {radius} {distanceFade} {zTest} {entityId} {id} Client
  991. ddraw.text text {duration} {color} {pos} {text} {distanceFade} {zTest} {scale} {entityId} {id} Client
  992. ddraw.use_instancing Enables GPU instancing for DDraw debug shapes, batching repeated geometry (spheres, boxes, lines) into fewer draw calls for better debug performance Client
  993. ddraw.use_instancing_for_text Enables GPU instancing for DDraw debug text labels; reduces draw call cost when many text overlays are visible simultaneously Client
  994. debug.addmonumentblockergrace <minutes> (optional: <range>) - Adds the given number of minutes to the decay grace period timer of the monument blocker closest to you, making it start decaying that much sooner. Negative values rewind the timer

    Admin Takes number (default 0) · number (default 100)

  995. debug.allowduplicatecommandsinconsolehistory Inputting the same command multiple times in the console will only add one instance to history Client
  996. debug.ambientvolumes Whether or not to update ambient light from environment volumes Client
  997. debug.animatorsubsystemdebug Client
  998. debug.applybuildingblockrandomisation Sets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visuals

    Admin Takes whole number (default 0)

  999. debug.applypuzzleresettime Applies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testing

    Admin Takes number (default 0)

  1000. debug.bag_respawn_parenting Whether to parent players immediately on spawning to a boat if the bag is on a boat = true

    Admin On / off Default true

  1001. debug.bench_io Spawn lots of IO entities to lag the server

    Admin Takes whole number (default 50) · text (default water_catcher_small)

  1002. debug.blockwearablematerialrandomisation When enabled, prevents the random material variant selection on wearable items, forcing them to always use the base material Client
  1003. debug.breakheld Break the current held object

    Admin

  1004. debug.breakheld_almost Almost break the current held object

    Admin

  1005. debug.breakitem Break all the items in your inventory whose name match the passed string

    Admin Takes text

  1006. debug.breakshield Breaks the currently held shield

    Admin

  1007. debug.callbacks When enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains = false

    Admin On / off Default false

  1008. debug.callbacks When enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains Client
  1009. debug.checkparentingtriggers When enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs = true

    Admin On / off Default true

  1010. debug.checktriggers When enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes = false

    Admin On / off Default false

  1011. debug.checktriggers When enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes Client
  1012. debug.clear_bushes Removes all client-side bush and fern decor objects within the given radius of the player or camera; also sends the radius to the server to clear server-side counterparts Client
  1013. debug.clear_trees Sends a command to clear tree decor objects within the given radius of the player or camera position; only affects server-side trees when not in demo playback Client
  1014. debug.clearallfogofwar Clears all fog-of-war exploration data for the local player, fully revealing the map; admin-only client action Client
  1015. debug.clearplayermodifiers Removes all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing

    Admin

  1016. debug.cleartutorialforplayer If a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)

    Admin Takes player name or Steam ID

  1017. debug.cmbrainforcedisable When true, forcibly disables the CameraMan brain component, preventing it from overriding camera control; useful for manual camera debugging Client
  1018. debug.completemission Completes all incomplete objectives in the calling player active mission, triggering the mission completion flow

    Admin

  1019. debug.completemissionstage Completes objectives of your active mission. Takes the objective number, or completes them all when left out.

    Admin Takes whole number (default -1) · true or false (default false)

  1020. debug.completetutorial Immediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression

    Admin

  1021. debug.console_print_color Prints a message to the server console using the specified ConsoleColor index; useful for testing coloured console output

    Admin Takes text (default This is a test colored message) · whole number (default 2)

  1022. debug.console_spam Logs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speed

    Admin Takes whole number (default 100) · whole number (default 50)

  1023. debug.conveyorstrictmodereport Prints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow

    Admin

  1024. debug.copydebugworldinfo Copies current world debug info (position, level name, world size, seed) to the system clipboard Client
  1025. debug.debugboatissue Prints detailed info about the rowboat the local player is currently mounted in, including all child entity names, active states, and collider data Client
  1026. debug.debugcamera Enable debug camera mode Client
  1027. debug.debugcamera_autoload Automatically load the debug camera state whenever toggling it Client
  1028. debug.debugcamera_autosave Automatically save the debug camera state whenever toggling it Client
  1029. debug.debugcamera_bonerotation Apply target bone rotation to debug camera Client
  1030. debug.debugcamera_clear Clears all saved debug camera positions from the current CameraMan instance Client
  1031. debug.debugcamera_cyclebone Key binding that cycles the debug camera target to the next bone on the currently targeted entity Client
  1032. debug.debugcamera_dollyback Key binding that moves the debug camera backward along its dolly axis Client
  1033. debug.debugcamera_dollyforward Key binding that moves the debug camera forward along its dolly axis Client
  1034. debug.debugcamera_dollyspeed Movement speed multiplier applied when dollying the debug camera forward or backward Client
  1035. debug.debugcamera_fov Get/Set debug camera FOV Client
  1036. debug.debugcamera_guide Get/Set debug camera guide Client
  1037. debug.debugcamera_guide_aspectratio Get/Set debug camera guide aspect ratio Client
  1038. debug.debugcamera_guide_color Get/Set debug camera guide color Client
  1039. debug.debugcamera_list Lists all saved debug camera positions stored in the current CameraMan instance Client
  1040. debug.debugcamera_load Loads a previously saved debug camera state by name and applies it to the active CameraMan instance Client
  1041. debug.debugcamera_lock Locks the debug camera in place Client
  1042. debug.debugcamera_lookat Enable/Disable 'lookat' mode when using debugcamera_unfreeze Client
  1043. debug.debugcamera_lower Key binding that lowers the debug camera vertically Client
  1044. debug.debugcamera_offset World-space positional offset applied to the debug camera position relative to its target; saved across sessions Client
  1045. debug.debugcamera_preserve Preserve the initial debug camera state through game restarts Client
  1046. debug.debugcamera_raise Key binding that raises the debug camera vertically Client
  1047. debug.debugcamera_save Saves the current debug camera position, rotation, and settings under the given name (defaults to the default save slot) Client
  1048. debug.debugcamera_savetofile Saves the current debug camera state to a named file on disk (without extension); useful for sharing camera setups Client
  1049. debug.debugcamera_shake Shake debug camera [amplitude, frequency, duration] Client
  1050. debug.debugcamera_stopshake Stops all debug camera shaking Client
  1051. debug.debugcamera_target Set debug camera target entity Client
  1052. debug.debugcamera_targetbind Key binding that sets the current debug camera target to the entity the player is looking at Client
  1053. debug.debugcamera_targetprint Prints the name of the entity currently targeted by the debug camera, or reports if nothing is targeted Client
  1054. debug.debugcamera_unfreeze Unfreeze the player when in debug camera mode Client
  1055. debug.debugcamera_zoomin Key binding that zooms the debug camera in (decreases FOV) Client
  1056. debug.debugcamera_zoomout Key binding that zooms the debug camera out (increases FOV) Client
  1057. debug.debugclientmountmenu DDraw the reason the client mount menu of entities gets blocked Client
  1058. debug.debugclippingchecks Shows debug info for what objects are causing clipping checks to fail. = false

    Admin On / off Default false

  1059. debug.debugdismountduration Duration in seconds to keep ddraw for dismount attempts visible Client
  1060. debug.debugdismounts Logs every dismount position check to the server console. = false

    Admin On / off Default false

  1061. debug.debugdismounts Shows some debug info for dismount attempts. Client
  1062. debug.deleteentitiesbyshortname <shortname> (optional: <radius>) - Delete entities with the given short prefab name

    Admin Takes text · number (default 0)

  1063. debug.deleteentitybyid Delete entities by id. Supports multiple arguments

    Admin

  1064. debug.disablecameramovementwhilereceivingsnapshot Prevents the camera from moving while the initial world snapshot is being received, avoiding disorienting camera jumps during connect Client
  1065. debug.disablecondition Do not damage any items = false

    Admin On / off Default false

  1066. debug.disablefoliageinstancingwhileloading Disables GPU instancing for foliage during the initial world load to reduce memory and GPU pressure while loading Client
  1067. debug.disablelootnavobstaclesindeepsea When true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas = true

    Admin On / off Default true

  1068. debug.disablewaterrenderingwhileloading Disables the water rendering system during the initial world load to reduce GPU overhead and speed up the loading screen Client
  1069. debug.dofexposerforcedisable When true, forcibly disables the depth-of-field exposer component on the client camera; useful for debugging DOF interaction issues Client
  1070. debug.drawcolliders Draw colliders Client
  1071. debug.drawcolliders_hide_preventbuilding Prevents prevent building volumes from being drawn with drawcolliders Client
  1072. debug.drawcolliders_hide_triggers Prevents triggers from being drawn with drawcolliders Client
  1073. debug.drawlootcountdowns Draws the remaining loot refresh countdown above nearby loot containers Client
  1074. debug.drawlootcountdowns_radius Radius around the player to show loot countdowns in when drawlootcountdowns is enabled Client
  1075. debug.drink Adds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanics

    Admin Takes whole number (default 1) · whole number (default 1)

  1076. debug.dropworlditems Drops a specified number of the given item short name as world entities from just in front of the calling player; useful for item physics testing

    Admin Takes whole number (default 0) · text

  1077. debug.eat Adds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanics

    Admin Takes whole number (default 1) · whole number (default 1)

  1078. debug.emptytankermodule emptyTankerModule - Clears the contents of the tanker module(s) of the modular car you're looking at

    Admin

  1079. debug.enable_player_movement Sends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanics

    Admin Takes true or false (default true)

  1080. debug.ent_find_radius Get a list of entity info in radius Client
  1081. debug.fakespeechplayer Fakes mouth movement of the supplied player (like they're speaking) Client
  1082. debug.fillmounts fillmounts <radius> - Spawns and mounts a player on every mount point in radius

    Admin Takes whole number (default 0)

  1083. debug.filltankermodule fillTankerModule <item> - Fills the tanker module(s) of the modular car you're looking at with the given liquid (e.g. water, water.salt, crude.oil)

    Admin Takes text

  1084. debug.findgap Find how large of a gap there is. <maxDistance> <stepsize> <maxSize> <layer>

    Admin Takes number (default 3) · number (default 0.009999999776482582) · number (default 0.5) · whole number (default 2162688)

  1085. 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

    Admin

  1086. debug.foodspoilingdeducttimehours Deducts the given number of hours from all spoilable food on the server

    Admin Takes number (default 0)

  1087. debug.foodspoilinginventoryhours Applies the given number of hours to all food in the players inventory

    Admin Takes whole number (default 0)

  1088. debug.foodspoilingspoilall Spoils all food on the server

    Admin

  1089. debug.forcechickensspawnegg Forces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic

    Admin Takes number (default 50)

  1090. debug.forcecrash Intentionally crash the process to verify the native crash handler. Optional category: accessviolation (default), fatalerror, abort, purevirtual, monoabort Client
  1091. debug.heal To disable revival if player is downed, pass in --no-recover as the first argument.

    Admin Takes text

  1092. debug.hurt Deals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactions

    Admin Takes whole number (default 1)

  1093. debug.invis Make admin invisible

    Admin

  1094. debug.invokeperformancetracking When enabled, activates the invoke profiler to track per-invoke execution time; sets the profiler mode to 2 for detailed timing Client
  1095. debug.log When enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output

    Admin On / off

  1096. debug.log When enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output Client
  1097. debug.lookingat Print info about what the player is currently looking at Client
  1098. debug.lookingat_debug Enable debug mode on the entity we're currently looking at Client
  1099. debug.noclip Toggle admin no clipping Client
  1100. debug.oninventorychanged When enabled, fires the client-side inventory changed callback whenever inventory contents update; disabling suppresses these callbacks for testing Client
  1101. debug.print_topologies Prints out the topologies at your position

    Admin

  1102. debug.printanimators Prints a breakdown of all Animator components in the scene, grouped by controller, showing total count, active, and inactive instances Client
  1103. debug.printcullingvolumeinfo Prints the names of all CullingVolume trigger components overlapping the main camera position; helps debug which culling zones are active Client
  1104. debug.printdebugworldinfo Prints current world debug info (position, level name, world size, seed) to the console; only works when fog-of-war is disabled Client
  1105. debug.printgrouplayer Prints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment

    Admin

  1106. debug.printgroups Logs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment

    Admin

  1107. debug.printmissionspeakinfo When enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire = false

    Admin On / off Default false

  1108. debug.printmonumentblocker Prints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100)

    Admin Takes number (default 100)

  1109. debug.printqueues Prints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time

    Admin

  1110. debug.printqueues Client
  1111. debug.printterrainconfig Prints the name of the current terrain config asset loaded by TerrainMeta; useful for confirming which biome or terrain preset is active Client
  1112. debug.puzzlereset Reset all puzzles. Optionally provide a number to only reset puzzles within a radius.

    Admin Takes whole number (default 2147483647)

  1113. debug.puzzleresetinfo Prints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status

    Admin

  1114. debug.puzzleresettimemultiplier Multiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower = 1

    Admin Decimal number Default 1

  1115. debug.quittutorial Ends the tutorial early, if you are on the tutorial island. Any player
  1116. debug.refillvitals Refills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.

    Admin Takes text

  1117. debug.refillvitalsall Refills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.

    Admin Takes text

  1118. debug.refrigeratedinventoryhours Adds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waiting

    Admin Takes number (default 0)

  1119. debug.removeoverlappingstaticspawnpoints Scans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points

    Admin

  1120. debug.renderinfo Generates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame

    Admin

  1121. debug.renderinfo Client
  1122. debug.repair_inventory Repair all items in inventory

    Admin

  1123. debug.repeatcommand Repeats the last command entered into the console window Client
  1124. debug.resetfogofwar Resets the local player fog-of-war exploration data, making the entire map unexplored again from the client perspective Client
  1125. debug.resetsleepingbagtimers Resets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags

    Admin

  1126. debug.respawnvinetreesinradius Respawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players

    Admin Takes number (default 0)

  1127. debug.setcreative_ui Set/remove creative mode UI for your player (Does not activate creative mode!) Client
  1128. debug.setdamage Deals enough bullet damage to bring the calling player or a named target to the specified health value

    Admin Takes whole number (default 0)

  1129. debug.setfood Sets the calling player or a named target player calorie level to the specified value directly

    Admin Takes whole number (default 0)

  1130. debug.sethealth Sets the calling player or a named target player health to the specified value; useful for testing low-health or death scenarios

    Admin Takes number (default 0)

  1131. debug.setinvis_ui Set/remove debug.invis UI for your player (Does not activate debug.invis!) Client
  1132. debug.setmaxhealth Overrides the maximum health of the calling player or a named target; pass 0 to reset to the default value

    Admin Takes whole number (default 0)

  1133. debug.setradiation Sets the calling player or a named target player radiation level to the specified value directly

    Admin Takes whole number (default 0)

  1134. debug.setthrowable 0 = can't throw, 1 = can throw & melee, 2 = only throwable

    Admin Takes whole number (default 0)

  1135. debug.setunloadablecarfillpercent Sets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore level

    Admin Takes number (default 0)

  1136. debug.setwater Sets the calling player or a named target player hydration level to the specified value directly

    Admin Takes whole number (default 0)

  1137. debug.showallcullingvolumes When enabled, draws debug visualisations for all CullingVolume trigger colliders in the scene; useful for auditing culling zone coverage Client
  1138. debug.showentities <entity_name> <radius> <duration> <client> - Draws gizmos over entities in a radius. Client
  1139. debug.showviewmodelaimhelper When enabled, renders the viewmodel aim helper debug visualisation in the client viewport; used to tune weapon aiming assist hitboxes Client
  1140. debug.showworldinfoinperformancereadout When enabled, appends world position and seed info to the on-screen performance readout overlay Client
  1141. debug.skyreflection Whether or not to update the sky reflection probe Client
  1142. debug.spawn_all_deployables Spawns one of every deployable in a grid

    Admin

  1143. debug.spawnovenstresstest Spawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system

    Admin

  1144. debug.spawnparachutetester Spawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied

    Admin Takes number (default 50)

  1145. debug.stall Stalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems

    Admin Takes number (default 0)

  1146. debug.stall Stalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems Client
  1147. debug.starttutorial Starts the tutorial for you, on a server that has it enabled. Any player
  1148. debug.test_custom_vitals Sends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering

    Admin Takes whole number (default 1) · whole number (default 60) · text (default ss)

  1149. debug.testerror Logs a test error and exception for testing error display.

    Admin

  1150. debug.testerror Logs a test error and exception for testing error display. Client
  1151. debug.testtutorialcinematic Triggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it

    Admin

  1152. debug.tutorial_start_cooldown Minimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam = 60

    Admin Whole number Default 60

  1153. debug.tutorialstatus Prints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state

    Admin

  1154. debug.viewmodelaimhelpwidth Width in world units of the viewmodel aim helper debug visualisation; controls how wide the aim assistance region appears when showViewmodelAimHelper is on Client
  1155. debug.vineswinginghighlight Sends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement

    Admin

  1156. debug.vineswingingreport Prints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable

    Admin

  1157. debug.waterfactorprintout When enabled, logs the current water factor value affecting the camera to the console each frame; useful for debugging underwater transition rendering Client
  1158. decal.cache Enables a decal cache that reuses identical decal instances rather than spawning new ones, reducing draw calls for repeated surface impacts Client
  1159. decal.capacity Maximum number of decals allowed per surface at any one time; older decals are removed when this limit is reached to prevent surface clutter Client
  1160. decal.clear Immediately removes all active decal instances from the scene, clearing all bullet holes, blood splats, and impact marks Client
  1161. decal.instancing Enables GPU instancing for decals, batching identical decals into fewer draw calls for better GPU performance Client
  1162. decal.limit Global maximum number of active decal instances across the entire scene; older decals are removed when the limit is reached Client
  1163. decay.addfakeauthhistory addfakeauthhistory <count>, adds fake deauthed players to the auth history of the tool cupboard you are standing in, for testing group upkeep tiers

    Admin Takes whole number (default 1)

  1164. decay.bracket_0_blockcount Number of blocks in the 1st upkeep bracket = 15

    Admin Whole number Default 15

  1165. decay.bracket_0_costfraction Blocks in the 1st upkeep bracket will cost this value per day to maintain = 0.1

    Admin Decimal number Default 0.1

  1166. decay.bracket_0_doorcount Number of doors in the 1st upkeep bracket = 15

    Admin Whole number Default 15

  1167. decay.bracket_0_doorfraction Doors in the 1st upkeep bracket will cost this value per day to maintain = 0.1

    Admin Decimal number Default 0.1

  1168. decay.bracket_1_blockcount Number of blocks in the 2nd upkeep bracket = 50

    Admin Whole number Default 50

  1169. decay.bracket_1_costfraction Blocks in the 2nd upkeep bracket will cost this value per day to maintain = 0.15

    Admin Decimal number Default 0.15

  1170. decay.bracket_1_doorcount Number of doors in the 2nd upkeep bracket = 50

    Admin Whole number Default 50

  1171. decay.bracket_1_doorfraction Doors in the 2nd upkeep bracket will cost this value per day to maintain = 0.15

    Admin Decimal number Default 0.15

  1172. decay.bracket_2_blockcount The number of blocks in the 3rd upkeep bracket = 125

    Admin Whole number Default 125

  1173. decay.bracket_2_costfraction Blocks in the 3rd upkeep bracket will cost this value per day to maintain = 0.2

    Admin Decimal number Default 0.2

  1174. decay.bracket_2_doorcount The number of doors in the 3rd upkeep bracket = 125

    Admin Whole number Default 125

  1175. decay.bracket_2_doorfraction Doors in the 3rd upkeep bracket will cost this value per day to maintain = 0.2

    Admin Decimal number Default 0.2

  1176. decay.bracket_3_costfraction Blocks in the 4th upkeep bracket will cost this value per day to maintain = 0.333

    Admin Decimal number Default 0.333

  1177. decay.bracket_3_doorfraction Doors in the 4th upkeep bracket will cost this value per day to maintain = 0.333

    Admin Decimal number Default 0.333

  1178. decay.build_twig_cost_multiplier Can players upgrade building blocks to wood = 1

    Admin Decimal number Default 1 Saved

  1179. decay.clearauthhistory Clears the deauthed player history on the tool cupboard you are standing in, dropping its group upkeep back to the number of authed players

    Admin

  1180. decay.debug When enabled, logs decay tick details to the console including which entities took damage and how much = false

    Admin On / off Default false

  1181. decay.delay_metal How long should this building grade decay be delayed when not protected by upkeep, in hours = 0

    Admin Decimal number Default 0

  1182. decay.delay_override When set to a value above 0 everything will decay with this delay = 0

    Admin Decimal number Default 0

  1183. decay.delay_stone How long should this building grade decay be delayed when not protected by upkeep, in hours = 0

    Admin Decimal number Default 0

  1184. decay.delay_toptier How long should this building grade decay be delayed when not protected by upkeep, in hours = 0

    Admin Decimal number Default 0

  1185. decay.delay_twig How long should this building grade decay be delayed when not protected by upkeep, in hours = 0

    Admin Decimal number Default 0

  1186. decay.delay_wood How long should this building grade decay be delayed when not protected by upkeep, in hours = 0

    Admin Decimal number Default 0

  1187. decay.drawnearbybuildings drawnearbybuildings <duration> <radius>, shows building ID of entities

    Admin Takes number (default 15) · number (default 30)

  1188. decay.duration_metal How long should this building grade take to decay when not protected by upkeep, in hours = 8

    Admin Decimal number Default 8

  1189. decay.duration_override When set to a value above 0 everything will decay with this duration = 0

    Admin Decimal number Default 0

  1190. decay.duration_stone How long should this building grade take to decay when not protected by upkeep, in hours = 5

    Admin Decimal number Default 5

  1191. decay.duration_toptier How long should this building grade take to decay when not protected by upkeep, in hours = 12

    Admin Decimal number Default 12

  1192. decay.duration_twig How long should this building grade take to decay when not protected by upkeep, in hours = 1

    Admin Decimal number Default 1

  1193. decay.duration_wood How long should this building grade take to decay when not protected by upkeep, in hours = 3

    Admin Decimal number Default 3

  1194. decay.forcedecaytick Call the decay tick on every single entity on the server (for testing decay works)

    Admin

  1195. decay.high_wall_upkeep Upkeep scale for external walls and gates = 0.2

    Admin Decimal number Default 0.2 Saved

  1196. decay.outside_test_range Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings = 50

    Admin Decimal number Default 50

  1197. decay.scale Multiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decay = 1

    Admin Decimal number Default 1

  1198. decay.tick Interval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently = 600

    Admin Decimal number Default 600

  1199. decay.upgrade_hqm_cost_multiplier Can players upgrade building blocks to hqm = 1

    Admin Decimal number Default 1 Saved

  1200. decay.upgrade_hqm_enabled Can players upgrade building blocks to hqm = true

    Admin On / off Default true Saved

  1201. decay.upgrade_metal_cost_multiplier Can players upgrade building blocks to metal = 1

    Admin Decimal number Default 1 Saved

  1202. decay.upgrade_metal_enabled Can players upgrade building blocks to metal = true

    Admin On / off Default true Saved

  1203. decay.upgrade_stone_cost_multiplier Can players upgrade building blocks to stone = 1

    Admin Decimal number Default 1 Saved

  1204. decay.upgrade_stone_enabled Can players upgrade building blocks to stone = true

    Admin On / off Default true Saved

  1205. decay.upgrade_wood_cost_multiplier Can players upgrade building blocks to wood = 1

    Admin Decimal number Default 1 Saved

  1206. decay.upgrade_wood_enabled Can players upgrade building blocks to wood = true

    Admin On / off Default true Saved

  1207. decay.upkeep Is upkeep enabled = true

    Admin On / off Default true

  1208. decay.upkeep_grief_protection How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours) = 1440

    Admin Decimal number Default 1440

  1209. decay.upkeep_group_count_locks Should players holding a code on one of the building's doors count towards the group size, whether it is the master code or the guest code = true

    Admin On / off Default true

  1210. decay.upkeep_group_history_max Maximum number of players a tool cupboard remembers in the group window, oldest are dropped first = 256

    Admin Whole number Default 256

  1211. decay.upkeep_group_max_multiplier Upper limit on the group size upkeep multiplier = 3

    Admin Decimal number Default 3

  1212. decay.upkeep_group_scaling Should upkeep cost scale with the number of players authed on the tool cupboard = true

    Admin On / off Default true

  1213. decay.upkeep_group_tier_0_increase Each player in the 1st upkeep group tier increases upkeep cost by this fraction = 0

    Admin Decimal number Default 0

  1214. decay.upkeep_group_tier_0_playercount Number of players in the 1st (free) upkeep group tier = 4

    Admin Whole number Default 4

  1215. decay.upkeep_group_tier_1_increase Each player in the 2nd upkeep group tier increases upkeep cost by this fraction = 0.02

    Admin Decimal number Default 0.02

  1216. decay.upkeep_group_tier_1_playercount Number of players in the 2nd (small group) upkeep group tier = 6

    Admin Whole number Default 6

  1217. decay.upkeep_group_tier_2_increase Each player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited = 0.04

    Admin Decimal number Default 0.04

  1218. decay.upkeep_group_window_hours Players who authed within this many hours still count towards the group size, even if they have since deauthed = 24

    Admin Decimal number Default 24

  1219. decay.upkeep_heal_scale Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay = 1

    Admin Decimal number Default 1

  1220. decay.upkeep_inside_decay_scale Scale at which objects decay when they are inside, default of 0.1 = 0.1

    Admin Decimal number Default 0.1

  1221. decay.upkeep_lock_min_users If a code lock has <= this number of users it won't count its users towards group upkeep tax = 2

    Admin Whole number Default 2

  1222. decay.upkeep_period_minutes How many minutes does the upkeep cost last? default : 1440 (24 hours) = 1440

    Admin Decimal number Default 1440

  1223. decay.use_door_upkeep_brackets Should doors have their own upkeep brackets separate from building blocks = false

    Admin On / off Default false

  1224. decayentity.debuggetprivilege When enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculations = false

    Admin On / off Default false

  1225. decayentity.demolish_seconds Time window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes) = 600

    Admin Whole number Default 600

  1226. decor.quality Controls draw distance and density of decorative foliage and props (0-100); lower values reduce decoration rendering for better performance Client
  1227. deepsea.allow_all_vehicles Allow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles = false

    Admin On / off Default false

  1228. deepsea.allow_swimmers Allow players to swim to the deep sea = false

    Admin On / off Default false

  1229. deepsea.block_building Blocks building in deep sea water, except for pieces made for it. = true

    Admin On / off Default true Saved

  1230. deepsea.close Initiates the deep sea closing sequence

    Admin

  1231. deepsea.createdeepsea Creates the deep sea manager entity on the server

    Admin

  1232. deepsea.debug_portal_spawnattempts When enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or failed = false

    Admin On / off Default false

  1233. deepsea.debug_portals_visible When enabled, renders debug visualisers for all deep sea portal positions on the client; useful for verifying portal placement during development Client
  1234. deepsea.enabled Toggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startup = true

    Admin On / off Default true Saved

  1235. deepsea.enterdeepsea Teleports the player (or their mounted vehicle) into the deep sea

    Admin

  1236. deepsea.entities_spawninterval When generating, the interval in seconds in between each entity spawn (island, ghost ship and floating city). Increase if you're experiencing lag when the deep sea is opening. = 5

    Admin Decimal number Default 5

  1237. deepsea.floatingcity_count Number of floating cities to spawn in the deep sea = 1

    Admin Whole number Default 1

  1238. deepsea.floatingcity_edgemargin Minimum distance in metres floating cities must be from the deep sea boundary edge when spawning = 1500

    Admin Decimal number Default 1500

  1239. deepsea.floatingcity_mindist Minimum distance in metres required between floating city = 1500

    Admin Decimal number Default 1500

  1240. deepsea.floatingcity_radius Exclusion radius in metres around floating cities = 500

    Admin Decimal number Default 500

  1241. deepsea.forceentranceportaldirection 0 Random, 1 North, 2 East, 3 South, 4 West = 0

    Admin Whole number Default 0

  1242. deepsea.ghostship_count Number of ghost ship to spawn in the deep sea zone = 4

    Admin Whole number Default 4

  1243. deepsea.ghostship_edgemargin Minimum distance in metres ghost ships must be from the deep sea boundary edge when spawning = 450

    Admin Decimal number Default 450

  1244. deepsea.ghostship_mindist Minimum distance in metres required between ghost ships = 400

    Admin Decimal number Default 400

  1245. deepsea.ghostship_radius Exclusion radius in metres around ghost ship = 80

    Admin Decimal number Default 80

  1246. deepsea.hackablecrate_count Number of hackable crates to spawn in the deep sea = 1

    Admin Whole number Default 1

  1247. deepsea.island_count Number of islands to spawn in the deep sea zone = 6

    Admin Whole number Default 6

  1248. deepsea.island_edgemargin Minimum distance in metres islands must be from the deep sea boundary edge when spawning = 750

    Admin Decimal number Default 750

  1249. deepsea.island_mindist Minimum distance in metres required between islands = 600

    Admin Decimal number Default 600

  1250. deepsea.island_portal_terrain_distance Distance in metres from the main island shore at which deep sea entrance portals are placed = 750

    Admin Decimal number Default 750

  1251. deepsea.island_radius Exclusion radius in metres around islands = 300

    Admin Decimal number Default 300

  1252. deepsea.islands_billboard_scale Scale multiplier for the deep sea island billboards Client
  1253. deepsea.leavedeepsea Teleports the player (or their mounted vehicle) back to the main island from the deep sea.

    Admin

  1254. deepsea.logs When enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debugging = false

    Admin On / off Default false

  1255. deepsea.loot_respawn_scale Population multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double = 1

    Admin Decimal number Default 1

  1256. deepsea.loot_scale Population multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double = 1

    Admin Decimal number Default 1

  1257. deepsea.mainisland_billboard_scale Scale multiplier for the main island billboard seen from the deep sea Client
  1258. deepsea.navmesh_spawninterval When generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening. = 5

    Admin Decimal number Default 5

  1259. deepsea.open Initiates the deep sea opening sequence

    Admin

  1260. deepsea.openonserverwipe Should the deep sea open as soon as the server wiped? = false

    Admin On / off Default false

  1261. deepsea.printboatteleports Prints what players on the player's boat will be teleported to the deep sea

    Admin

  1262. deepsea.printentitycount Prints a breakdown of all entities currently in the deep sea

    Admin

  1263. deepsea.printloot Prints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea

    Admin

  1264. deepsea.printtimetowipe Prints the current time remaining until the deep sea wipes

    Admin

  1265. deepsea.rhib_count Number of RHIB boat groups to spawn in the deep sea = 4

    Admin Whole number Default 4

  1266. deepsea.rhib_edgemargin Minimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning = 1150

    Admin Decimal number Default 1150

  1267. deepsea.rhib_mindist Minimum distance in metres required between RHIB groups = 300

    Admin Decimal number Default 300

  1268. deepsea.rhib_radius Exclusion radius in metres around each RHIB group = 10

    Admin Decimal number Default 10

  1269. deepsea.settimetonextopening Sets the time in seconds until the deep sea re-opens after a wipe

    Admin Takes number (default 0)

  1270. deepsea.settimetowipe Sets the time in seconds until the deep sea wipe triggers

    Admin Takes number (default 0)

  1271. deepsea.spawnfloatingcityhere Spawns a random floating city prefab at the player position

    Admin

  1272. deepsea.spawnghostshiphere Spawns a random ghost ship prefab at the player position

    Admin

  1273. deepsea.spawngroups_spawninterval When generating, the interval in seconds in between each spawn groups fill (dwellings/crates/scientists on island, ghost ships). Increase if you're experiencing lag when the deep sea is opening. = 0.15

    Admin Decimal number Default 0.15

  1274. deepsea.spawnislandhere Spawns a random deep sea island prefab at the player position

    Admin

  1275. deepsea.spawnrhibgrouphere Spawns a RHIB patrol boat group at the player position

    Admin

  1276. deepsea.status Prints the current deep sea status

    Admin

  1277. deepsea.stricttransitionreposition Ensure all players on a mounted boat are repositioned after a transition, if this is false we rely on parenting exclusively = true

    Admin On / off Default true

  1278. deepsea.terrain_everywhere Applies the deep sea terrain config and foliage to the whole map, not just inside the deep sea = false

    Admin On / off Default false Saved

  1279. deepsea.testportalspawnlocation Tests whether the calling player's current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in seconds

    Admin Takes number (default 25) · number (default 10)

  1280. deepsea.wipecooldownmax Maximum seconds before a deep sea re-opens after closing = 5400

    Admin Decimal number Default 5400

  1281. deepsea.wipecooldownmin Minimum seconds before a deep sea re-opens after closing = 5400

    Admin Decimal number Default 5400

  1282. deepsea.wipeduration Duration in seconds of the deep sea wipe = 10800

    Admin Decimal number Default 10800

  1283. deepsea.wipeendphaseduration Duration in seconds of the final wipe phase, bad weather kicking in etc = 1800

    Admin Decimal number Default 1800 Saved

  1284. deepsea.wiperadiationphaseduration Seconds before radiation starts to ramp in before the deep sea wipe = 300

    Admin Decimal number Default 300

  1285. demo.autodebugcam Automatically switch to the debug cam when loading a demo Client
  1286. demo.browser Opens demo browser Client
  1287. demo.cinematicshake Use the cinematic multi-layer camera shake in demos. Client
  1288. demo.cinematicshake_amplitude Client
  1289. demo.cinematicshake_frequency Client
  1290. demo.compatibilitylayer Enable demo compatibility layer to resolve renamed/moved prefabs from older recordings Client
  1291. demo.compressshotkeyframes Compresses demo shot keyframes, saving space at the cost of fidelity Client
  1292. demo.dollyaddkey Adds a dolly camera keyframe at the current camera position while in the demo dolly editor Client
  1293. demo.dollypreview Shows a picture in picture preview of the dolly camera while the demo dolly editor is open Client
  1294. demo.dollypreview_fps How many times a second the demo dolly editor preview re-renders Client
  1295. demo.dollypreview_height Vertical resolution of the demo dolly editor preview Client
  1296. demo.dollyremovekey Removes the dolly camera keyframe the camera is looking at while in the demo dolly editor Client
  1297. demo.forcepowergridstage When >= 0, forces powergrid stage to return as this value during demo playback. -1 for whatever the saved value is in the demo timeline. Client
  1298. demo.jump Jump to a set time within the demo Client
  1299. demo.newui Enables the new demo UI, can be toggled while in a demo Client
  1300. demo.pause Pauses a running demo (same as setting timescale to 0) Client
  1301. demo.play Plays back a previously recorded demo file by filename, loading the demo world and starting playback from the beginning Client
  1302. demo.playernames Prints all player names in the demo Client
  1303. demo.readcfg Reads the cfg for the current playing demo. This is run when starting a demo Client
  1304. demo.record Starts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connected

    Admin Takes player name or Steam ID

  1305. demo.record Starts recording a client-side demo to a file with the given name in the demos/ folder; requires being connected to a server Client
  1306. demo.recorder Show/hide demo recorder UI Client
  1307. demo.recordlist Comma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recording = ""

    Admin Text Default "" Saved

  1308. demo.recordlistmode Controls the behavior of recordlist, 0=whitelist, 1=blacklist = 0

    Admin Whole number Default 0 Saved

  1309. demo.redocurrentshot During demo playback, resets the current camera shot back to its start, replaying it from the beginning Client
  1310. demo.resume Resumes a running demo Client
  1311. demo.showcommunityui When enabled, shows community UI elements (clan tags, badges) during demo playback Client
  1312. demo.showlocalplayernametag When enabled, shows the local player name tag above their head during demo playback; useful for identifying the recorded player in third-person shots Client
  1313. demo.skip Skip forward or backwards by a set amount of seconds. Use negative numbers to go backwards. Client
  1314. demo.splitmegabytes Maximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large = 200

    Admin Decimal number Default 200

  1315. demo.splitseconds Maximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour) = 3600

    Admin Decimal number Default 3600

  1316. demo.stop Stops the active server-side demo recording for the specified player and finalises the demo file

    Admin Takes player name or Steam ID

  1317. demo.stop Stops any active client-side demo recording or playback and finalises the file Client
  1318. demo.timeline_max_zoom Maximum demo timeline zoom multiplier, default to 0 for auto. Client
  1319. demo.timescale Playback speed multiplier for demo replay; 1.0 = real-time, 2.0 = double speed, 0.5 = half speed; clamped to 0-50 Client
  1320. demo.togglehud Toggles the demo playback HUD on or off, equivalent to toggling demo.ui Client
  1321. demo.togglenvg Toggles NVG screen effect (only works in demos) Client
  1322. demo.toggleplay Toggles demo playback between play and pause; bind a key to this for the demo editor Client
  1323. demo.togglerecord Toggles camera path recording on or off while in the demo record camera mode Client
  1324. demo.ui When enabled, shows the demo playback control UI overlay during demo playback; disabling hides all playback controls Client
  1325. drone.altitudespeedoverride If greater than zero, overrides the drone's vertical movement speed = 0

    Admin Decimal number Default 0

  1326. drone.disablesamtargeting Stops SAM sites from targeting drones. = false

    Admin On / off Default false

  1327. drone.maxcontrolrange How far drones can be flown away from the controlling computer station = 600

    Admin Decimal number Default 600 Saved

  1328. drone.movementspeedoverride If greater than zero, overrides the drone's planar movement speed = 0

    Admin Decimal number Default 0

  1329. drone.samproximityfuseradius Radius at which a SAM missile's proximity fuse detonates against drones, capped by the missile's 20m trigger sphere = 10

    Admin Decimal number Default 10

  1330. drone.windlerpspeed Client
  1331. drone.windpositiondivisor Client
  1332. drone.windpositionscale Client
  1333. drone.windrotationmultiplier Client
  1334. drone.windtimedivisor Client
  1335. droppeditem.broadcast_debug_ddraw Will broadcast debug ddraw information on ALL dropped items to ALL players = false

    Admin On / off Default false

  1336. droppeditem.remove_rb_on_sleep Whether Rigidbody components are removed from DroppedItems when sleeping = false

    Admin On / off Default false

  1337. droppeditem.underwater_drag_budget_ms How many milliseconds to spend on updating underwater drag levels = 0.05

    Admin Decimal number Default 0.05

  1338. dungeonnavmesh.use_baked_terrain_mesh Declared with the dungeon navmesh, but nothing in the server code reads it. = true

    Admin On / off Default true

  1339. dynamicnavmesh.use_baked_terrain_mesh Has the dynamic navmesh use the baked terrain mesh when it rebuilds. = false

    Admin On / off Default false

  1340. effects.antialiasing Anti-aliasing mode: 0 = None, 1 = FXAA, 2 = SMAA, 3 = TSSAA (temporal); higher modes reduce jagged edges at increasing GPU cost Client
  1341. effects.ao Enables ambient occlusion post-processing; adds contact shadows in corners and crevices, improving depth perception at a moderate GPU cost Client
  1342. effects.bloom Enables bloom post-processing; causes bright light sources and emissive surfaces to bleed glow onto surrounding pixels Client
  1343. effects.clearallgibs Destroys all currently active gib (debris) objects in the world and reports the count removed; useful for recovering performance after a large battle Client
  1344. effects.creationeffects When enabled, plays visual effects (sparks, dust, etc.) when objects are built or placed in the world Client
  1345. effects.currentgibcount Prints the current number of gib objects active in the world; compare against maxgibs to see how close the budget is to being reached Client
  1346. effects.footsteps When enabled, plays footstep sounds for the local player; disabling silences footsteps without affecting other audio Client
  1347. effects.hurtoverlay Enables the blood/damage overlay displayed on-screen when the player takes damage; disable to reduce visual clutter when injured Client
  1348. effects.hurtoverleyapplylighting When enabled, the hurt overlay is tinted by the current scene lighting rather than displayed as a flat colour, making it blend more naturally with the environment Client
  1349. effects.lensdirt Enables lens dirt overlay; adds a subtle dirt/smudge texture to the camera lens bloom, simulating a dirty camera sensor Client
  1350. effects.maxgibdist Maximum distance in metres at which gib objects are visible and simulated; gibs beyond this range are culled to save CPU and GPU Client
  1351. effects.maxgiblife Maximum lifetime in seconds a gib object is kept alive before being automatically removed, regardless of the gib budget Client
  1352. effects.maxgibs Maximum number of gib (debris) objects that can exist in the world simultaneously; excess gibs are culled oldest-first to stay within this budget Client
  1353. effects.mingiblife Minimum lifetime in seconds a gib object persists before it can be destroyed by the gib budget cull Client
  1354. effects.motionblur Enables motion blur post-processing; blurs fast-moving objects and camera rotations to simulate camera shutter exposure Client
  1355. effects.otherplayerslightflares When enabled, renders light flare effects on torch flames and other light sources held or worn by other players; disable to reduce visual noise in crowded areas Client
  1356. effects.shafts Enables god ray / light shaft effects; renders volumetric light beams through foliage and openings, increasing atmospheric quality Client
  1357. effects.sharpen Enables sharpening post-processing pass; enhances fine detail and edge contrast, particularly useful when TSSAA softens the image Client
  1358. effects.showoutlines Show outlines of objects when applicable i.e. dropped items Client
  1359. effects.vignet Enables vignette post-processing; darkens the screen edges to draw focus toward the centre of the view Client
  1360. effectscalewithcameradistance.on When enabled, effects that use EffectScaleWithCameraDistance will scale their size based on the distance from the camera; disable to use fixed size Client
  1361. egghuntevent.includebots Will spawn eggs for bots, only for debug purposes - don't enable it! = false

    Admin On / off Default false

  1362. electricbattery.battery 'charge' (default to full), 'deplete' Client
  1363. electricbattery.batteryid Charges or drains a battery by entity ID. Takes charge or deplete, then the ID, then an optional amount.

    Admin Takes text

  1364. electricbattery.dischargebudgetms Milliseconds per frame the server may spend on battery discharge. = 0.05

    Admin Decimal number Default 0.05 Saved

  1365. entity.countby Count all entities created by provided users (separate users by space)

    Admin

  1366. entity.debug_lookat Prints debug info about the entity the local player is currently looking at, including net ID, prefab name, and component list Client
  1367. entity.debug_toggle Toggles the debug info overlay for an entity by net ID, showing position, velocity, health, and network state in the world

    Admin

  1368. entity.deleteby Destroy all entities created by provided users (separate users by space)

    Admin

  1369. entity.deletebytextblock Destroy all entities created by users in the provided text block (can use with copied results from ent auth)

    Admin Takes text

  1370. entity.downloadsign Downloads the sign currently being looked at to disk with the supplied filename Client
  1371. entity.find_entity Lists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client

    Admin Takes text

  1372. entity.find_entity Lists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client Client
  1373. entity.find_group Lists all networked entities belonging to the given network group ID in a formatted table; admin-only on client

    Admin Takes whole number (default 0)

  1374. entity.find_group Lists all networked entities belonging to the given network group ID in a formatted table; admin-only on client Client
  1375. entity.find_id Lists the networked entity with the given network entity ID in a formatted table; admin-only on client

    Admin

  1376. entity.find_id Lists the networked entity with the given network entity ID in a formatted table; admin-only on client Client
  1377. entity.find_parent Lists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client

    Admin

  1378. entity.find_parent Lists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client Client
  1379. entity.find_radius Lists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client

    Admin Takes whole number (default 10)

  1380. entity.find_radius Lists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client Client
  1381. entity.find_self Lists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client

    Admin

  1382. entity.find_self Lists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client Client
  1383. entity.find_status Lists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client

    Admin Takes text

  1384. entity.find_status Lists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client Client
  1385. entity.nudge Applies a small positional nudge to an entity by net ID, useful for unsticking entities that are clipping into geometry

    Admin

  1386. entity.set_battery_charge Sets the charge level of an electric battery entity by net ID to the given percentage (0-100)

    Admin Takes number (default 0)

  1387. entity.spawn Spawns a server entity by prefab name at a given world position and direction; returns the spawned entity net ID

    Admin

  1388. entity.spawn Spawns a client-side entity by prefab name or path at the position the local player is looking at; admin/developer only Client
  1389. entity.spawnat spawnat <entityName> <worldPos> [worldRotationAngles] Client
  1390. entity.spawngrid Spawns a grid of server entities by prefab name centred at a position; useful for stress-testing entity counts

    Admin

  1391. entity.spawnhere spawnhere <entityName> [distance] [worldRotationAngles] Client
  1392. entity.spawnitem Spawns a dropped item entity server-side by item short name at a given world position

    Admin

  1393. entity.spawnitem Spawns a dropped item entity client-side by item short name at the local player look position; admin/developer only Client
  1394. entity.spawnlootfrom Spawns a copy of the loot table from one container prefab into the world at the calling player position

    Admin Takes whole number (default 1)

  1395. entity.spawnplants Spawn every stage of every plant inside it's own planter, with an optional filter

    Admin Takes text

  1396. entity.spawnvendor Spawns a complete NPC vendor by vendor name - both the shopkeeper NPC and the invisible vending machine it needs - at the position the calling player is looking at

    Admin

  1397. entity.spawnview Spawns the entity at the position and orientation of the camera - spawnview <entityName> [distance] [worldRotationAngles] Client
  1398. entity.uploadsign Sets a sign to display the given PNG image Client
  1399. env.addtime Advances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing

    Admin

  1400. env.cloudmovement When enabled, cloud layers move across the sky over time; disabling freezes clouds in place for consistent lighting or screenshots Client
  1401. env.cloudrotation Current rotation angle of the cloud layer in degrees; can be set to reposition clouds for lighting tests or screenshots Client
  1402. env.day Gets or sets the current in-game day of the month; used for calendar-driven events and date display

    Admin Whole number

  1403. env.daylength How many real minutes one in-game day lasts on the server. Not sent to clients, whose sky keeps its own day length between time syncs, so lower it headless or in the editor to run a day through quickly. Never zero, freeze time with env.progresstime instead

    Admin Decimal number

  1404. env.month Gets or sets the current in-game month (1-12); used for seasonal event triggers and calendar display

    Admin Whole number

  1405. env.nightlight_brightness Night light setting the server only passes on to clients. Nothing on the server reads it. = 0.008

    Admin Decimal number Default 0.008 Saved

  1406. env.nightlight_debugcamera_enabled Toggles nightlight screen effect when using debug camera Client
  1407. env.nightlight_distance Night light setting the server only passes on to clients. Nothing on the server reads it. = 5

    Admin Decimal number Default 5 Saved

  1408. env.nightlight_enabled When enabled, ambient night lighting is applied at night; disabling makes nights pitch-black for horror or specific event scenarios Client
  1409. env.nightlight_fadefraction Night light setting the server only passes on to clients. Nothing on the server reads it. = 0.65

    Admin Decimal number Default 0.65 Saved

  1410. env.oceanlevel Height of the sea surface, in meters. = 0

    Admin Decimal number Default 0 Saved

  1411. env.progresstime When enabled, the server advances the in-game time of day automatically; disabling freezes time at its current value

    Admin On / off

  1412. env.redmoon Sky setting the server only passes on to clients. Nothing on the server reads it. = false

    Admin On / off Default false Saved

  1413. env.skyrotation Rotates the entire sky environment (including sun and moon positions) by the given angle; useful for controlling light direction without changing time of day Client
  1414. env.time Gets or sets the current in-game time of day as a decimal hour (0.0-24.0); writing a value immediately jumps the time to that point

    Admin Decimal number

  1415. env.year Gets or sets the current in-game year; used for date display and long-running server event tracking

    Admin Whole number

  1416. espcanvas.colourcodeteams Admin-only: when enabled, ESP player info elements are coloured by team membership using the configured team colour IDs Client
  1417. espcanvas.disableocclusionchecks Admin-only: when enabled, occlusion checks are skipped for ESP player info elements so they are always visible regardless of walls Client
  1418. espcanvas.maxnameplates Max amount of nameplates to show at once Client
  1419. espcanvas.nameplateautosize Admin-only: Should the nameplates size dynamically change based on distance? Client
  1420. espcanvas.nameplateautosize_falloff Admin-only: Nameplate falloff distance for autosizing (smaller values cause the text to shrink at closer distances). Client
  1421. espcanvas.overridemaxdisplaydistance Admin-only: overrides the maximum distance at which ESP player info elements are shown; 0 = use default distance Client
  1422. espcanvas.showhealth Admin-only: when enabled, player health values are shown in ESP player info elements above each player Client
  1423. espcanvas.showvoip Admin-only: when enabled, an icon will be displayed as part of ESP player info elements for each player that is currently communicating over in-game voice chat Client
  1424. espcanvas.userandomteamcolours Admin-only: when enabled, ESP player info team colours are randomised per team rather than using the configured team ID colour mapping Client
  1425. espplayerinfo.blueteamid Team ID value used to colour-code ESP player info elements in blue for admin team identification; saved and server-settable Client
  1426. espplayerinfo.framebudgetms Client
  1427. espplayerinfo.grayteamid Team ID value used to colour-code ESP player info elements in gray for admin team identification; saved and server-settable Client
  1428. espplayerinfo.greenteamid Team ID value used to colour-code ESP player info elements in green for admin team identification; saved and server-settable Client
  1429. espplayerinfo.lavenderteamid Team ID value used to colour-code ESP player info elements in lavender for admin team identification; saved and server-settable Client
  1430. espplayerinfo.mintteamid Team ID value used to colour-code ESP player info elements in mint for admin team identification; saved and server-settable Client
  1431. espplayerinfo.orangeteamid Team ID value used to colour-code ESP player info elements in orange for admin team identification; saved and server-settable Client
  1432. espplayerinfo.pinkteamid Team ID value used to colour-code ESP player info elements in pink for admin team identification; saved and server-settable Client
  1433. espplayerinfo.purpleteamid Team ID value used to colour-code ESP player info elements in purple for admin team identification; saved and server-settable Client
  1434. espplayerinfo.redteamid Team ID value used to colour-code ESP player info elements in red for admin team identification; saved and server-settable Client
  1435. espplayerinfo.yellowteamid Team ID value used to colour-code ESP player info elements in yellow for admin team identification; saved and server-settable Client
  1436. events.print_server_events Prints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time

    Admin

  1437. events.set_event_enabled Enables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled

    Admin Takes text · true or false (default false)

  1438. events.set_event_max_delay Sets the maximum delay in seconds between automatic triggers of the named server event

    Admin Takes text · number (default 0)

  1439. events.set_event_min_delay Sets the minimum delay in seconds between automatic triggers of the named server event

    Admin Takes text · number (default 0)

  1440. eventschedule.killallevents Kills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents

    Admin

  1441. eventschedule.triggerevent Triggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous

    Admin Takes text

  1442. eventschedulewipeoffset.event_hours_before_wipe Number of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe = 24

    Admin Decimal number Default 24

  1443. excavatorsignalcomputer.automaticchargeneededforsupplies Amount of charge required for the excavator to automatically trigger supply drop delivery without player activation = 600

    Admin Decimal number Default 600

  1444. excavatorsignalcomputer.chargeneededforsupplies Amount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop = 600

    Admin Decimal number Default 600

  1445. farmableanimal.simhours Simulates the provided number of hours on all farm animals within 10m

    Admin Takes whole number (default 0)

  1446. file.debug Enables verbose debug logging for the file system abstraction layer, logging all file read/write operations to the console Client
  1447. file.time When enabled, measures and logs the time taken for each file system operation, helping identify slow asset or config file loading Client
  1448. fishing.debugoverfishing Logs the overfishing checks to the server console. = false

    Admin On / off Default false

  1449. fishing.disableoverfishing Turns overfishing off, so a fishing spot never runs dry. = false

    Admin On / off Default false Saved

  1450. fishing.overfishedareadurationminutes Minutes a fishing spot stays overfished. = 30

    Admin Decimal number Default 30 Saved

  1451. fishing.overfishedarearadius Radius, in meters, of an overfished area. = 16

    Admin Decimal number Default 16 Saved

  1452. fishing.successesuntiloverfished Catches in one spot before it becomes overfished. = 25

    Admin Whole number Default 25 Saved

  1453. fps.build_info Show build information in the F8 performance overlay if available Client
  1454. fps.frame_timing Show detailed frame timing bars in the F8 performance overlay Client
  1455. fps.graph Controls the FPS graph overlay mode; 0 = off, higher values show increasingly detailed frame time graphs and performance metrics Client
  1456. fps.limit Caps the server's frame rate.

    Admin Whole number Saved

  1457. fps.limit Target application frame rate cap; 0 = unlimited; on client clamped to 240; on server limits tick dispatch rate; saved between sessions Client
  1458. fps.limitinbackground When enabled, caps the frame rate to 15 FPS when the game window loses focus, reducing CPU/GPU usage while the game is in the background Client
  1459. fps.limitinmenu When enabled, applies the fps.limit cap while in the main menu, preventing unnecessary GPU usage on the menu screen Client
  1460. fps.rainbow Show the old rainbow bar in the F8 performance overlay Client
  1461. fps.startlogging This is going to log your FPS into a file, call stoplogging to stop the logging Client
  1462. fps.stoplogging Stops an active FPS logging session started with fps.StartLogging and writes the collected frame data to disk Client
  1463. fps.world_info Show world information in the F8 performance overlay Client
  1464. frankensteinbrain.movetowardsrate Seconds between two destination updates while the Frankenstein pet walks to a point. = 1

    Admin Decimal number Default 1

  1465. frankensteinpet.decayminutes How long before a Frankenstein Pet dies un controlled and not asleep on table = 180

    Admin Decimal number Default 180

  1466. frog.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  1467. fuzzysearch.search_similarity_modifier How similar the server name must be to the search filter to be included in the results. (0 is exact match, 1 is no match at all) Client
  1468. gamemode.set Sets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore)

    Admin Takes text

  1469. gamemode.setteam Puts you on another team in a game mode that runs teams. Your score resets and you respawn. Takes the team number, starting at 0. Any player

    Takes whole number (default 0)

  1470. gamemodesoftcore.allow_tc_corpse_no_building Lets a destroyed tool cupboard leave its contents behind as a lootable corpse even with no building attached. = true

    Admin On / off Default true

  1471. gamemodesoftcore.gather_rate Global multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yield = 2

    Admin Decimal number Default 2 Saved

  1472. gamemodesoftcore.reclaim_building_auth When enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base = false

    Admin On / off Default false

  1473. gamemodesoftcore.reclaim_fraction_belt Fraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%) = 0.5

    Admin Decimal number Default 0.5

  1474. gamemodesoftcore.reclaim_fraction_main Fraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%) = 0.5

    Admin Decimal number Default 0.5

  1475. gamemodesoftcore.reclaim_fraction_wear Fraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%) = 1

    Admin Decimal number Default 1

  1476. gamemodesoftcore.reclaim_suicide When enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill) = false

    Admin On / off Default false

  1477. gamephysics.defaultmaxresultsperquery How many results to collect per command - DONT set this too low or you'll risk missing results = 48

    Admin Whole number Default 48

  1478. gametip.hidegametip Hides the game tip HUD element, fading it out over 1 second; can be called from server Client
  1479. gametip.listgametips Returns the array of all registered game tip definitions for console inspection Client
  1480. gametip.server_event_tips Whether server events will show on the client as toast notifications Client
  1481. gametip.showgametip Displays a game tip message on the HUD using the game tip canvas, fading it in over 1 second; can be called from server Client
  1482. gametip.showgametips When enabled, game tips can be displayed on the HUD; disable to suppress all game tip messages; saved between sessions Client
  1483. gametip.showtoast Will show a game tip on the player screen <style> <text> Client
  1484. gametip.showtoast_translated Will show a translated game tip on the player screen <style> <key> <english> <overlay> <args> Client
  1485. gc.alloc Allocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput

    Admin Takes whole number (default 1048576)

  1486. gc.alloc Allocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput Client
  1487. gc.buffer Raw size in bytes of the GC buffer allocation; do not set directly - use gc.buffer_enabled and let the system manage allocation Client
  1488. gc.buffer_enabled Enables the managed memory GC buffer, which pre-allocates a buffer to delay GC collections and reduce GC-induced frame hitches Client
  1489. gc.collect Triggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling

    Admin

  1490. gc.collect Triggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling Client
  1491. gc.debuglevel Controls the verbosity of GC debug output; higher values print more details about collection frequency and memory pressure Client
  1492. gc.enabled When enabled, this system is globally active; disable to deactivate the system for the current session

    Admin On / off

  1493. gc.enabled When enabled, this system is globally active; disable to deactivate the system for the current session Client
  1494. gc.incremental_enabled Read-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime

    Admin On / off

  1495. gc.incremental_enabled Read-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime Client
  1496. gc.incremental_milliseconds Time slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames

    Admin Whole number

  1497. gc.incremental_milliseconds Time slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames Client
  1498. gc.unload Calls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM

    Admin

  1499. gc.unload Calls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM Client
  1500. geolocation.auto_detect_country Client
  1501. geolocation.geo_status Print current GeoLocation state Client
  1502. geolocation.phrases_count Print how many country phrases are loaded Client
  1503. geolocation.search Simulate a country search query and log matching results Client
  1504. geolocation.window_state Print UI_CountrySelection window state Client
  1505. gesturecollection.showadmincinematicgesturesinbindings When enabled, admin-only cinematic gestures are shown in the gesture binding UI for assignment Client
  1506. gesturecollection.slot0ring0bind Saved gesture binding for radial menu ring 0, slot 0; default clap Client
  1507. gesturecollection.slot0ring1bind Saved gesture binding for radial menu ring 1, slot 0; empty by default Client
  1508. gesturecollection.slot10ring0bind Saved gesture binding for radial menu ring 0, slot 10; default raiseroof Client
  1509. gesturecollection.slot10ring1bind Saved gesture binding for radial menu ring 1, slot 10; empty by default Client
  1510. gesturecollection.slot11ring0bind Saved gesture binding for radial menu ring 0, slot 11; default cabbagepatch Client
  1511. gesturecollection.slot11ring1bind Saved gesture binding for radial menu ring 1, slot 11; empty by default Client
  1512. gesturecollection.slot12ring0bind Saved gesture binding for radial menu ring 0, slot 12; default twist Client
  1513. gesturecollection.slot12ring1bind Saved gesture binding for radial menu ring 1, slot 12; empty by default Client
  1514. gesturecollection.slot1ring0bind Saved gesture binding for radial menu ring 0, slot 1; default surrender Client
  1515. gesturecollection.slot1ring1bind Saved gesture binding for radial menu ring 1, slot 1; empty by default Client
  1516. gesturecollection.slot2ring0bind Saved gesture binding for radial menu ring 0, slot 2; default hurry Client
  1517. gesturecollection.slot2ring1bind Saved gesture binding for radial menu ring 1, slot 2; empty by default Client
  1518. gesturecollection.slot3ring0bind Saved gesture binding for radial menu ring 0, slot 3; default ok Client
  1519. gesturecollection.slot3ring1bind Saved gesture binding for radial menu ring 1, slot 3; empty by default Client
  1520. gesturecollection.slot4ring0bind Saved gesture binding for radial menu ring 0, slot 4; default point Client
  1521. gesturecollection.slot4ring1bind Saved gesture binding for radial menu ring 1, slot 4; empty by default Client
  1522. gesturecollection.slot5ring0bind Saved gesture binding for radial menu ring 0, slot 5; default shrug Client
  1523. gesturecollection.slot5ring1bind Saved gesture binding for radial menu ring 1, slot 5; empty by default Client
  1524. gesturecollection.slot6ring0bind Saved gesture binding for radial menu ring 0, slot 6; default thumbsdown Client
  1525. gesturecollection.slot6ring1bind Saved gesture binding for radial menu ring 1, slot 6; empty by default Client
  1526. gesturecollection.slot7ring0bind Saved gesture binding for radial menu ring 0, slot 7; default thumbsup Client
  1527. gesturecollection.slot7ring1bind Saved gesture binding for radial menu ring 1, slot 7; empty by default Client
  1528. gesturecollection.slot8ring0bind Saved gesture binding for radial menu ring 0, slot 8; default victory Client
  1529. gesturecollection.slot8ring1bind Saved gesture binding for radial menu ring 1, slot 8; empty by default Client
  1530. gesturecollection.slot9ring0bind Saved gesture binding for radial menu ring 0, slot 9; default wave Client
  1531. gesturecollection.slot9ring1bind Saved gesture binding for radial menu ring 1, slot 9; empty by default Client
  1532. global.add_wallpaper_radius <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random

    Admin Takes text · number (default 0)

  1533. global.addcctvcode Adds a cctv code to a Computer Station, look at the station when running the command Client
  1534. global.adminambientmultiplier if >= 0 the ambient light intensity will be forced to this Client
  1535. global.adminclouds if >= 0 the clouds amount will be forced to this value Client
  1536. global.adminfog if >= 0 the fog amount will be forced to this value Client
  1537. global.adminlight if >= 0 the sky light intensity will be forced to this Client
  1538. global.adminrain if >= 0 the rain amount will be forced to this value Client
  1539. global.adminreflectionmultiplier if >= 0 the reflection probe intensity will be forced to this Client
  1540. global.admintime if >= 0 the time of day (hour) will be forced to this Client
  1541. global.adminui_deleteugccontent Clears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity component

    Admin

  1542. global.adminui_fullrefresh Triggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at once

    Admin

  1543. global.adminui_receivecommands Client-side handler that receives the list of editable server convars from the server and passes it to the admin UI; called server-to-client, not manually Client
  1544. global.adminui_receiveplayerlist Client-side handler that receives a JSON player list from the server and passes it to the admin UI; called server-to-client, not manually Client
  1545. global.adminui_receiveserverinfo Client-side handler that receives serialised server info from the server and passes it to the admin UI; called server-to-client, not manually Client
  1546. global.adminui_receiveugclist Client-side handler that receives a serialised UGC entity list from the server and passes it to the admin UI; called server-to-client, not manually Client
  1547. global.adminui_requestfireworkpattern Sends the firework pattern design data for the specified pattern firework entity to the requesting admin client

    Admin

  1548. global.adminui_requestplayerlist Server-side handler that serialises and sends the current player list to the requesting admin client for display in the admin UI

    Admin

  1549. global.adminui_requestserverconvars Server-side handler that collects all ServerAdmin+ShowInAdminUI convars and sends them to the admin client for editing via the admin UI

    Admin

  1550. global.adminui_requestserverinfo Server-side handler that serialises and sends current server info (name, players, FPS, etc.) to the requesting admin client

    Admin

  1551. global.adminui_requestugccontent Server-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin client

    Admin Takes whole number (default 0) · whole number (default 0) · whole number (default 0)

  1552. global.adminui_requestugclist Server-side handler that scans all entities for UGC content (images, patterns, vending names) and sends a serialised list to the admin client

    Admin

  1553. global.adminwind if >= 0 the wind amount will be forced to this value Client
  1554. global.allowadminui Controls whether the in-game admin UI is displayed to admins = true

    Admin On / off Default true Saved

  1555. global.applygenes <gene string> - Applies the given genes (e.g. "YYYGGG") to the clone/seed in your hands

    Admin Takes text (default YYYGGG)

  1556. global.aquaticvehicledismounttime How long you need to hold Jump for in order to dismount a water based vehicle Client
  1557. global.authcount Returns all entities that the provided player is authed to (TC's, locks, etc), supports --json

    Admin Takes player name or Steam ID · text

  1558. global.authradius Authorises the specified player (or caller if none given) to all tool cupboards within the given radius around them

    Admin Takes number (default -1) · player name or Steam ID

  1559. global.authradius_multi Authorises multiple specified players to all tool cupboards within the given radius around the calling admin

    Admin Takes number (default -1)

  1560. global.authradius_radius Finds all players within playerRadius of the caller, then authorises each of them to TCs within authRadius of themselves

    Admin Takes number (default -1) · number (default -1)

  1561. global.ban ban <player> <reason> [optional duration]

    Admin Takes player name or Steam ID · text (default No Reason Given)

  1562. global.banid banid <steamid> <username> <reason> [optional duration]

    Admin Takes text (default unnamed) · text (default no reason)

  1563. global.banlist List of banned users (sourceds compat)

    Admin

  1564. global.banlistex List of banned users - shows reasons and usernames

    Admin

  1565. global.bans List of banned users

    Admin

  1566. global.blockemoji Blocks any emoji from appearing Client
  1567. global.blockemojianimations Disables any emoji animations Client
  1568. global.blockserveremoji Blocks emoji provided by servers from appearing Client
  1569. global.breakclothing Breaks all equipped clothing items currently worn by the calling player, reducing their condition to zero

    Admin

  1570. global.breakitem Reduces the condition of all items in the calling player inventory whose short name matches the given string to zero, breaking them

    Admin

  1571. global.buildinfo Get information about this build

    Admin

  1572. global.carstats Get information about all the cars in the world

    Admin

  1573. global.censornudity Controls the nudity censorship level: 0 = none, 1 = censorship cubes, 2 = underwear shown; automatically forced to 2 in Chinese region builds Client
  1574. global.censorrecordings When enabled, silences and hides audio cassette recordings to prevent playback of user-recorded content Client
  1575. global.censorsigns When enabled, blurs or hides player-painted signs, photos, spray paint art, and sculptures to censor user-generated imagery Client
  1576. global.change_wallpaper_radius <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random

    Admin Takes text · number (default 0)

  1577. global.cinematicgingerbreadcorpses When enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's = false

    Admin On / off Default false

  1578. global.cinematicgingerbreadcorpses Client
  1579. global.clear_wallpaper_radius clear_wallpaper_radius <radius>

    Admin Takes number (default 0)

  1580. global.clearallsprays Removes all spray paint entities from the server world; useful for cleaning up excessive player spray art

    Admin

  1581. global.clearallspraysbyplayer Removes all spray paint entities created by a specific player, identified by Steam ID or name

    Admin

  1582. global.clearcctvcodes Clears all cctv codes from a Computer Station, look at the station when running the command Client
  1583. global.clearcontainer clearcontainer: Removes all items inside the container you're looking at

    Admin

  1584. global.clearcontainer_radius clearcontainer_radius <radius>: Removes all items inside a container within a radius

    Admin

  1585. global.cleardroppeditems Removes all dropped item entities from the server, cleaning up every piece of loot on the ground

    Admin

  1586. global.clearspraysatpositioninradius Removes all spray paint entities within a given radius of the specified world position (X Y Z)

    Admin Takes number (default 0)

  1587. global.clearspraysinradius Removes all spray paint entities within the given radius of the calling admin current position

    Admin Takes number (default 16)

  1588. global.clearugcbyplayer Clears UGC content from all entities that have the specified player (by name or Steam ID) in their editing history

    Admin Takes player name or Steam ID

  1589. global.clearugcentitiesinrange Clears UGC content from all entities within the given radius of a world position; reports how many entities were cleared

    Admin Takes number (default 0)

  1590. global.clearugcentity Clears all UGC content from a single entity by network ID; reports success or failure

    Admin

  1591. global.clearvendingmachinenamescontaining Clears the custom name UGC from all vending machines whose content string contains the given search text (case/symbol insensitive)

    Admin Takes text

  1592. global.clientperf Requests a performance report from every connected client; supports legacy and JSON formats; used for monitoring client frame rates and memory usage

    Admin Takes text (default legacy)

  1593. global.colliders Prints the count of enabled versus disabled Collider components currently in the scene

    Admin

  1594. global.colliders Prints the count of enabled versus disabled Collider components currently in the scene Client
  1595. global.consolescale Font size for the console window, 8-24 (default is 12) Client
  1596. global.copy_changeset Copies the current client and server changeset info to the clipboard Client
  1597. global.ddraw_netupdate When enabled, draws debug visualisations of network update positions for all nearby entities; admin-only; useful for debugging network interpolation Client
  1598. global.deauthradius Removes authorisation for the specified player (or caller) from all tool cupboards within the given radius

    Admin Takes number (default -1) · player name or Steam ID

  1599. global.deauthradius_multi Removes authorisation for multiple specified players from all tool cupboards within the given radius around the calling admin

    Admin Takes number (default -1)

  1600. global.deauthradius_radius Finds all players within playerRadius of the caller, then deauthorises each of them from TCs within authRadius of themselves

    Admin Takes number (default -1) · number (default -1)

  1601. global.debuglanguage 0 - Disabled, 1 - Display localization key, 2 - Display randomly generated strings Client
  1602. global.developer Developer mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging = 0

    Admin Whole number Default 0

  1603. global.developer Developer mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging Client
  1604. global.disable_clouds Client
  1605. global.disablebagdropping Disables the backpacks that appear after a corpse times out = false

    Admin On / off Default false

  1606. global.dump Dumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash.

    Admin

  1607. global.dump Dumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash. Client
  1608. global.dumpanimators Dumps a diagnostic snapshot of animators into a diagnostics subfolder

    Admin

  1609. global.dumpanimators Dumps a diagnostic snapshot of animators into a diagnostics subfolder Client
  1610. global.dumpentities Dumps a diagnostic snapshot of entities into a diagnostics subfolder

    Admin

  1611. global.dumpentities Dumps a diagnostic snapshot of entities into a diagnostics subfolder Client
  1612. global.dumplodgroups Dumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder

    Admin

  1613. global.dumplodgroups Dumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder Client
  1614. global.dumpnetwork Dumps a diagnostic snapshot of network info into a diagnostics subfolder

    Admin

  1615. global.dumpnetwork Dumps a diagnostic snapshot of network info into a diagnostics subfolder Client
  1616. global.dumpobjects Dumps a diagnostic snapshot of objects into a diagnostics subfolder

    Admin

  1617. global.dumpobjects Dumps a diagnostic snapshot of objects into a diagnostics subfolder Client
  1618. global.dumpphysics Dumps a diagnostic snapshot of physics into a diagnostics subfolder

    Admin

  1619. global.dumpphysics Dumps a diagnostic snapshot of physics into a diagnostics subfolder Client
  1620. global.dumppreprocess Dump list of prefabs pre-processed into a diagnostics subfolder

    Admin

  1621. global.dumppreprocess Dump list of prefabs pre-processed into a diagnostics subfolder Client
  1622. global.dumprootobjects Dumps a diagnostic snapshot of root objects (all gameobjects across all scenes) into a /diagnostics/ subfolder. WARNING: this will stall the server and can cause it to crash.

    Admin

  1623. global.dumprootobjects Dumps a diagnostic snapshot of root objects (all gameobjects across all scenes) into a /diagnostics/ subfolder. WARNING: this will stall the server and can cause it to crash. Client
  1624. global.dumpsysteminformation Dumps a diagnostic snapshot of system information into a diagnostics subfolder

    Admin

  1625. global.dumpsysteminformation Dumps a diagnostic snapshot of system information into a diagnostics subfolder Client
  1626. global.dumpwarmup Dumps a diagnostic snapshot of warmup info into a diagnostics subfolder

    Admin

  1627. global.dumpwarmup Dumps a diagnostic snapshot of warmup info into a diagnostics subfolder Client
  1628. global.enable_marker_teleport When enabled, right clicking on the map teleports you instead of placing a marker Client
  1629. global.ent Sends a command to the server followed by the ID of the entity we're looking at Client
  1630. global.entcount Returns all entities that the provided player has placed, supports --json

    Admin Takes player name or Steam ID · text

  1631. global.entid Runs an admin command (kill, lock, unlock, etc.) on a specific entity by network ID; blocks operation on players and point entities

    Admin Takes text · whole number (default 1) · number (default 0)

  1632. global.exec Executes a named cfg script file from the cfg directory; useful for applying batches of console commands stored in text files Client
  1633. global.fillcontainer fillcontainer <optional: category> - Fills the container you are looking at with random items, can also specify a category (ammunition, weapon etc.)

    Admin

  1634. global.fillcontainer_radius fillcontainer_radius <radius> <optional: category> - Fills containers with random items within a radius, can also specify a category

    Admin

  1635. global.fillinventory fillinventory <optional: category> - Fills your inventory with random items, can also specify a category (ammunition, weapon etc.)

    Admin

  1636. global.flyingvehicledismounttime How long you need to hold Jump for in order to dismount a flying vehicle Client
  1637. global.forceoffadminstatusoverlay Media: Forcefully disables all status overlays (god, creative, invis) Client
  1638. global.forceunloadbundles When enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident = true

    Admin On / off Default true

  1639. global.forceunloadbundles When enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident Client
  1640. global.free Clears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only

    Admin

  1641. global.free Clears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only Client
  1642. global.getugcinfo Returns a JSON object containing the UGC info (CRCs, type, player history) for the entity with the given network ID

    Admin

  1643. global.god If you're an admin this will enable god mode Client
  1644. global.groundvehicledismounttime How long you need to hold Jump for in order to dismount a car/snowmobile Client
  1645. global.hideinteracttextwhileads Hide interact text when aiming down sights Client
  1646. global.hideteamleadermapmarkers Hides all team leader map markers on the compass and map Client
  1647. global.horsedismounttime How long you need to hold Jump for in order to dismount a horse Client
  1648. global.hudcomponent Toggles or sets the active state of a named HUD component by searching the UIHUD hierarchy; supports special-casing the error text object Client
  1649. global.injure Puts the calling player or a named target into the wounded/downed state, simulating the critical injury bleed-out state

    Admin

  1650. global.injureplayer Puts the specified player into the wounded/downed state immediately without killing them; useful for testing the crawl/revive mechanics

    Admin Takes player name or Steam ID

  1651. global.job_system_threads Number of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs

    Admin Whole number

  1652. global.job_system_threads Number of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs Client
  1653. global.kick Kicks the specified player from the server with an optional reason; broadcasts the kick to chat and places them through the queue on reconnect

    Admin Takes player name or Steam ID · text (default no reason given)

  1654. global.kickall Kicks all currently connected players from the server with an optional reason; useful for forcing a restart or clearing the server

    Admin Takes text (default No Reason Given)

  1655. global.kill Kills you. Any player
  1656. global.killallplayers Deals lethal damage to every non-NPC player currently connected to the server; reports the number of players killed

    Admin

  1657. global.killallplayersradius Kill all players within the given radius Client
  1658. global.killbees Kills all bee swarms

    Admin

  1659. global.killplayer Deals 1000 damage to the specified player (by name/SteamID/bot) killing them immediately; useful for testing death logic without console kill commands

    Admin Takes player name or Steam ID

  1660. global.killplayerinview Kill the player you're looking at Client
  1661. global.language Sets the client display language by locale code (e.g. en, de, fr); forces all UI text to reload using the new localisation strings Client
  1662. global.limitflashing Limits the flashing frequency of music driven lights Client
  1663. global.listid List of banned users, by ID (sourceds compat)

    Admin

  1664. global.maxspraysperplayer If a player sprays more than this, the oldest spray will be destroyed. 0 will disable = 40

    Admin Whole number Default 40 Saved

  1665. global.maxthreads Maximum number of Unity job system worker threads; controls the background thread pool size for job dispatching = 8

    Admin Whole number Default 8

  1666. global.maxthreads Maximum number of Unity job system worker threads; controls the background thread pool size for job dispatching Client
  1667. global.moderatorid Adds the specified Steam64 ID as a server moderator with optional name and reason; grants admin flag to the player if connected

    Admin Takes text (default unnamed) · text (default no reason)

  1668. global.mute Mutes the specified connected player preventing them from using chat; optionally accepts a mute expiry timestamp for temporary mutes

    Admin Takes player name or Steam ID

  1669. global.mutelist Print a list of currently muted players

    Admin

  1670. global.objects Prints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes

    Admin

  1671. global.objects Prints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes Client
  1672. global.overrideoceanenvironmentlerp Controls how the ocean environment variables, -1=no override, 0=bottom of the ocean, 1=surface conditions Client
  1673. global.ownerid Adds the specified Steam64 ID as a server owner (auth level 2) with optional name and reason; requires the caller to also be auth level 2

    Admin Takes text (default unnamed) · text (default no reason)

  1674. global.perf Controls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage = 0

    Admin Whole number Default 0 Saved

  1675. global.perf Controls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage Client
  1676. global.perf_disable_gc_notif Media: This can be used to disable the performance text info when GC gets triggered Client
  1677. global.playerlist Get a list of players

    Admin

  1678. global.playerlistids Get a list of player's IDs

    Admin

  1679. global.players Print out currently connected clients etc

    Admin

  1680. global.print_wallpaper_skins Lists all wallpaper skins

    Admin

  1681. global.printallscenesinbuild Prints all scenes registered in the build settings with their build index and asset path

    Admin

  1682. global.printallscenesinbuild Prints all scenes registered in the build settings with their build index and asset path Client
  1683. global.processmidiinput Enables MIDI controller input for in-game instruments; disabling suppresses MIDI events even when a MIDI device is connected Client
  1684. global.queue Prints the current state of server-side stability check and surroundings update queues; reports nothing useful on client

    Admin

  1685. global.queue Prints the current state of server-side stability check and surroundings update queues; reports nothing useful on client Client
  1686. global.quit Quits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode

    Admin

  1687. global.quit Quits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode Client
  1688. global.readcfg Loads and applies the default graphics config, then reads cfg/client.cfg and cfg/keys.cfg to restore previously saved settings and bindings Client
  1689. global.recover Revives the calling player or a named target from the wounded state, restoring them to standing with a small amount of health

    Admin

  1690. global.recoverplayer Recovers the specified player from the wounded state, standing them back up at minimum health

    Admin Takes player name or Steam ID

  1691. global.redownload_signs Clears the local cache for all signs within the given radius (default: sign texture request distance) and re-downloads their images from the server Client
  1692. global.removecctvcode Removes a cctv code to a Computer Station, look at the station when running the command Client
  1693. global.removemoderator Removes moderator status from the specified Steam64 ID; removes admin flag from the player if currently connected

    Admin

  1694. global.removeowner Removes owner status from the specified Steam64 ID; removes admin flag from the player if currently connected

    Admin

  1695. global.removeskipqueue Removes skip queue permission from a SteamID

    Admin

  1696. global.report Runs a server performance diagnostic report covering entity counts, memory usage, and active invokes, outputting results to the server console

    Admin

  1697. global.respawn Respawns you when you are dead, without a sleeping bag. Any player
  1698. global.respawn_sleepingbag Respawns you at one of your sleeping bags when you are dead. Takes the bag's network ID, not its name. Any player

    Takes text

  1699. global.respawn_sleepingbag_favourite Marks one of your sleeping bags as a favourite, or unmarks it. Only works while you are dead. Takes the bag's network ID, then 1 or 0. Any player

    Takes whole number (default 0)

  1700. global.respawn_sleepingbag_remove Gives up one of your sleeping bags: it leaves your respawn list and stops being yours. Takes the bag's network ID. Any player

    Takes text

  1701. global.restart Schedules a server restart; optionally accepts a countdown in seconds and a broadcast message sent to all players before the restart occurs

    Admin Takes whole number (default 300)

  1702. global.richpresence Enables Steam Rich Presence, which broadcasts the current game activity (server name, player count) to Steam friends Client
  1703. global.say Sends a message in chat

    Admin Takes the rest of the line

  1704. global.serverinfo Get a list of information about the server

    Admin

  1705. global.setinfo Stores a key and a value on your connection, which is where the server reads the settings your client reports. Takes the key, then the value. Any player

    Takes text · text

  1706. global.setrccode Sets the code for a CCTV camera or any remote controllable with an identifier, look at the object when running the command Client
  1707. global.show_hidden_items When enabled, hidden/developer-only items are shown in item picker and drop menus in the admin UI; admin-only Client
  1708. global.showblood Enables blood particle effects and blood splatter visuals when players or entities are damaged; disabling hides gore for accessibility or streaming Client
  1709. global.showbotsinplayerlist Include bots in the admin UI player list (debugging purpose only) = false

    Admin On / off Default false

  1710. global.showdeathmarkeroncompass Shows a skull icon at the player last death position on the compass bar after they respawn, helping them navigate back to their body Client
  1711. global.showemojierrors Displays any emoji rendering errors in the console Client
  1712. global.showitemcountsonpickup Show how many of a given item is in the inventory when picking up a stackable item Client
  1713. global.showitempickupnotices Shows small UI notification banners when the local player picks up items; disabling hides these pickup popup messages Client
  1714. global.signundobuffer How many changes to save for undo/redo purposes Client
  1715. global.skick Silently kicks the specified player without broadcasting to chat; the kick is logged to RCON only

    Admin Takes player name or Steam ID · text (default no reason given)

  1716. global.skin_looking <skin>

    Admin Takes text · number (default 0)

  1717. global.skin_radius skin_radius 'skin' 'radius'

    Admin Takes text · number (default 0)

  1718. global.skipqueue Moves the specified Steam64 ID to the front of the connection queue so they connect immediately on next join

    Admin

  1719. global.skipqueueid Adds skip queue permissions to a SteamID

    Admin Takes text (default unnamed) · text (default no reason)

  1720. global.sleep Puts the calling player into the sleeping state, disconnecting their control and making them a sleeping entity on the server

    Admin

  1721. global.sleepingusers Show user info for players on server.

    Admin

  1722. global.sleepingusersinrange Show user info for sleeping players on server in range of the player.

    Admin Takes number (default 0)

  1723. global.sleeptarget Puts the player that the calling admin is looking at into the sleeping state; useful for testing sleeping player interactions

    Admin

  1724. global.spectate Enters spectator mode; optionally accepts a player name or Steam ID to spectate that specific player from a third-person camera

    Admin Takes text

  1725. global.spectatebots If true, can spectate bots Client
  1726. global.spectateid Enters spectator mode targeting the entity or player with the given network entity ID

    Admin

  1727. global.sprayduration Base time (in seconds) that sprays last = 10800

    Admin Decimal number Default 10800 Saved

  1728. global.sprayoutofauthmultiplier Multiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f) = 0.5

    Admin Decimal number Default 0.5 Saved

  1729. global.stats Print out stats of currently connected clients

    Admin Takes text

  1730. global.status Print out currently connected clients

    Admin Takes text · text

  1731. global.status_cl Prints client-side connection status information including connected state, ping, player entity ID, and current map to the client console Client
  1732. global.status_sv Prints what the server holds on your player: entity, name, SteamID and every player flag. Any player
  1733. global.steamconnectiontimeout Connection timeout of the Steam networking layer. It lives in the networking library, not in the game's own code.

    Admin Whole number

  1734. global.steamconnectiontimeout Client
  1735. global.steamnagleflush Nagle flush switch of the Steam networking layer. It lives in the networking library, not in the game's own code.

    Admin On / off

  1736. global.steamnagleflush Client
  1737. global.steamnagletime Nagle time, in microseconds

    Admin Whole number

  1738. global.steamnagletime Client
  1739. global.steamnetdebug Turns 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)

    Admin Whole number

  1740. global.steamnetdebug Turns 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) Client
  1741. global.steamnetdebug_ackrtt Steam networking debug level for acknowledgements and round-trip times.

    Admin Whole number

  1742. global.steamnetdebug_ackrtt Client
  1743. global.steamnetdebug_message Steam networking debug level for messages.

    Admin Whole number

  1744. global.steamnetdebug_message Client
  1745. global.steamnetdebug_p2prendezvous Steam networking debug level for peer-to-peer rendezvous.

    Admin Whole number

  1746. global.steamnetdebug_p2prendezvous Client
  1747. global.steamnetdebug_packetdecode Steam networking debug level for packet decoding.

    Admin Whole number

  1748. global.steamnetdebug_packetdecode Client
  1749. global.steamnetdebug_packetgaps Steam networking debug level for packet gaps.

    Admin Whole number

  1750. global.steamnetdebug_packetgaps Client
  1751. global.steamnetdebug_sdrrelaypings Steam networking debug level for relay pings.

    Admin Whole number

  1752. global.steamnetdebug_sdrrelaypings Client
  1753. global.steamrelayinit Starts access to Steam's relay network.

    Admin

  1754. global.steamrelayinit Client
  1755. global.steamsendbuffer Upper limit of buffered pending bytes to be sent

    Admin Whole number

  1756. global.steamsendbuffer Client
  1757. global.steamsendratemax Maxminum send rate clamp, 0 is no limit

    Admin Whole number

  1758. global.steamsendratemax Client
  1759. global.steamsendratemin Minimum send rate clamp, 0 is no limit

    Admin Whole number

  1760. global.steamsendratemin Client
  1761. global.steamstatus Prints the status of the server's Steam networking.

    Admin

  1762. global.steamstatus Client
  1763. global.streamermode Enables streamer mode, which hides sensitive player information such as Steam names and coordinates from on-screen elements to protect privacy Client
  1764. global.subscriptions Prints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag

    Admin

  1765. global.subscriptions Prints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag Client
  1766. global.sysinfo Prints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform

    Admin

  1767. global.sysinfo Prints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform Client
  1768. global.sysuid Prints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier

    Admin

  1769. global.sysuid Prints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier Client
  1770. global.teaminfo Prints a table of all members in the team of the specified player showing Steam ID, username, online status, and whether they are team leader; supports --json

    Admin Takes player name or Steam ID

  1771. global.teleport Teleports the calling admin to a player by name or partial name match; if two arguments are given, moves the first-named player to the second

    Admin Takes player name or Steam ID · player name or Steam ID

  1772. global.teleport2autheditem <steamID/name> <optional: filter> - Teleport to a random entity the player is authed on

    Admin Takes player name or Steam ID · text

  1773. global.teleport2death Teleports the calling admin to their own most recent death location

    Admin

  1774. global.teleport2entityid Teleport to the entity with the specified network ID

    Admin

  1775. global.teleport2grid Teleports the calling admin to the centre of the named map grid square (e.g. A1, B3)

    Admin Takes text

  1776. global.teleport2marker Teleports the calling admin to the map marker they have placed on their in-game map

    Admin Takes text

  1777. global.teleport2me Teleports the named player to the calling admin current position

    Admin Takes player name or Steam ID

  1778. global.teleport2mission Teleports the calling admin to the target location of their currently active mission objective

    Admin

  1779. global.teleport2nearest Teleports you to the nearest entity matching a name. Takes the name.

    Admin Takes text · whole number (default 0)

  1780. global.teleport2owneditem Teleports the calling admin to an entity owned by a specified player, identified by Steam ID or name

    Admin Takes player name or Steam ID · text

  1781. global.teleport2satellitecrashsite Teleports the calling admin to the currently locked-in satellite crash site. Does nothing if no satellite is descending.

    Admin

  1782. global.teleportany Teleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filter

    Admin Takes text

  1783. global.teleportboat2grid Teleports the calling admin and their player boat to the centre of the named map grid square (e.g. A1, B3)

    Admin Takes text

  1784. global.teleportboat2marker Teleports the calling admin and their player boat to the map marker they have placed on their in-game map

    Admin Takes text

  1785. global.teleportboatpos Teleports the calling admin and their player boat to exact world coordinates specified as X Y Z arguments

    Admin Takes the rest of the line

  1786. global.teleporteveryone2me Teleports all connected players to the calling admin current position

    Admin

  1787. global.teleportlos Teleports the calling admin to the point in the world that their line of sight is currently hitting

    Admin Takes whole number (default 1000)

  1788. global.teleportnonsleepers2me Teleports all connected active (non-sleeping) players to the calling admin current position

    Admin

  1789. global.teleportpos Teleports the calling admin or a named player to exact world coordinates specified as X Y Z arguments

    Admin Takes the rest of the line

  1790. global.teleportsleepers2me Teleports all sleeping player entities to the calling admin current position

    Admin

  1791. global.teleporttargetteam2me Teleports all members of the named player team to the calling admin current position

    Admin

  1792. global.teleportteam2me Teleports all members of the calling player team to the calling admin current position

    Admin

  1793. global.textures Prints a list of all live Texture objects with their name and estimated runtime memory size

    Admin

  1794. global.textures Prints a list of all live Texture objects with their name and estimated runtime memory size Client
  1795. global.togglespectateteaminfo Toggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator mode

    Admin Takes true or false (default false)

  1796. global.unban Removes the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnect

    Admin

  1797. global.underwater_cinematic When enabled, enables additional cinematic underwater visual effects for cinematography use; admin-only Client
  1798. global.underwater_effect When enabled, applies the underwater post-processing effect (distortion, colour grade) when the camera is submerged; admin-only client setting Client
  1799. global.underwater_scatter Multiplier for underwater light scatter intensity; 1.0 = default, 0 = no scatter; admin-only cinematic control Client
  1800. global.unlockradius Clears the lock flag on every code lock and key lock within a radius of the calling player, so a base can be walked without its codes. Radius defaults to 20 metres

    Admin Takes number (default 20)

  1801. global.unmute Removes the chat mute from the specified connected player, allowing them to send messages again

    Admin Takes player name or Steam ID

  1802. global.updatemanifest Immediately update the manifest

    Admin

  1803. global.updatenetworkpositionwithdebugcamerawhilespectating When true, the server network position is updated to match the debug camera world position while spectating; useful for testing position-dependent server logic from the spectator view = false

    Admin On / off Default false

  1804. global.upgrade_looking <grade>

    Admin Takes text · number (default 0)

  1805. global.upgrade_radius upgrade_radius 'grade' 'radius'

    Admin Takes text · number (default 0)

  1806. global.users Show user info for players on server.

    Admin

  1807. global.usersinrange Show user info for players on server in range of the player.

    Admin Takes number (default 0)

  1808. global.usersinrangeofplayer Show user info for players on server in range of the supplied player (eg. Jim 50)

    Admin Takes player name or Steam ID · number (default 0)

  1809. global.usesingleitempickupnotice use a single item pickup notice instead of spawning multiple for each resource picked up Client
  1810. global.version Prints the current game version string to the console, including build number and branch Any player
  1811. global.version Prints the current game version string to the console, including build number and branch Client
  1812. global.woundedfreecam If true, can use F3 camera changes while in wounded state Client
  1813. global.writecfg Saves all current client console variable values to cfg/client.cfg and all key bindings to cfg/keys.cfg for persistence across game restarts Client
  1814. graphics.af Anisotropic filtering level 1-16; higher values improve texture sharpness at oblique angles at a minor GPU cost; 1 = disabled Client
  1815. graphics.aggressiveshadowlod When enabled, shadow LOD switching is more aggressive, reducing shadow detail at shorter distances to improve GPU shadow rendering performance Client
  1816. graphics.aggressiveshadowlodwearable When enabled, wearable item renderers use the aggressive shadow LOD mode, disabling their shadow casting at shorter distances than normal Client
  1817. graphics.allowthreadedtexturecreation When enabled, textures can be created on background threads; disable to force all texture creation to the main thread for debugging Client
  1818. graphics.biomefogdensityscale Admin-only: global density multiplier for biome-specific ground fog; 1.0 = default, 0 = no fog Client
  1819. graphics.biomefogterrainmapcache When enabled, the biome fog terrain map is cached between frames; disable to force a fresh terrain map read every frame for debugging Client
  1820. graphics.branding When enabled, shows the Facepunch/Rust branding watermark on screen Client
  1821. graphics.chat When enabled, the chat window is displayed; also gated by global.canChat Client
  1822. graphics.collapserenderers Collapse objects on renderer LODs for memory savings. Game needs to be restarted after changing. Client
  1823. graphics.compass Compass display mode: 0 = hidden, 1 = always visible, 2 = visible whilst Compass keybind is held, 3 = visible when Compass keybind is toggled Client
  1824. graphics.contactshadows When enabled, renders screen-space contact shadows to add fine-detail shadows at object contact points not covered by shadow maps Client
  1825. graphics.detailed_postprocessing_profiling When enabled, outputs detailed per-pass profiling data for the post-processing stack to the profiler; useful for identifying expensive post-processing passes Client
  1826. graphics.disableanimatorlod Disable all animator LODs. This will seriously degrade performance! Client
  1827. graphics.disablelightlod Disable all light LODs. This will seriously degrade performance! Client
  1828. graphics.disableparticlelod Disable all particle LODs. This will seriously degrade performance! Client
  1829. graphics.dlaa When enabled, activates NVIDIA DLAA (Deep Learning Anti-Aliasing) instead of DLSS upscaling; requires a DLSS-capable GPU Client
  1830. graphics.dlss NVIDIA DLSS upscaling quality preset: -1 = off, 0 = ultra performance, 1 = performance, 2 = balanced, 3 = quality, 4 = ultra quality Client
  1831. graphics.dof When enabled, activates the depth-of-field post-processing effect, blurring objects outside the focal distance Client
  1832. graphics.dof_aper Depth-of-field aperture (f-stop); lower values produce a shallower depth of field with more background blur Client
  1833. graphics.dof_barrel Admin/cinematic: barrel distortion amount applied to the depth-of-field effect Client
  1834. graphics.dof_blur Depth-of-field blur intensity multiplier; higher values produce a stronger blur on out-of-focus areas Client
  1835. graphics.dof_debug Admin/cinematic: when enabled, draws a debug overlay showing the depth buffer and circle of confusion for DoF tuning Client
  1836. graphics.dof_focus_dist distance from camera to focus on Client
  1837. graphics.dof_focus_lookingat Admin cinematic: sets the depth-of-field focus to the point the CameraMan is currently looking at; only works when CameraMan is active Client
  1838. graphics.dof_focus_target Sets a player or entity as the live depth-of-field focus target by name/entity ID; the DoF focus distance tracks the target while set Client
  1839. graphics.dof_focus_time Time in seconds for the depth-of-field focus distance to lerp to a new target when auto or dynamic mode is active Client
  1840. graphics.dof_kernel_count Goes from 0 - 3, higher = more dof samples but slower perf Client
  1841. graphics.dof_mode 0 = auto 1 = manual 2 = dynamic based on target Client
  1842. graphics.dof_nudge Adjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer Client
  1843. graphics.dof_squeeze Admin/cinematic: anamorphic squeeze factor applied to DoF bokeh shapes; 0 = circular, positive values = oval/anamorphic Client
  1844. graphics.drawdistance Maximum camera draw distance in metres; objects beyond this distance are culled; lower values improve GPU performance at the cost of view distance Client
  1845. graphics.fogdensityscale Density multiplier for atmosphere fog Client
  1846. graphics.fov Camera field of view in degrees, clamped between 70 and 90; higher values provide a wider view but can cause edge distortion Client
  1847. graphics.global_mip_bias_offset Manual offset (-2..+2) added to the automatic global mip bias. Should only be set when debugging visual issues. Client
  1848. graphics.graphics_jobs_sync_point 0 = EndOfFrame, 1 = AfterScriptUpdate (default), 2 = AfterScriptLateUpdate, 3 = WaitForPresent Client
  1849. graphics.grassshadowsenabled Developer-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering Client
  1850. graphics.hlod When enabled, hierarchical LOD (HLOD) meshes are used for distant geometry; automatically disabled when indirect instancing is active; toggling triggers a full LOD refresh Client
  1851. graphics.hud When enabled, the in-game HUD is visible; disable to hide all HUD elements (health bar, hotbar, etc.) for screenshots Client
  1852. graphics.impostorshadows When enabled, imposter (distant LOD billboard) objects cast shadows; improves visual quality of distant tree and building shadows at GPU cost Client
  1853. graphics.itemskins When enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance Client
  1854. graphics.itemskintimeout Timeout in seconds before a workshop skin download is considered failed and abandoned Client
  1855. graphics.itemskinunload When enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses Client
  1856. graphics.itemskinunloaddelay The time in seconds before a unreferenced skin is unloaded. Client
  1857. graphics.lodbias Global multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked. Client
  1858. graphics.maxqueuedframes Maximum number of frames queued up by graphics driver. Client
  1859. graphics.parallax Terrain parallax mapping mode: 0 = off, 1 = parallax offset, 2 = parallax occlusion; higher modes improve terrain depth at GPU cost Client
  1860. graphics.printlodqueues Prints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs Client
  1861. graphics.reflexintervalus Minimum interval in microseconds for frame synchronization. 0 = no frame rate limit Client
  1862. graphics.reflexlatencymarker When enabled, inserts Reflex latency markers into the render pipeline for accurate latency measurement in FrameView/FCAT Client
  1863. graphics.reflexmode NVIDIA Reflex low-latency mode: 0 = off, 1 = on, 2 = on + boost; reduces render latency on supported GPUs Client
  1864. graphics.renderscale Internal render resolution scale (0.5-1.0); values below 1.0 render at a lower resolution then upscale, improving performance at cost of sharpness Client
  1865. graphics.reportparticlesystems Prints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects Client
  1866. graphics.reportshadowcasters Prints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls Client
  1867. graphics.resolution The current screen resolution index. Client
  1868. graphics.resolutions Display a list of available resolutions. Client
  1869. graphics.runallshadowpresetsperformancetests Developer-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results Client
  1870. graphics.runshadowpresetperformancetest Developer-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results Client
  1871. graphics.screenmode The current screen mode. Client
  1872. graphics.shadowfilterquality Developer-only: shadow PCF filtering quality 0-3; higher values use more shadow map samples for softer edges; also updates shadowmode and shader keywords Client
  1873. graphics.shadowlights Maximum number of lights that can cast real-time shadows simultaneously; clamped to a minimum of 1; higher values improve shadow coverage at GPU cost Client
  1874. graphics.shadowmode Shadow quality mode: 1 = hard, 2 = soft (PCF), 3 = high quality (PCSS), 4 = very high quality; higher modes are more expensive Client
  1875. graphics.showtexeldensity Texture density visualization tool: 0=disabled, 1=256, 2=512, 3=1024 texel/meter Client
  1876. graphics.spatiallyawareenvironmentvolumes Enables spatially aware environment volumes. Client
  1877. graphics.uiscale UI scale multiplier clamped between 0.5 and 1.0; lower values shrink all UI elements to fit more on screen Client
  1878. graphics.upscalemode Set Upscaling Mode (0: Nearest, 1: Bilinear, 2: Bicubic, 3: Biquadratic, 4: Catmull-Rom) Client
  1879. graphics.usemarkerstooptimize When enabled, uses Reflex pipeline stage markers to drive CPU/GPU synchronisation optimisations Client
  1880. graphics.vclouds_reproject Admin-only: when enabled, volumetric clouds use temporal reprojection to amortise the rendering cost across multiple frames Client
  1881. graphics.viewmodeldepth When enabled, the view model (held weapon/item) uses a separate depth buffer pass to prevent clipping into geometry Client
  1882. graphics.vm_fov_scale Whether to scale vm models with fov Client
  1883. graphics.vm_horizontal_flip FLips viewmodels horizontally (for left handed players) Client
  1884. graphics.volumetric_clouds Volumetric cloud quality level mapped to VolumeClouds.Quality enum: 0 = off, 1 = low, 2 = medium, 3 = high Client
  1885. graphics.vram_report Returns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory Client
  1886. graphics.vsync Represents the number of vertical syncs that should pass between each frame. An integer in the range of 0-4. Client
  1887. graphics.wait_for_present_sync_point 0 = BeginFrame (default), 1 = EndFrame Client
  1888. graphics.waves Disable larger ocean waves to test performance. Client/Rendering-side only. Client
  1889. graphicssettings.anisotropicfiltering Global anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures. Client
  1890. graphicssettings.billboardsfacecameraposition If enabled, billboards will face towards camera position rather than camera orientation. Client
  1891. graphicssettings.enablelodcrossfade Enables or disables LOD Cross Fade. Client
  1892. graphicssettings.globaltexturemipmaplimit Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. Client
  1893. graphicssettings.numshadowcascades Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four Client
  1894. graphicssettings.particleraycastbudget Budget for how many ray casts can be performed per frame for approximate collision testing. Client
  1895. graphicssettings.pixellightcount The maximum number of pixel lights that should affect any object. Client
  1896. graphicssettings.shadowdistance Shadow drawing distance Client
  1897. graphicssettings.shadowmapresolution The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High Client
  1898. graphicssettings.shadowqualitypreset The preset that determines all shadow settings. Low for performance, Max for the best visuals. Client
  1899. graphicssettings.softparticles Should soft blending be used for particles? Client
  1900. grass.displacement Enables GPU-driven grass displacement, which pushes grass aside when players and vehicles move through it Client
  1901. grass.distance Maximum draw distance in metres for grass instances; lower values cull grass sooner, reducing GPU vertex cost in open areas Client
  1902. grass.maxthreads Maximum number of CPU threads used for grass placement calculations; higher values speed up grass refresh at the cost of thread contention Client
  1903. grass.print_foliage Prints statistics about the current foliage system state, including active grass instance counts and memory usage Client
  1904. grass.quality Controls overall grass rendering quality (0-100); lower values reduce grass density and draw distance for significant GPU performance gains Client
  1905. grass.refresh_budget Maximum milliseconds per frame allocated to refreshing grass placement data; lower values spread refresh cost over more frames to avoid hitches Client
  1906. grass.refresh_foliage Forces an immediate refresh of all foliage and grass placement, reprocessing the entire visible grass field Client
  1907. growableentity.framebudgetms Milliseconds per frame the server may spend on growing plants. = 0.25

    Admin Decimal number Default 0.25

  1908. growableentity.growall Server admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantly

    Admin

  1909. growableentity.killall Server admin: kills all growable entities within 6m of the calling player, removing them from the planter

    Admin

  1910. guntrap.gun_trap_budget_ms How many milliseconds to spend on target scanning per frame = 0.5

    Admin Decimal number Default 0.5

  1911. hackablelockedcrate.decayseconds How many seconds until the crate is destroyed without any hack attempts = 7200

    Admin Decimal number Default 7200

  1912. hackablelockedcrate.requiredhackseconds How many seconds for the crate to unlock = 900

    Admin Decimal number Default 900

  1913. halloween.enabled Enables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics = true

    Admin On / off Default true

  1914. halloween.murdererpopulation Population active on the server, per square km = 0

    Admin Decimal number Default 0

  1915. halloween.scarecrow_beancan_vs_player_dmg_modifier Modified damage from beancan explosion vs players (Default: 0.1). = 0.1

    Admin Decimal number Default 0.1

  1916. halloween.scarecrow_body_dmg_modifier Modifier to how much damage scarecrows take to the body. (Default: 0.25) = 0.25

    Admin Decimal number Default 0.25

  1917. halloween.scarecrow_chase_stopping_distance Stopping distance for destinations set while chasing a target (Default: 0.5) = 0.5

    Admin Decimal number Default 0.5

  1918. halloween.scarecrow_throw_beancan_global_delay The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds). = 8

    Admin Decimal number Default 8

  1919. halloween.scarecrowpopulation Population active on the server, per square km = 2

    Admin Decimal number Default 2

  1920. halloween.scarecrows_throw_beancans Scarecrows can throw beancans (Default: true). = true

    Admin On / off Default true

  1921. halloweendungeon.lifetime How long each active dungeon should last before dying = 600

    Admin Decimal number Default 600

  1922. halloweendungeon.population Population active on the server = 1

    Admin Decimal number Default 1

  1923. handcuffs.maxconditionrepairlossonpush Maximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push = 0.4

    Admin Decimal number Default 0.4

  1924. handcuffs.restrainedpushdamage Damage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5 = 5

    Admin Decimal number Default 5

  1925. handcuffs.togglecuffslocked Toggles the locked state of the handcuffs held by the calling admin player, switching between locked and unlocked

    Admin

  1926. harmony.load Loads and applies a Harmony patch assembly by file name, enabling server-side code patching without restarting

    Admin Takes text

  1927. harmony.unload Unloads a previously loaded Harmony patch assembly by file name, reverting any code modifications it applied

    Admin Takes text

  1928. hbhfsensor.debugdraw When enabled, broadcasts debug drawing for HBHFSensor visibility checks (eye position, forward, range, per-player LOS rays). = false

    Admin On / off Default false

  1929. heli.bulletaccuracy Cone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate = 2

    Admin Decimal number Default 2

  1930. heli.bulletdamagescale Multiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage = 1

    Admin Decimal number Default 1

  1931. heli.call Spawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player

    Admin

  1932. heli.calltome Orders the active patrol helicopter to fly to the calling admin position and attack there

    Admin

  1933. heli.death Forces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence

    Admin

  1934. heli.drop Spawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing

    Admin

  1935. heli.flee Orders the active patrol helicopter to immediately flee to a random distant location and disengage

    Admin

  1936. heli.guns Number of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it = 1

    Admin Whole number Default 1

  1937. heli.lifetimeminutes How many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes = 30

    Admin Decimal number Default 30

  1938. heli.move Moves the active patrol helicopter to the calling admin current position without entering combat mode

    Admin

  1939. heli.orbit Orders the active patrol helicopter to orbit around the calling admin current position

    Admin

  1940. heli.orbitstrafe Orders the active patrol helicopter to orbit and strafe the calling admin position simultaneously

    Admin

  1941. heli.patrol Orders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map

    Admin

  1942. heli.strafe Orders the active patrol helicopter to perform a strafing run on the calling admin current position

    Admin

  1943. heli.testpuzzle Triggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle

    Admin

  1944. hero.action Call-to-action button label shown on the hero DLC promotional banner (e.g. Out Now, Coming Soon) Client
  1945. hero.ident Identifier string for the currently active hero/DLC promotional banner; determines which promotional banner set is displayed in the main menu Client
  1946. hero.show Triggers the hero DLC promotional banner to display in the main menu UI Client
  1947. hero.title Title text displayed on the hero DLC promotional banner in the main menu Client
  1948. hero.url URL or Steam appid link opened when the player clicks the hero DLC banner call-to-action button Client
  1949. hero.video URL of the promotional video shown in the hero DLC banner in the main menu Client
  1950. hexagongridgenerator.generategrid <gridSize> 5 <tileSpacing> 1.35

    Admin Takes whole number (default 5) · number (default 1.350000023841858)

  1951. hierarchy.cd Changes the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objects

    Admin Takes the rest of the line

  1952. hierarchy.del Deletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the object

    Admin Takes the rest of the line

  1953. hierarchy.ls Lists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the console

    Admin Takes text

  1954. hitnotify.headshot Client
  1955. hitnotify.notification_level Client
  1956. hotairballoon.minimumaltitudeterrain Lowest ground height, in meters, the flight ceiling is measured from. Shared by hot air balloons, drones and helicopters. = 25

    Admin Decimal number Default 25

  1957. hotairballoon.outsidedecayminutes How long before a HAB loses all its health while outside = 180

    Admin Decimal number Default 180

  1958. hotairballoon.population Population active on the server = 1

    Admin Decimal number Default 1

  1959. hotairballoon.serviceceiling How high above the ground, in meters, hot air balloons, drones and helicopters can climb. = 175

    Admin Decimal number Default 175

  1960. indirect_instancing.batches_per_worker How many batches each worker should process. This just controls how chunked the jobs are and how often the scheduler can intervene Client
  1961. indirect_instancing.buffer_upload_mode How graphics data buffers should be uploaded to the GPU: 0 = direct to render thread, 1 = indirect via graphics worker Client
  1962. indirect_instancing.cull_frustum Disable to skip frustum culling Client
  1963. indirect_instancing.cull_lod Disable to skip distance/LOD culling. This may cause all instances to be culled Client
  1964. indirect_instancing.cull_terrain Disable to skip terrain culling. (Currently disabled by default due to accuracy issues) Client
  1965. indirect_instancing.damage_bitscan_job Disable to perform scanning the damage bitmap synchronously on the main thread Client
  1966. indirect_instancing.debug Show on-screen debug info about the indirect instancing system Client
  1967. indirect_instancing.debug_motion Make the debug overlay highlight all moving instances with a yellow ball Client
  1968. indirect_instancing.debug_raycast Make the debug overlay include information about the object directly in front Client
  1969. indirect_instancing.enabled Enable/disable the indirect instancing system Client
  1970. indirect_instancing.fallback Disable to forcefully stop the fallback renderer from updating and submitting graphics commands Client
  1971. indirect_instancing.motion_list Disable to skip updating the motion list Client
  1972. indirect_instancing.multi_draw Disable to never use multi-draw and never update monster meshes Client
  1973. indirect_instancing.remove_null_transforms Enable to run an additional pass to remove null entries from the transform memory. Client
  1974. indirect_instancing.remove_queue Disable to skip processing the remove queue Client
  1975. indirect_instancing.render Disable to forcefully prevent the instancing system from submitting any graphics commands Client
  1976. indirect_instancing.reorder_commands Disable to prevent reordering the contents of the command args buffer Client
  1977. indirect_instancing.reorder_instances_job Disable to prevent reordering the contents of the instance data buffer Client
  1978. indirect_instancing.schedule_jobs Disable to forcefully prevent the instancing system from scheduling any jobs Client
  1979. indirect_instancing.schedule_mode_aggregation How to schedule culling result aggregation jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client
  1980. indirect_instancing.schedule_mode_all Set scheduling behavior for all jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client
  1981. indirect_instancing.schedule_mode_frustum How to schedule frustum culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client
  1982. indirect_instancing.schedule_mode_lod How to schedule distance/LOD culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client
  1983. indirect_instancing.schedule_mode_reordering How to schedule reordering jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated Client
  1984. indirect_instancing.schedule_mode_streaming How to schedule texture streaming jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client
  1985. indirect_instancing.schedule_mode_terrain How to schedule terrain culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client
  1986. indirect_instancing.schedule_mode_transforms How to schedule transform jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated Client
  1987. indirect_instancing.shadows Disable before joining a server to force all instanced objects to not have shadows Client
  1988. indirect_instancing.single_draw Disable to forcefully prevent per-mesh draw calls from being submitted Client
  1989. indirect_instancing.streaming Disable to completely skip calculating and applying streaming texture mip levels Client
  1990. indirect_instancing.streaming_fallback_fixed_distance If non-zero, this will enforce a fixed distance for all mip level calculations in the fallback renderer. Client
  1991. indirect_instancing.streaming_force_mip_level If != -1, this will force a fixed mip level as a result of all mip level calculations. It skips the actual calculation. Client
  1992. indirect_instancing.streaming_instancing_fixed_distance If non-zero, this will enforce a fixed distance for all mip level calculations in the instancing renderer. Client
  1993. indirect_instancing.streaming_use_all_instances Disable to only consider culling survivors for mip level calculations Client
  1994. indirect_instancing.streaming_use_mesh_uv_distribution_metrics Disable to force all mesh UV distributions metrics to be 1 Client
  1995. indirect_instancing.streaming_use_min_mip_level Disable to set mip levels as requested mip levels, potentially overwriting results of Unity's streaming system. Client
  1996. indirect_instancing.streaming_use_unity_hardcoded_camera_params Enable to use hardcoded 60° FOV camera parameters that normally only get used when there are no cameras. Client
  1997. indirect_instancing.streaming_use_vertex_area_scales Disable to force all vertex area scales to be 1 Client
  1998. indirect_instancing.tc_max_iterations Set max iterations for terrain culling. Controls how far the raycasts will walk across the terrain height map Client
  1999. indirect_instancing.transform_apply_job Disable to apply transforms of moving instances synchronously on the main thread Client
  2000. indirect_instancing.update_buffers Disable to forcefully prevent the instancing system from updating any GPU buffers Client
  2001. indirect_instancing.use_min_mip_level When enabled, applies a minimum mip level floor to instanced renderer texture streaming calculations; prevents over-sharpening of instance textures at close range Client
  2002. indirect_instancing.use_pre_culled_mask Disable to ignore pre-culling of underground objects or culling volumes. Client
  2003. input.ads_sensitivity Mouse sensitivity multiplier applied when aiming down sights (ADS); typically set lower than base sensitivity for precise aiming Client
  2004. input.alwayssprint When enabled, the player always moves at sprint speed without needing to hold the sprint key Client
  2005. input.autocrouch When enabled, the player automatically crouches when moving under low ceilings or through tight spaces Client
  2006. input.bind bind <key> <commands> - runs commands whenever the given key (or key combo) is pressed, prefix command lists with ~ to cycle instead Client
  2007. input.bind_default bind_default <key> <commands> - like bind, but translates the key token from US-QWERTY convention to the active layout. Used by keys_default.cfg so AZERTY/QWERTZ players get sensible binds out of the box Client
  2008. input.clearbinds Resets all key bindings to their defaults, removing any custom bind configurations Client
  2009. input.flipy When enabled, inverts the vertical mouse axis so moving the mouse forward looks down and pulling back looks up Client
  2010. input.holdtime Seconds a button must be held before it registers as a hold action rather than a tap; affects hold-to-place and hold-to-interact Client
  2011. input.map_mode Controls how the in-game map is opened; 0 = hold to view, 1 = toggle open/close Client
  2012. input.printbinds Prints all current key bindings to the console, listing each action and the key or button assigned to it Client
  2013. input.radial_menu_mode Controls how the radial action menu is opened; 0 = hold, 1 = toggle; affects crafting and interaction quick menus Client
  2014. input.sensitivity Global mouse sensitivity multiplier applied to all look input; higher values make the camera rotate faster Client
  2015. input.toggleads When enabled, pressing the aim button toggles ADS on/off rather than requiring the button to be held Client
  2016. input.toggleduck When enabled, pressing crouch once toggles crouching on/off rather than requiring the key to be held down Client
  2017. input.vehicle_flipy When enabled, inverts the vertical control axis for vehicles; moving the mouse forward pitches the vehicle nose down Client
  2018. input.vehicle_sensitivity Mouse sensitivity multiplier applied when operating vehicles such as helicopters and boats Client
  2019. instruments.clearautoplayoverride Clears the overriden autoplay recording of the current instrument Client
  2020. instruments.clearmidibinds Clears any binds for the current instrument Client
  2021. instruments.debugmidi Prints incoming midi notes to the console while using an instrument Client
  2022. instruments.debugnotes Prints notes being played Client
  2023. instruments.midiinfo Prints out all the notes that can accept midi inputs on the current instrument Client
  2024. instruments.overrideautoplay Override the autoplay recording of the current instrument Client
  2025. instruments.playnote Plays a note on the current instrument. Eg. playnote c#7, playnote d, playnote f# Client
  2026. instruments.playrecording Plays a saved Instrument recording. Arg0 is filename (no extension) Client
  2027. instruments.printmidibinds Prints all current rebinds for the current instrument Client
  2028. instruments.printrecording Prints a debug readout of a recording Client
  2029. instruments.printrecordingpath Prints the path of the autoplay recording for this instrument Client
  2030. instruments.processsustainpedal Enables support for sustain pedals Client
  2031. instruments.rebindmidi Rebinds signal A into signal B. eg. rebindMidi 67 48 Client
  2032. instruments.startrecording Starts an instrument recording. Must supply a filename (no extension) Client
  2033. instruments.stoprecording Stops the current instrument recording Client
  2034. inventory.addownership Add ownership to item

    Admin Takes text · text · whole number (default 1)

  2035. inventory.clearinventory Clears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: --belt --wear --backpack

    Admin Takes player name or Steam ID

  2036. inventory.convertownership Reduce ownership to item to allow new ownership to be added

    Admin Takes text · text · whole number (default 1)

  2037. inventory.copyto Copies the players inventory to the player in front of them

    Admin Takes text

  2038. inventory.defs Prints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state

    Admin

  2039. inventory.defs Prints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state Client
  2040. inventory.deleteloadout Deletes a named admin loadout file from the server; requires admin or developer permissions; loadout name is passed as the first argument

    Admin Takes text

  2041. inventory.deployloadout Deploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim

    Admin Takes text · text

  2042. inventory.deployloadoutinrange Deploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30

    Admin Takes text · number (default 0)

  2043. inventory.disableattirelimitations Disables all attire limitations, so NPC clothing and invalid overlaps can be equipped = false

    Admin On / off Default false Saved

  2044. inventory.disablewearablereplaceoverlay Disables the red overlay shown on the client when equipping a wearable that replaces another. Client
  2045. inventory.drawsecondhotbar Draws a second hotbar above the main one, previewing the last row of the main inventory; only takes effect for admins (see inventory.swaphotbar) Client
  2046. inventory.endloot Closes whatever box or body you have open. Any player
  2047. inventory.equipslot Equips the belt/hotbar item at the given slot index for the calling admin or a named target player; requires admin or developer permissions

    Admin Takes whole number (default 0) · player name or Steam ID

  2048. inventory.equipslottarget Equips the belt/hotbar slot at the given index for the player the admin is currently looking at; requires admin or developer permissions

    Admin Takes whole number (default 0)

  2049. inventory.examineheld Triggers the examine action on the item the local player is currently holding, showing its detailed description panel; requires key input to not be suppressed Client
  2050. inventory.give {item} {amount} {condition} {skin} {container} {slot}

    Admin Takes text · whole number (default 1) · number (default 1) · text · whole number (default -1)

  2051. inventory.giveall Gives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chat

    Admin Takes text · whole number (default 1)

  2052. inventory.givearm {itemid} {amount}

    Admin Takes whole number (default 0) · whole number (default 1)

  2053. inventory.givebp Gives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developer

    Admin Takes text

  2054. inventory.giveequip {item}

    Admin Takes text · whole number (default 1) · number (default 1)

  2055. inventory.giveid {itemid} {amount}

    Admin Takes whole number (default 0) · whole number (default 1)

  2056. inventory.giveto {item} {player} {amount} {skin}

    Admin Takes text · text · whole number (default 1)

  2057. inventory.lighttoggle Toggles your lights on and off. Any player
  2058. inventory.listcraftcounts Prints the per-item craft count totals for the local player to the console; admin-only; shows how many of each item have been crafted this session Client
  2059. inventory.listloadouts Prints all saved inventory loadouts

    Admin

  2060. inventory.loadoutui_markdirty Client
  2061. inventory.loadoutui_receiveloadoutlist Receives the JSON-encoded list of saved admin loadouts from the server and passes it to the loadout UI for display; called server-to-client, not manually Client
  2062. inventory.loadoutui_requestloadoutlist Reads the list of saved admin loadouts from disk and sends it to the requesting player's client as a JSON array for display in the loadout UI

    Admin

  2063. inventory.pipette Selects the item you're looking at, gives it to you if you don't have it in your inventory Client
  2064. inventory.pipetteid Checks whether the calling player has the specified item ID with the given skin ID in their inventory; used to validate pipette/skin matching server-side

    Admin Takes whole number (default 0)

  2065. inventory.quickcraft_button_delay How long since the last rebuild do we allow the button presses to be accepted. Prevents spamming buttons from registering if the menu just rebuilt. Client
  2066. inventory.quickcraft_rebuild_delay How long since the last quick craft button press can we allow the menu to be rebuilt. Delays the thing you're clicking from re-ordering. Client
  2067. inventory.reduceownership Reduce ownership to item to allow new ownership to be added

    Admin Takes whole number (default 1)

  2068. inventory.reloaddefs Forces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update

    Admin

  2069. inventory.reloaddefs Forces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update Client
  2070. inventory.resetbp Resets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipes

    Admin Takes player name or Steam ID

  2071. inventory.resetcraftcounts Resets the per-item craft counters on the local player back to zero; admin-only; useful for resetting craft tracking during testing Client
  2072. inventory.saveloadout Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname

    Admin Takes text

  2073. inventory.selectitem Selects the item you're looking at, if in your inventory Client
  2074. inventory.set_item_image Sets the custom icon image ID on the item currently held by the calling player; the image ID refers to a server-side stored image used for custom item icons

    Admin Takes whole number (default 0)

  2075. inventory.setwornarmorslots Set worn items to have maximum armor slots supported

    Admin Takes whole number (default 4)

  2076. inventory.show_item_ownership When enabled, shows which player owns each item in container UIs; disable to hide ownership information from the local client's view Client
  2077. inventory.stackable_item_ownership When enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing = false

    Admin On / off Default false

  2078. inventory.swaphotbar Acts as a second hotbar by swapping the last row of your main inventory with your belt; requires inventory.drawsecondhotbar and admin Client
  2079. inventory.toggle Toggles the player inventory screen open or closed; blocked if any keyboard-consuming UI (e.g. text input) is currently active Client
  2080. inventory.togglecrafting Toggles the crafting panel open or closed; blocked if any keyboard-consuming UI is active Client
  2081. inventory.unlockall Unlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediately

    Admin Takes player name or Steam ID

  2082. ioentity.allow_on_boats Allows the deployment and usage of IO entities on player boats and tugboats. = true

    Admin On / off Default true Saved

  2083. ioentity.backtracking Number of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed = 8

    Admin Whole number Default 8

  2084. ioentity.debugbudget Print out what is taking so long in the IO frame budget = false

    Admin On / off Default false

  2085. ioentity.debugbudgetthreshold Ignore frames with a lower ms than this while debugBudget is active = 2

    Admin Decimal number Default 2

  2086. ioentity.debugqueue Prints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only

    Admin

  2087. ioentity.framebudgetelectrichighpriorityms Milliseconds per frame the server may spend on high-priority electrical updates. = 1

    Admin Decimal number Default 1

  2088. ioentity.framebudgetelectriclowpriorityms Milliseconds per frame the server may spend on low-priority electrical updates. = 0.5

    Admin Decimal number Default 0.5

  2089. ioentity.framebudgetfluidms Milliseconds per frame the server may spend on fluid updates. = 0.25

    Admin Decimal number Default 0.25

  2090. ioentity.framebudgetgenericms Milliseconds per frame the server may spend on generic IO updates. = 1

    Admin Decimal number Default 1

  2091. ioentity.framebudgetindustrialms Milliseconds per frame the server may spend on industrial updates. = 0.25

    Admin Decimal number Default 0.25

  2092. ioentity.framebudgetkineticms Milliseconds per frame the server may spend on kinetic updates. = 1

    Admin Decimal number Default 1

  2093. ioentity.infiniteiopower All player placed electrical entities will receive full power without needing to be plugged into anything = false

    Admin On / off Default false Saved

  2094. ioentity.responsetime Minimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network = 0.1

    Admin Decimal number Default 0.1

  2095. itemmanager.enablepooling When enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction = true

    Admin On / off Default true

  2096. jellyfish.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  2097. jellyfishswarm.framebudgetms How many milliseconds to budget for simulating jellyfish swarms per frame. Swarms that miss out still draw, they just catch up next time. Client
  2098. junkpile.destroyifspawnonsleepingbag Removes a junk pile that spawns on top of a sleeping bag. = true

    Admin On / off Default true

  2099. junkpile.destroyifspawnonsleepingbagdistance Radius, in meters, searched for sleeping bags around a new junk pile. = 3

    Admin Decimal number Default 3

  2100. junkpile.destroyifspawnonsleepingbagtime Seconds after a junk pile spawns before that sleeping bag check runs. = 4

    Admin Decimal number Default 4

  2101. junkpilewater.destroyablebyplayerboats Lets player-built boats smash floating junk piles. = true

    Admin On / off Default true

  2102. junkpilewater.framebudgetms Milliseconds per frame the server may spend checking for players near floating junk piles. = 0.05

    Admin Decimal number Default 0.05

  2103. junkpilewater.minimumplayerboatmasstobedestroyed Lightest a player boat can be and still smash a floating junk pile. = 2000

    Admin Decimal number Default 2000

  2104. junkpilewater.minimumplayerboatvelocitytobedestroyed Slowest a player boat can go and still smash a floating junk pile. = 5

    Admin Decimal number Default 5

  2105. keyboardmidi.midikeymap The map file to use to convert keyboard keys to midi notes (located in StreamingAssets/keymidi) Client
  2106. keyboardmidi.reload reload the mappings, useful when editing in the background Client
  2107. laserbeam.debugcollisions Client
  2108. laserbeam.framebudgetms Client
  2109. laserbeam.laserculldistance Client
  2110. laserbeam.printqueue Client
  2111. laserbeam.usejobs Client
  2112. layer.culling Prints the current camera culling mask as a list of all visible and hidden Unity layers Client
  2113. layer.hide Hides the specified Unity layer from the camera by removing it from the culling mask; accepts a layer name or index Client
  2114. layer.show Makes the specified Unity layer visible by restoring it to the camera culling mask; accepts a layer name or index Client
  2115. layer.toggle Toggles visibility of the specified Unity layer in the camera culling mask; accepts a layer name or index Client
  2116. legacyshelter.max_shelters How many legacy shelters one player can have. = 1

    Admin Whole number Default 1 Saved

  2117. legs.enablelegs If true we'll draw the player's body in first person Client
  2118. lerp.debug Enables verbose debug logging for the position lerp smoothing system, printing interpolation and extrapolation state each tick Client
  2119. lerp.enabled Enables interpolation and extrapolation of network positions Client
  2120. lerp.extrapolation How many seconds ahead to lerp Client
  2121. lerp.inertia How many seconds after starting to move the interpolation delay reaches it max Client
  2122. lerp.interpolation How many seconds behind to lerp Client
  2123. lerp.smoothing How many seconds to smoothen velocity Client
  2124. lerp.timeoffsetinterval How many ticks to calculate the client / server time offset over Client
  2125. livestock.agescale Multiplier applied to livestock grow and old-age times; 0.5 = grow up twice as fast, 0 = disable aging entirely = 1

    Admin Decimal number Default 1

  2126. livestock.ageup Immediately ages up the nearest livestock animal: an infant grows into its next stage, an adult dies of old age. Optional search radius in metres (default 20).

    Admin Takes number (default 20)

  2127. livestock.allowmounting Whether livestock can be mounted into vehicle flatbeds = true

    Admin On / off Default true Saved

  2128. livestock.baselinenameweight How many notional players livestock.namelocale counts as when the languages of everyone connected are weighed up, so one player alone does not name the whole herd = 5

    Admin Whole number Default 5

  2129. livestock.breedcooldown How long (in seconds) a male livestock animal waits before breeding again, counted from conception. The female's is derived from how long her calf takes to grow up = 600

    Admin Decimal number Default 600

  2130. livestock.breedingenabled Whether livestock look for a mate on their own; disabling it leaves livestock.makepregnant working = true

    Admin On / off Default true

  2131. livestock.breedonlyathome Whether livestock breed only while a cupboard is their home = false

    Admin On / off Default false

  2132. livestock.breedpausecondition Condition at or below which a livestock animal stops being willing to breed = 0.6

    Admin Decimal number Default 0.6 Saved

  2133. livestock.breedresumecondition Condition at or above which a livestock animal that stopped breeding is willing again = 0.7

    Admin Decimal number Default 0.7 Saved

  2134. livestock.breedsearchradius How far (in metres) a male livestock animal looks for a mate = 30

    Admin Decimal number Default 30

  2135. livestock.calmedtrustfloor The seconds a livestock animal credits to a player under a livestock handling effect; kept inside the tolerated band on purpose = 60

    Admin Decimal number Default 60

  2136. livestock.calvingcooldownscale Scales how long a mother waits after calving before she can carry again. 1 is one calf grown up per birth = 1

    Admin Decimal number Default 1

  2137. livestock.census Counts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map).

    Admin Takes number (default 0)

  2138. livestock.censusreset Zeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now.

    Admin

  2139. livestock.cleargrazing Grows back every overgrazed patch of grass near the caller, and clears what the herd has eaten there. Optional radius in metres (default 100).

    Admin Takes number (default 100)

  2140. livestock.completepregnancy Makes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20).

    Admin Takes number (default 20)

  2141. livestock.conditionfallseconds How many seconds a totally neglected livestock animal takes to go from full health to dead = 3600

    Admin Decimal number Default 3600

  2142. livestock.conditionfullcontentment Contentment at or above which a livestock animal is healthy and heals towards full = 0.5

    Admin Decimal number Default 0.5

  2143. livestock.conditionriseseconds How many seconds a well kept livestock animal takes to heal from nothing back to full health = 3600

    Admin Decimal number Default 3600

  2144. livestock.cullexcess Kills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: untamed animals first, then tame ones with no cupboard for a home, then the oldest and worst bred. An optional head count culls down to that instead.

    Admin

  2145. livestock.curiousbreakdistance How far (in metres) a player can get before a curious livestock animal gives up following them = 20

    Admin Decimal number Default 20

  2146. livestock.curiouschance The share of livestock born curious, so they follow a player they know without needing a lead; 0 disables curious animals = 0.2

    Admin Decimal number Default 0.2

  2147. livestock.debugcondition Adds the condition and its breeding band to a livestock animal's ai.showState read-out = false

    Admin On / off Default false

  2148. livestock.debugdaybudget Adds the day budget shares to a livestock animal's ai.showState read-out = false

    Admin On / off Default false

  2149. livestock.debuggait Adds walk speed and gait penalty to a livestock animal's ai.showState read-out = false

    Admin On / off Default false

  2150. livestock.debuggenes Adds an animal's genes to its ai.showState read-out = false

    Admin On / off Default false

  2151. livestock.debugovergrazing Logs livestock overgrazing as it happens = false

    Admin On / off Default false

  2152. livestock.debugspecials Logs each special livestock animal as it spawns = false

    Admin On / off Default false

  2153. livestock.defendreactiontime How recently (in seconds) a player the herd counts as one of its own must have been attacked for a bull to come after whoever is doing it; 0 stops him defending players = 5

    Admin Decimal number Default 5

  2154. livestock.devnamechance The chance a freshly named livestock animal is given a developer's handle instead of an ordinary name; one named that way never founds a dynasty = 0

    Admin Decimal number Default 0

  2155. livestock.dung Makes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20).

    Admin Takes number (default 20)

  2156. livestock.dungconditionfloor Condition below which a livestock animal stops dunging at all. A starving animal never dungs whatever this says = 0.15

    Admin Decimal number Default 0.15

  2157. livestock.dungconditionfull Condition at or above which a livestock animal dungs at its full authored rate = 0.8

    Admin Decimal number Default 0.8

  2158. livestock.dungslowestscale How much longer a livestock animal at the condition floor waits between dung drops than one in its prime = 3

    Admin Decimal number Default 3

  2159. livestock.dynasticnames Whether a newborn livestock animal takes its same-sex parent's name one generation on, so a line reads Melk then Melk Junior then Melk the 3rd = true

    Admin On / off Default true

  2160. livestock.emptyfullness Empties the nearest livestock animal's fullness, so it goes looking for food. Optional search radius in metres (default 20).

    Admin

  2161. livestock.emptyhydration Empties the nearest livestock animal's hydration, so it goes looking for water. Optional search radius in metres (default 20).

    Admin

  2162. livestock.emptysocial Empties the nearest livestock animal's social need, as if it had been on its own. Optional search radius in metres (default 20).

    Admin

  2163. livestock.familiaritydistresspenalty How many seconds of familiarity a player loses with the herd around an animal they hurt = 30

    Admin Decimal number Default 30

  2164. livestock.familiarityforgetscale How many seconds a player has to stay away from a livestock animal short of a full bond for it to forget one second they spent near it, so at 3 fourteen minutes are gone in forty two. A full bond never fades, 0 never forgets = 3

    Admin Decimal number Default 3

  2165. livestock.familiarityhurtpenalty How many seconds of familiarity a player loses with a livestock animal they hurt = 60

    Admin Decimal number Default 60

  2166. livestock.familiarityradius How close (in metres) a player has to be for a livestock animal to count the time; must sit inside the animal's sense radius; 0 disables familiarity = 20

    Admin Decimal number Default 20

  2167. livestock.familiarityrate Multiplies how fast livestock familiarity builds up; 20 makes a five minute bond take fifteen seconds. For testing, leave at 1 for play = 1

    Admin Decimal number Default 1

  2168. livestock.fillfullness Fills the nearest livestock animal's fullness, as if it had just eaten its fill. Optional search radius in metres (default 20).

    Admin

  2169. livestock.fillhydration Fills the nearest livestock animal's hydration, as if it had just drunk its fill. Optional search radius in metres (default 20).

    Admin

  2170. livestock.fillsocial Fills the nearest livestock animal's social need, as if it were standing in a herd the right size. Optional search radius in metres (default 20).

    Admin

  2171. livestock.forcebreed Sends the nearest male livestock animal to mate with the nearest valid female, skipping the mate search. Optional search radius in metres (default 20).

    Admin Takes number (default 20)

  2172. livestock.friskythreshold How well met a livestock animal's worst need must be (0-1) before it will canter about for the fun of it; above 1 disables it = 0.85

    Admin Decimal number Default 0.85

  2173. livestock.genebadchance The chance each allele of a wild livestock animal is rolled Bad; the rest come out Ok = 0.3

    Admin Decimal number Default 0.3

  2174. livestock.genedungbad How often a Bad Dung livestock animal drops dung, as a share of an average one = 0.6

    Admin Decimal number Default 0.6

  2175. livestock.genedunggood How often a Good Dung livestock animal drops dung, as a multiple of an average one = 1.6

    Admin Decimal number Default 1.6

  2176. livestock.genefertilitybad How often a Bad Fertility livestock animal breeds, as a share of an average one; litter size never falls below one = 0.65

    Admin Decimal number Default 0.65

  2177. livestock.genefertilitygood How often a Good Fertility livestock animal breeds, and how many young it carries, as a multiple of an average one = 1.6

    Admin Decimal number Default 1.6

  2178. livestock.genegoodchance The chance each allele of a wild livestock animal is rolled Good = 0.2

    Admin Decimal number Default 0.2

  2179. livestock.genehardinessbad How well a Bad Hardiness livestock animal tolerates going short of food, water or room, as a share of an average one = 0.7

    Admin Decimal number Default 0.7

  2180. livestock.genehardinessgood How well a Good Hardiness livestock animal tolerates going short of food, water or room, as a multiple of an average one = 1.5

    Admin Decimal number Default 1.5

  2181. livestock.genelongevitybad How long a Bad Longevity livestock animal lives, as a share of an average one = 0.65

    Admin Decimal number Default 0.65

  2182. livestock.genelongevitygood How long a Good Longevity livestock animal lives, as a multiple of an average one = 1.5

    Admin Decimal number Default 1.5

  2183. livestock.genemutationchance The chance each inherited livestock allele is rerolled from scratch instead of coming from its parent; leaving this at 0 is what makes breeding predictable enough to reason about = 0

    Admin Decimal number Default 0

  2184. livestock.genesenabled Whether livestock genes do anything; off makes every animal an average one without touching the genomes they carry = true

    Admin On / off Default true

  2185. livestock.geneyieldbad How much milk or wool a Bad Yield livestock animal gives, as a share of an average one = 0.6

    Admin Decimal number Default 0.6

  2186. livestock.geneyieldgood How much milk or wool a Good Yield livestock animal gives, as a multiple of an average one = 1.6

    Admin Decimal number Default 1.6

  2187. livestock.grazesuntilovergrazed How many times livestock can graze one patch of grass before it is eaten bare = 2

    Admin Whole number Default 2

  2188. livestock.grudgeduration How long (in seconds) a livestock animal stays wary of a player that hurt it or one of its herd, moving off when they come close again; 0 disables grudges = 45

    Admin Decimal number Default 45

  2189. livestock.grudgerange How close (in metres) a remembered aggressor has to get before a wary livestock animal moves off = 8

    Admin Decimal number Default 8

  2190. livestock.inbredscale What every gene's slider position is multiplied by on an inbred livestock animal, for its coat and for what it produces alike. At 0.5 a Good gene looks and performs as Ok and an Ok gene falls halfway to Bad. An animal is inbred when both its lineage markers match = 0.5

    Admin Decimal number Default 0.5 Saved

  2191. livestock.leadbreakdistance How far (in metres) a player can get from an animal they are leading before the lead breaks. 0 never breaks it = 7

    Admin Decimal number Default 7

  2192. livestock.localenames Whether livestock names follow the languages of whoever is connected; off names every animal from the English pool, as before the packs existed = true

    Admin On / off Default true

  2193. livestock.makepregnant Makes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20).

    Admin Takes number (default 20)

  2194. livestock.maxlittersize The most young one livestock birth can ever produce, however good the mother's Fertility is = 3

    Admin Whole number Default 3

  2195. livestock.maxperspecies How many livestock animals of one species a server holds before none of that species breeds. Cattle and sheep are counted apart against the same number, 0 never caps = 300

    Admin Whole number Default 300

  2196. livestock.maxtrust The most seconds of trust a player can build with a livestock animal, which is the full bond: it can breed, standing in your cupboard makes that its home, your trust stops fading and a bull defends you = 900

    Admin Decimal number Default 900

  2197. livestock.motherlyduration How long (in seconds) a mother stands her ground for her own calf after something has threatened it, rather than running like any other cow; 0 disables maternal defence = 300

    Admin Decimal number Default 300

  2198. livestock.namelocale The language livestock are named in when nobody connected speaks one the game has names for, and the language the baseline weight reinforces = "en"

    Admin Text Default "en"

  2199. livestock.overgrazedareacooldownminutes How long (in minutes) an overgrazed patch of grass takes to grow back = 30

    Admin Decimal number Default 30

  2200. livestock.overgrazedarearadius How far (in metres) an overgrazed patch of grass reaches from its centre = 5

    Admin Decimal number Default 5

  2201. livestock.overgrazehere Marks the grass where the caller is standing as overgrazed, without waiting for a herd to eat it.

    Admin

  2202. livestock.overgrazingenabled Whether grass a herd has eaten bare stops feeding them until it grows back = true

    Admin On / off Default true

  2203. livestock.panelage Whether a farm animal's status panel says whether it is young or grown = true

    Admin On / off Default true Saved

  2204. livestock.panelalleles Whether both copies of every livestock gene are shown rather than only the one the animal expresses. Reveals what an animal carries without breeding it = false

    Admin On / off Default false Saved

  2205. livestock.paneldung Whether a farm animal's status panel shows how often it dungs, after its genes = false

    Admin On / off Default false Saved

  2206. livestock.panelgender Whether the male and female symbols are shown next to a farm animal's name on its status panel = false

    Admin On / off Default false Saved

  2207. livestock.panelgenes Whether the gene discs are shown on the livestock status panel, along with the inbred warning that explains them = false

    Admin On / off Default false Saved

  2208. livestock.paneltrust Whether a farm animal's status panel shows how much it trusts you, as one segment per band of the trust ladder = false

    Admin On / off Default false Saved

  2209. livestock.panelyield Whether a farm animal's status panel shows what it produces and how often, after its genes = false

    Admin On / off Default false Saved

  2210. livestock.priceageprime How far through its life a livestock animal stays worth its full price, from 0 in its prime to 1 at death by old age = 0.5

    Admin Decimal number Default 0.5

  2211. livestock.priceconditionfloor Condition at or below which a livestock animal sells for the least a vendor will pay = 0.15

    Admin Decimal number Default 0.15

  2212. livestock.priceconditionfull Condition at or above which a livestock animal sells for the vendor's full price = 0.8

    Admin Decimal number Default 0.8

  2213. livestock.pricefullqualityscale The livestock sale value that counts as full quality, which is a full budget for the vendor's sale table = 1.5

    Admin Decimal number Default 1.5

  2214. livestock.pricegeneweight How far a livestock animal's genes move what a vendor pays, where 1 pays its full gene advantage and 0 prices every animal as an average one = 1

    Admin Decimal number Default 1

  2215. livestock.priceoldestscale What a livestock animal at the very end of its life sells for, as a share of the vendor's full price = 0.5

    Admin Decimal number Default 0.5

  2216. livestock.pricewildpenalty How much less a livestock animal that no player bred sells for, as a share of its price, so a herd raised from birth outsells one rounded up in the wild = 0.85

    Admin Decimal number Default 0.85

  2217. livestock.priceworstscale What a livestock animal at the condition floor sells for, as a share of the vendor's full price = 0.4

    Admin Decimal number Default 0.4

  2218. livestock.profile Times how long livestock spend in their needs queue and FSM tick, for livestock.census. Off by default because the measurement itself costs = false

    Admin On / off Default false

  2219. livestock.readytomilk Makes the nearest cow ready to milk now, without waiting out its cooldown. Optional search radius in metres (default 20).

    Admin Takes number (default 20)

  2220. livestock.readytoshear Makes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20).

    Admin Takes number (default 20)

  2221. livestock.rename Renames the nearest livestock animal. Usage: livestock.rename <name> [radius], quoting a name that contains spaces, radius in metres (default 20)

    Admin Takes text · number (default 20)

  2222. livestock.sendhome Moves the wild anchor of every livestock animal in range to where the caller is standing, so roam and the night gather aim here. A cupboard still outranks it. Optional radius in metres (default 30).

    Admin Takes number (default 30)

  2223. livestock.setcondition Sets the condition of the livestock animal the caller is looking at, or the nearest one. Condition is the slow average that price, dung and willingness read. Usage: livestock.setcondition <0-1> [radius], radius in metres (default 20)

    Admin Takes number (default -1) · number (default 20)

  2224. livestock.setcurious Makes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20)

    Admin Takes whole number (default 1) · number (default 20)

  2225. livestock.setfamiliarity Sets how many seconds of familiarity the calling player has with the livestock animal they are looking at, or the nearest one. Usage: livestock.setfamiliarity <seconds> [radius], radius in metres (default 20)

    Admin Takes number (default -1) · number (default 20)

  2226. livestock.setfamiliarityall Sets how many seconds of familiarity the calling player has with every livestock animal in range. 0 resets them all. Usage: livestock.setfamiliarityall <seconds> [radius], radius in metres (default 30)

    Admin Takes number (default -1) · number (default 30)

  2227. livestock.setgene Sets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Longevity|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or Good

    Admin Takes number (default 20)

  2228. livestock.setinbred Makes the livestock animal you are looking at, or the nearest one, inbred or not, by forcing its two lineage markers together or apart. Usage: livestock.setinbred <0|1> [radius]

    Admin Takes true or false (default true) · number (default 20)

  2229. livestock.showcoat Prints what the nearest livestock animal's coat is made of, which is its genes and, for a species with patches, its name. Usage: livestock.showcoat [radius], radius in metres (default 20)

    Admin Takes number (default 20)

  2230. livestock.showgenes Prints the genes of the livestock animal you are looking at, or the nearest one, both copies of each, plus its lineage markers. Optional search radius in metres as the first argument (default 20).

    Admin Takes number (default 20)

  2231. livestock.showhome Draws an arrow from the livestock animal you are looking at, or the nearest one, to the cupboard it lives at, or to its wild anchor when it has none. Optional search radius in metres (default 20) and seconds to draw for (default 10).

    Admin Takes number (default 20) · number (default 10)

  2232. livestock.spawnspecial Spawns one of the named special livestock animals in front of you, skipping the rarity roll but obeying every other rule. Usage: livestock.spawnspecial <name> [species], species being needed only for an entry that fits more than one

    Admin Takes text · text

  2233. livestock.specialchance The chance each wild livestock spawn is one of the named special animals; births, purchases, age-ups and saves never roll for one = 0.005

    Admin Decimal number Default 0.005

  2234. livestock.specials Lists the special livestock animals this server has already produced, and counts the rest without naming them

    Admin

  2235. livestock.swapgender Swaps the gender of the nearest livestock animal. Optional search radius in metres (default 20).

    Admin Takes number (default 20)

  2236. livestock.trustfloor The seconds a livestock animal credits to the team, cupboard authed and door code sharers of anyone it is bonded with; kept inside the tolerated band on purpose = 60

    Admin Decimal number Default 60

  2237. livestock.trusttofollow How many seconds near a livestock animal before a curious one follows you without a lead = 5

    Admin Decimal number Default 5

  2238. livestock.trusttolead How many seconds near a livestock animal before you can lead it, after which it also ages, can starve and gives dung, milk or wool = 300

    Admin Decimal number Default 300

  2239. livestock.trusttotolerate How many seconds near a livestock animal before a bull stops squaring up at you = 30

    Admin Decimal number Default 30

  2240. livestock.vendorannoyedtime How many seconds a livestock vendor refuses to look at goods whose every offer was turned down = 900

    Admin Decimal number Default 900

  2241. livestock.vendorgenerouschance The chance each livestock offer is a generous one, where the vendor pays for a better animal than the one in front of him; 0 disables it = 0.05

    Admin Decimal number Default 0.05

  2242. livestock.vendorgenerousmax The most a generous livestock offer lifts an animal's quality by = 0.25

    Admin Decimal number Default 0.25

  2243. livestock.vendorgenerousmin The least a generous livestock offer lifts an animal's quality by = 0.1

    Admin Decimal number Default 0.1

  2244. livestock.vendoroffercount How many offers a livestock vendor makes for one animal before he is annoyed and stops buying = 3

    Admin Whole number Default 3

  2245. livestock.vendorofferitems How many items a livestock vendor picks for one offer before paying the rest of its value in the sale table's fallback = 2

    Admin Whole number Default 2

  2246. livestock.vendoroffervariance How far a livestock vendor's offer can swing either side of what an animal is really worth = 0.05

    Admin Decimal number Default 0.05

  2247. livestock.vendorwoollotsize How much wool counts as a full lot, which is a full budget for the vendor's wool table = 400

    Admin Whole number Default 400

  2248. livestock.vendorwoolminimum How much wool a player must be carrying before a livestock vendor will haggle over it at all = 25

    Admin Whole number Default 25

  2249. livestock.wildconditionfloor Lowest condition a livestock animal nobody can lead falls to from neglect, so wildlife never dies of it = 0.5

    Admin Decimal number Default 0.5

  2250. lod.grid_refresh_budget Maximum time budget in milliseconds per frame allocated to refreshing the LOD grid; lower values reduce LOD pop-in cost but may delay transitions Client
  2251. log.level Sets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer

    Admin Takes text

  2252. log.level Sets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer Client
  2253. lookattooltip.crosshairmode Changes the interaction crosshair visuals (0 = default, 1 = no texts, 2 = no texts and no icon) Client
  2254. manifest.download_server_list Client
  2255. manifest.printmanifest Prints the Facepunch application manifest in a formatted summary showing app name, version, and platform details

    Admin

  2256. manifest.printmanifest Prints the Facepunch application manifest in a formatted summary showing app name, version, and platform details Client
  2257. manifest.printmanifestraw Prints the raw contents of the Facepunch manifest file as an unformatted string

    Admin

  2258. manifest.printmanifestraw Prints the raw contents of the Facepunch manifest file as an unformatted string Client
  2259. maplayerrenderer.debuglabs When enabled, draws debug visualisations on the map for underwater lab entrance locations and floor boundaries; admin-only Client
  2260. marchingcubesmanager.collidermiplevel [0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surface = 1

    Admin Whole number Default 1

  2261. marchingcubesmanager.collidermiplevel [0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surface Client
  2262. marchingcubesmanager.debuglog Logs when a marching cubes generator frees memory. = false

    Admin On / off Default false

  2263. marchingcubesmanager.debuglog Client
  2264. marchingcubesmanager.generatorpoolcount [1-16] - each generator has constant memory overhead, but will allow more to process at once = 4

    Admin Whole number Default 4

  2265. marchingcubesmanager.generatorpoolcount [1-16] - each generator has constant memory overhead, but will allow more to process at once Client
  2266. megaphone.ignorepushtotalk When enabled, the megaphone broadcasts voice audio without requiring push-to-talk to be held; saved between sessions Client
  2267. megaphone.megaphonevoicerange Megaphone setting the server only passes on to clients. Nothing on the server reads it. = 100

    Admin Decimal number Default 100 Saved

  2268. memsnap.full Takes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/

    Admin

  2269. memsnap.full Takes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/ Client
  2270. memsnap.managed Takes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder

    Admin

  2271. memsnap.managed Takes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder Client
  2272. memsnap.native Takes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder

    Admin

  2273. memsnap.native Takes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder Client
  2274. mesh.list_skinned Dumps all active SkinnedMeshRenderers to a file. [Filter] [VisibleOnly] Client
  2275. mesh.quality Controls global mesh quality level (0-100); lower values switch meshes to lower-polygon LODs sooner, reducing GPU cost at the expense of visual fidelity Client
  2276. mesh.reducebonecountonlowlod Reduce rendering calculations on lower LOD clothing/skin Client
  2277. meshpaintable3d.brushscale Scale multiplier for the mesh paint brush size when painting on a 3D paintable surface Client
  2278. meshpaintable3d.uvbufferscale Scale multiplier for the UV buffer texture used when projecting paint onto a 3D surface; higher values improve paint resolution Client
  2279. meta.add add <convar> <amount> - adds amount to convar

    Admin Takes text · number (default 0.10000000149011612)

  2280. meta.exec exec [command_1] ... - runs all of the commands passed as arguments (also, if the last argument is true/false then that will flow into each command's arguments) Client
  2281. meta.if_false if_false <command> <condition> - runs a command if the condition is false Client
  2282. meta.if_true if_true <command> <condition> - runs a command if the condition is true Client
  2283. meta.reset_cycle reset_cycle <key> - resets a cycled bind to the beginning Client
  2284. metaldetectorflag.timeoutduration Seconds before a metal detector flag disappears, give or take 20%. = 10800

    Admin Decimal number Default 10800

  2285. metaldetectorsource.attemptspersubsourcespawn Tries the server makes to place each buried metal source. = 5

    Admin Whole number Default 5

  2286. metaldetectorsource.draweditorgizmos Client
  2287. metaldetectorsource.mindistancebetweensubsources Closest two buried metal sources can sit, in meters. = 1.5

    Admin Decimal number Default 1.5

  2288. metaldetectorsource.population Population active on the server, per square km = 1200

    Admin Decimal number Default 1200

  2289. metaldetectorsource.servercountsources Logs how many buried metal sources the server holds.

    Admin

  2290. metaldetectorsource.timeoutduration Seconds before a buried metal source disappears, give or take 20%. = 7200

    Admin Decimal number Default 7200

  2291. midiconvar.bindkeyoff Binds a note key being released to a convar eg. BindMidiKeyOff NOTE CHANNEL kill Client
  2292. midiconvar.bindkeyon Binds a note key being pressed to a convar eg. BindMidiKeyOn NOTE CHANNEL kill Client
  2293. midiconvar.bindknob Binds a given knob to a convar with min/max eg. BindMidiKnob NOTE CHANNEL graphics.fov 70 90 Client
  2294. midiconvar.bindknobrelative Binds a given knob to a convar with a relative rate for endless scrolling eg. BindMidiKnob NOTE CHANNEL graphics.fov 1 Client
  2295. midiconvar.bufferprotection Ony allow a midi note to fire once per frame, may help some MIDI issues in W11 Client
  2296. midiconvar.clearallbindings Clears all registered MIDI input-to-convar bindings; admin-only; requires MidiConvar instance to be active Client
  2297. midiconvar.debugmode Prints out all incoming midi codes Client
  2298. midiconvar.enabled Must be enabled for midi convars to work Client
  2299. midiconvar.printbindings Prints all current MIDI-to-convar bindings to the console; admin-only; requires MidiConvar instance to be active Client
  2300. midiconvar.reloadbindings Reloads midi bindings from disk Client
  2301. minicopter.population Population active on the server = 0

    Admin Decimal number Default 0

  2302. missionshud.blockdisplay When enabled, suppresses all missions HUD display updates, preventing the missions overlay from showing or updating Client
  2303. mlrs.brokendownminutes How many minutes before the MLRS recovers from use and can be used again = 20

    Admin Decimal number Default 20

  2304. modularcar.outsidedecayminutes How many minutes before a ModularCar loses all its health while outside = 864

    Admin Decimal number Default 864

  2305. modularcar.population Population active on the server = 3

    Admin Decimal number Default 3

  2306. monumentnavmesh.use_baked_terrain_mesh Has monument navmeshes use the baked terrain mesh when they are built. = true

    Admin On / off Default true

  2307. mortar.debugdistanceui Client
  2308. motorrowboat.decaystartdelayminutes How long until decay begins after the boat was last used = 45

    Admin Decimal number Default 45

  2309. motorrowboat.deepwaterdecayminutes How long before a boat loses all its health while in deep water = 120

    Admin Decimal number Default 120

  2310. motorrowboat.outsidedecayminutes How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used = 180

    Admin Decimal number Default 180

  2311. motorrowboat.population Population active on the server = 1

    Admin Decimal number Default 1

  2312. mountedweapon.antihack_level Strictness of the aim checks on mounted weapons, from 0 (off) to 3. Level 2 adds the snap limit, level 3 the turn-speed limit. = 0

    Admin Whole number Default 0

  2313. mountedweapon.antihack_max_degrees_per_second_pitch Fastest a mounted weapon may pitch, in degrees per second, at check level 3. = 720

    Admin Decimal number Default 720

  2314. mountedweapon.antihack_max_degrees_per_second_yaw Fastest a mounted weapon may turn, in degrees per second, at check level 3. = 720

    Admin Decimal number Default 720

  2315. mountedweapon.antihack_max_snap_degrees Largest jump in aim, in degrees, a mounted weapon accepts in one update from check level 2. = 35

    Admin Decimal number Default 35

  2316. mountedweapon.debug Draws debug information for mounted weapons. = false

    Admin On / off Default false Saved

  2317. mountedweapon.enable_client_authority Lets the gunner's client drive the aim of a mounted weapon. = true

    Admin On / off Default true Saved

  2318. music.enabled Enables the in-game dynamic music system; disabling stops all background music tracks from playing Client
  2319. music.info Prints the name of the currently playing music track and its playback position to the console Client
  2320. music.songgapmax Maximum seconds of silence between background music tracks; a random gap between songGapMin and songGapMax is chosen between songs Client
  2321. music.songgapmin Minimum seconds of silence between background music tracks; the game waits at least this long before starting the next song Client
  2322. nametags.enabled When enabled, player name tags are shown above other players; disable to hide all name tags on the client; saved between sessions Client
  2323. nametags.showindemos When enabled, name tags are also shown while watching a demo; demos hide name tags by default Client
  2324. navstress.bench Run the full benchmark suite: args agentCount (default 200)

    Admin Takes whole number (default 200)

  2325. navstress.benchresults Print the last benchmark results

    Admin

  2326. navstress.build_env Build the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50)

    Admin Takes number (default -140) · number (default 140) · number (default 50)

  2327. navstress.chase Chase a sliding virtual target: args targetSpeed setDestinationHz

    Admin Takes number (default 5.5) · number (default 10)

  2328. navstress.clear Despawn dummies and remove the field

    Admin

  2329. navstress.envreport Print the last environment build report

    Admin

  2330. navstress.idle Stop giving destinations and reset paths

    Admin

  2331. navstress.killforeign Kill every NPC with a RustNavMeshAgent that is not a navstress dummy

    Admin

  2332. navstress.rebuildstorm Async tile rebuilds under the field: args rebuildsPerSecond (0 stops)

    Admin Takes number (default 1)

  2333. navstress.refcompare Replay the scenario and compare against a recording: args name

    Admin Takes text (default baseline)

  2334. navstress.refrecord Record the reference trajectory scenario: args name

    Admin Takes text (default baseline)

  2335. navstress.refresults Print the last refpath result

    Admin

  2336. navstress.setmode Flip all dummies between steering and normal mode without respawning

    Admin Takes text (default steering)

  2337. navstress.spawn Spawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoors

    Admin Takes whole number (default 100) · text (default steering) · true or false (default false) · true or false (default false)

  2338. navstress.stats Print and reset tick statistics

    Admin

  2339. navstress.wander Random destinations forever: args intervalSeconds unreachableFraction

    Admin Takes number (default 4) · number (default 0)

  2340. net.debug Enables verbose client-side network debug logging, printing all incoming and outgoing message types and their byte sizes Client
  2341. net.global_network_debug Toggle printing time taken to send all global entities to client when they connect = false

    Admin On / off Default false

  2342. net.global_networked_bases When enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius = true

    Admin On / off Default true

  2343. net.limit_global_update_broadcast (default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless = true

    Admin On / off Default true

  2344. net.network_group_debug Toggle checking network group bounds whenever an entity changes its network group = false

    Admin On / off Default false

  2345. net.visdebug When enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius = false

    Admin On / off Default false

  2346. net.visibilityradiusdeepsea Network visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead = 10

    Admin Whole number Default 10

  2347. net.visibilityradiusfaroverride Overrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients = -1

    Admin Whole number Default -1

  2348. net.visibilityradiusnearoverride Overrides the near (high-priority) network visibility radius in grid cells; -1 = use default = -1

    Admin Whole number Default -1

  2349. netgraph.enabled Shows the network graph overlay displaying real-time incoming/outgoing packet rates, queue sizes, and bandwidth usage Client
  2350. netgraph.entityfilter Filters the network graph to only show packets related to the given entity short prefab name; leave empty to show all entities Client
  2351. netgraph.typefilter Filters the network graph to only show packets matching the given message type name; leave empty to show all packet types Client
  2352. netgraph.updatespeed How many times per second the network graph display refreshes; higher values give more responsive readings but use slightly more CPU Client
  2353. networkprofiler.packet_capture networkprofiler.packet_capture [max size(in MB), min(1), max(10000), float] [max duration(in seconds), min(1), max(3600), float]

    Admin Takes number (default 0) · number (default 0)

  2354. networkprofiler.profile networkprofiler.profile [time to profile(in seconds), min(0.1), max(1000), float] Client
  2355. networkprofiler.serverprofile networkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]

    Admin Takes number (default 0)

  2356. networkprofiler.stop_packet_capture networkprofiler.stop_packet_capture - ends the running packet capture early

    Admin

  2357. nexus.broadcast_ping Sends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times

    Admin

  2358. nexus.clanclatbatchduration Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus = 1

    Admin Decimal number Default 1

  2359. nexus.defaultzonecontactradius Default distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates) = 0.33

    Admin Decimal number Default 0.33

  2360. nexus.endpoint URL endpoint to use for the Nexus API = "https://gw.facepunch.com/nexus/"

    Admin Text Default "https://gw.facepunch.com/nexus/" Saved

  2361. nexus.hidefullislands Hide islands that we know are full, preventing players from being transferred to them = false

    Admin On / off Default false

  2362. nexus.hidezones Hide individual nexus zones from the server list (only show the combined nexus) Client
  2363. nexus.islandspawndistance How far away islands should be spawned, as a factor of the map size = 1.5

    Admin Decimal number Default 1.5

  2364. nexus.loadingtimeout Time in seconds to keep players in the loading state before going to sleep = 900

    Admin Decimal number Default 900

  2365. nexus.logging When enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers = true

    Admin On / off Default true

  2366. nexus.mapimagescale Scale of the map to render and upload to the nexus = 0.5

    Admin Decimal number Default 0.5

  2367. nexus.messagelockduration Time in seconds to allow the server to process nexus messages before re-sending (requires restart) = 5

    Admin Whole number Default 5

  2368. nexus.ping Sends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity

    Admin Takes text

  2369. nexus.pinginterval Time in seconds to wait between server status pings = 30

    Admin Decimal number Default 30

  2370. nexus.playermanifestinterval Interval in seconds to broadcast the player manifest to other servers on the nexus = 30

    Admin Decimal number Default 30

  2371. nexus.playeronline Checks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster

    Admin

  2372. nexus.protectionduration Maximum time in seconds to keep transfer protection enabled on entities = 300

    Admin Decimal number Default 300

  2373. nexus.redirect Disconnect and connect to a new server. Can be run from the server. Usage: nexus.redirect <address> [port] [protocol] Client
  2374. nexus.refreshislands Forces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments

    Admin

  2375. nexus.rpctimeoutmultiplier Multiplier for nexus RPC timeout durations in case we expect different latencies = 1

    Admin Decimal number Default 1

  2376. nexus.secretkey Shared secret key used to authenticate Nexus inter-server communication; must match across all servers in the same Nexus cluster = ""

    Admin Text Default ""

  2377. nexus.serverlistendpoint Nexus API endpoint to use for the server browser Client
  2378. nexus.serverlistrealm Realm of servers to show on the server list (-1 for auto) Client
  2379. nexus.timeoffset Time offset in hours from the nexus clock = 0

    Admin Decimal number Default 0

  2380. nexus.transfer Initiates a Nexus transfer of the specified player to a named destination server or zone in the cluster

    Admin Takes text

  2381. nexus.transferflushtime Maximum amount of time in seconds that transfers should be cached before auto-saving = 60

    Admin Whole number Default 60

  2382. nexus.uploadmap Reupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!

    Admin

  2383. nexus.zonecontroller Name of the zone controller implementation used for this Nexus server (e.g. basic, advanced); controls how players are routed between servers = "basic"

    Admin Text Default "basic"

  2384. nobuildzonematerialcontroller.setheight [0.0-10] Client
  2385. nobuildzonematerialcontroller.setstrengthday [0.0-1.0] Client
  2386. nobuildzonematerialcontroller.setstrengthnight [0.0-1.0] Client
  2387. note.craft_add Server-to-client notification that adds a new crafting task to the client crafting queue UI, showing the item, amount, and skin being crafted Client
  2388. note.craft_done Server-to-client notification that a crafting task has finished; updates the queue UI and triggers success or failure feedback Client
  2389. note.craft_fasttracked Server-to-client notification that a crafting task has been fast-tracked (instant completed), immediately removing it from the queue display Client
  2390. note.craft_start Server-to-client notification that marks a crafting task as started with a completion time, updating the crafting queue timer display Client
  2391. note.inv Server-to-client notification that displays an item pickup notice and increments the relevant Steam stat counters for harvesting and pickup achievements Client
  2392. note.update Writes the text of a note you carry. Takes the note's item ID, then the text, cut at 1,024 characters. Any player

    Takes text

  2393. npc.vendor_attack_heli_enabled Keeps the attack helicopter on sale at its vendor. = true

    Admin On / off Default true Saved

  2394. npc.vendor_hab_enabled Keeps the hot air balloon on sale at its vendor. = true

    Admin On / off Default true Saved

  2395. npc.vendor_minicopter_enabled Keeps the minicopter on sale at its vendor. = true

    Admin On / off Default true Saved

  2396. npc.vendor_rhib_enabled Keeps the RHIB on sale at its vendor. = true

    Admin On / off Default true Saved

  2397. npc.vendor_rowboat_enabled Keeps the rowboat on sale at its vendor. = true

    Admin On / off Default true Saved

  2398. npc.vendor_scrap_heli_enabled Keeps the scrap transport helicopter on sale at its vendor. = true

    Admin On / off Default true Saved

  2399. npc.vendor_sub_duo_enabled Keeps the duo submarine on sale at its vendor. = true

    Admin On / off Default true Saved

  2400. npc.vendor_sub_solo_enabled Keeps the solo submarine on sale at its vendor. = true

    Admin On / off Default true Saved

  2401. npcanimcontroller.lookinterpspeed Client
  2402. npcanimcontroller.spineinterpspeed Client
  2403. npcautoturret.forcedamageblockedsleepers If an npc turret is firing at a sleeping player and the player is blocked, still apply damage = true

    Admin On / off Default true

  2404. npcautoturret.sleeperhostiledelay How many seconds until a sleeping player is considered hostile = 1200

    Admin Decimal number Default 1200 Saved

  2405. npcvendingmachine.addhours Simulates the provided number of hours passing in the vending machine system

    Admin Takes whole number (default 0)

  2406. npcvendingmachine.dynamicpricingenabled Whether to run the the dynamic pricing system = true

    Admin On / off Default true Saved

  2407. npcvendingmachine.maximumpricemultiplier The maximum point that a price can increase to (2 = 200%) = 2

    Admin Decimal number Default 2 Saved

  2408. npcvendingmachine.minimumpricemultiplier The Minimum point that the price can drop to (0.5 = 50% off) = 0.5

    Admin Decimal number Default 0.5 Saved

  2409. npcvendingmachine.pricedecreaseamount How much to decrease the price for if it is underselling (0.05 = 5%) = 0.05

    Admin Decimal number Default 0.05 Saved

  2410. npcvendingmachine.priceincreaseamount How much to increase the price by if it is selling a lot (0.05 = 5%) = 0.1

    Admin Decimal number Default 0.1 Saved

  2411. npcvendingmachine.priceupdatefrequencybiweekly How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 2

    Admin Decimal number Default 2 Saved

  2412. npcvendingmachine.priceupdatefrequencydefault How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 3

    Admin Decimal number Default 3 Saved

  2413. npcvendingmachine.priceupdatefrequencyweekly How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 1

    Admin Decimal number Default 1 Saved

  2414. npcvendingmachine.printallpricechanges Print out all current price changes on the server

    Admin

  2415. npcvendingmachine.resetdynamicpricing Resets the state of all discounts and surcharges from NPC vending machines

    Admin

  2416. npcvendingmachine.resetfrequencytags Recalculates how often NPC vending machines refill and prints the result in hours.

    Admin

  2417. npcvendingmachine.startingpricemultiplier What discount surcharge should be applied to items when the server starts = 2

    Admin Decimal number Default 2 Saved

  2418. npcwalkanimation.framebudgetms Client
  2419. paint.brushopacity Gets or sets the brush opacity in the sign painter Client
  2420. paint.brushsize Gets or sets the brush size in the sign painter Client
  2421. paint.brushspacing Gets or sets the brush spacing factor in the sign painter (0 to 1, default 0.25) Client
  2422. paint.favcolours Favourite Colours, in a CSV Hexadecimal format (#FFFFFF) Client
  2423. paint.hidemousecursor Hide the mouse pointer while the brush outline is projected onto the model being painted, so it doesn't cover the outline Client
  2424. paint.leftsided Change the paint UI to be on the left side of the screen Client
  2425. paint.maxbrushsize Sets the maximum brush size in the painting menu, re-open the menu to apply changes. Client
  2426. paint.neutrallighting Light the painting preview with a fixed neutral studio light instead of the surrounding scene lighting. Only works with rrp enabled. Client
  2427. paint.outlineinvert Colour the brush outline by inverting the artwork underneath it, instead of tinting it with the brush colour Client
  2428. paint.selectedbrush Gets or sets the current brush in the sign painter by index (0 is first, wraps around) Client
  2429. paint.selectedtool Gets or sets the current tool in the sign painter by index (0 is first, wraps around) Client
  2430. paint.showbrushoutline Project an outline of the brush footprint onto the surface of the model being painted Client
  2431. panther.population Population active on the server, per square km = 0.5

    Admin Decimal number Default 0.5

  2432. parachute.bypassrepack Hands the parachute back ready to use after a landing, with no repacking. = false

    Admin On / off Default false Saved

  2433. parachute.landinganimations Plays the heavy landing animation when a player lands under a parachute. = false

    Admin On / off Default false Saved

  2434. particle.ik Enables inverse kinematics solving on character rigs; disabling IK reduces CPU cost but removes foot planting and hand placement corrections Client
  2435. particle.quality Controls global particle system quality (0-100); lower values reduce particle counts and disable expensive effects to improve performance Client
  2436. particle.simulationspace When enabled, particle systems simulate in world space rather than local space; affects how particles trail when the emitter moves Client
  2437. party.connectparty Connects the local player to the same server as the rest of their party if a party server is set Client
  2438. party.createparty Creates a new party for the local player, generating a unique party ID and making the player the party leader Client
  2439. party.fakepartyinvite Debug command that simulates receiving a party invite from a fake player, used to test the party invite UI flow Client
  2440. party.inviteparty Sends a party invite to the named player or Steam ID, requesting they join the local player party Client
  2441. party.joinparty Joins an existing party using the given party ID or invite token Client
  2442. party.kickparty Kicks the specified party member by name or Steam ID from the current party; party leader only Client
  2443. party.leaveparty Removes the local player from their current party, disbanding it if they are the last member Client
  2444. party.maxpartyspawnattempts Maximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping = 50

    Admin Whole number Default 50

  2445. party.maxpartyspawndistance Maximum distance in metres between party member spawn points when spawning a group together on wake-up = 100

    Admin Whole number Default 100

  2446. party.nearbypartyspawns When enabled, party members respawn near each other rather than at random map locations when joining a server together = true

    Admin On / off Default true

  2447. party.party_invite_expiry Total seconds after which a party invite is fully removed from the system even if shown in UI Client
  2448. party.party_invite_timeout Seconds a party invite remains active before automatically expiring if the recipient has not responded Client
  2449. party.party_invites_enabled When enabled, players can send and receive party invites; disabling blocks all new party invite functionality Client
  2450. party.printparty Prints the current party state to the console, listing all members, their Steam IDs, and the party ID Client
  2451. patrolhelicopterai.flee_damage_percentage Fraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%) = 0.35

    Admin Decimal number Default 0.35

  2452. patrolhelicopterai.monument_crash When enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain = true

    Admin On / off Default true

  2453. patrolhelicopterai.use_danger_zones When enabled, the patrol helicopter avoids designated danger zones during its patrol route = true

    Admin On / off Default true

  2454. petbrain.controldistance Farthest a pet can be from its owner, in meters, and still follow orders. = 100

    Admin Decimal number Default 100 Saved

  2455. petbrain.drownindeepwater Makes pets take drowning damage in deep water. = true

    Admin On / off Default true

  2456. petbrain.drowntimer Seconds a pet lasts in deep water before it drowns. = 15

    Admin Decimal number Default 15

  2457. petbrain.idlewhenownermounted Sends a pet idle while its owner is mounted. = true

    Admin On / off Default true

  2458. petbrain.idlewhenownerofflineordead Sends a pet idle while its owner is offline, asleep or dead. = true

    Admin On / off Default true

  2459. physics.allowhorsetempragdoll When enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions = true

    Admin On / off Default true

  2460. physics.allowplayertempragdoll When enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing = true

    Admin On / off Default true

  2461. physics.autosynctransforms When enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync

    Admin On / off

  2462. physics.autosynctransforms When enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync Client
  2463. physics.batchsynctransforms When enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync = true

    Admin On / off Default true

  2464. physics.batchsynctransforms When enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync Client
  2465. physics.bouncethreshold Minimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impacts

    Admin Decimal number

  2466. physics.clientragdollmode The collision detection mode that client-side ragdolls should use Client
  2467. physics.droppedmode The collision detection mode that dropped items and corpses should use = 2

    Admin Whole number Default 2

  2468. physics.getbounds Prints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents

    Admin

  2469. physics.gravity Gravity multiplier = 1

    Admin Decimal number Default 1 Saved

  2470. physics.groundwatchdebug When enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world = false

    Admin On / off Default false

  2471. physics.groundwatchdelay Seconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead = 0.1

    Admin Decimal number Default 0.1

  2472. physics.groundwatchfails Number of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry = 1

    Admin Whole number Default 1

  2473. physics.print_colliders_per_cell Prints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns

    Admin

  2474. physics.print_colliders_per_prefab Prints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation

    Admin Takes whole number (default -1)

  2475. physics.sendeffects Send effects to clients when physics objects collide = true

    Admin On / off Default true

  2476. physics.serverragdollmode The collision detection mode that server-side ragdolls should use = 3

    Admin Whole number Default 3

  2477. physics.serversideragdolls Do ragdoll physics calculations on the server, or use the old client-side system = false

    Admin On / off Default false Saved

  2478. physics.setbounds (center vec3) (extents vec3)

    Admin

  2479. physics.sleepthreshold Energy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usage

    Admin Decimal number

  2480. physics.solveriterationcount The default solver iteration count permitted for any rigid bodies (default 7). Must be positive

    Admin Whole number

  2481. physics.towingmaxlinearaccelfromjoint Maximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing = 40

    Admin Decimal number Default 40

  2482. physics.treecollision Do players and vehicles collide with trees? = true

    Admin On / off Default true Saved

  2483. physicstumblingentity.angular_drag_override Override for rigidbody angular drag. Set to -1 to disable. = -1

    Admin Decimal number Default -1 Saved

  2484. physicstumblingentity.drag_override Override for rigidbody drag. Set to -1 to disable. = -1

    Admin Decimal number Default -1 Saved

  2485. physicstumblingentity.max_tumbling_force Maximum force applied on collision to cause tumbling = 1000

    Admin Decimal number Default 1000 Saved

  2486. physicstumblingentity.min_tumbling_force Minimum force applied on collision to cause tumbling = 600

    Admin Decimal number Default 600 Saved

  2487. physicstumblingentity.player_impulse_multiplier Multiplier for impulse applied to players when ragdolled by this entity = 10

    Admin Decimal number Default 10 Saved

  2488. physicstumblingentity.tumbling_force_cone_angle Cone angle in degrees for randomizing tumbling force direction = 30

    Admin Decimal number Default 30 Saved

  2489. physicstumblingentity.velocity_threshold_for_tumbling_force Minimum velocity required for an object to get tumbling force applied on collision = 1.5

    Admin Decimal number Default 1.5 Saved

  2490. ping.auto_refresh_region When enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date

    Admin On / off

  2491. ping.auto_refresh_region When enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date Client
  2492. ping.ping_estimate_logging When enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy

    Admin On / off

  2493. ping.ping_estimate_logging When enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy Client
  2494. ping.ping_estimation When enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic

    Admin On / off

  2495. ping.ping_estimation When enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic Client
  2496. ping.ping_parallel When enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously

    Admin On / off

  2497. ping.ping_parallel When enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously Client
  2498. ping.ping_refresh_interval Interval in minutes between automatic background ping estimation refreshes for server list region latency sorting

    Admin Whole number

  2499. ping.ping_refresh_interval Interval in minutes between automatic background ping estimation refreshes for server list region latency sorting Client
  2500. ping.ping_samples Number of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete

    Admin Whole number

  2501. ping.ping_samples Number of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete Client
  2502. planner.floodfilldebug When enabled, draws debug visualisations for the building planner flood-fill guide system showing fill cells and connection points; admin-only Client
  2503. planterbox.outsidetestdistance Maximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight = 100

    Admin Decimal number Default 100

  2504. planterboxstatic.deepsearespawnchecktimer Interval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s = 600

    Admin Decimal number Default 600

  2505. planterboxstatic.favourablegenechance Chance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable genes are picked up, but it greatly reduces the chances. = 0.5

    Admin Decimal number Default 0.5

  2506. player.abandonmission Drops the mission you are on. Any player
  2507. player.adminsafezonelooting Should admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones? = false

    Admin On / off Default false

  2508. player.cinematic_gesture Plays a gesture animation, by name, on you or on the player you name after it. Only runs while server.cinematic is on. Any player

    Takes text · player name or Steam ID

  2509. player.cinematic_list Prints a table of all available cinematic animation states and their clip names and durations; admin/developer only; used for selecting animations in cinematics Client
  2510. player.cinematic_play Plays a cinematic animation on your character, by name. Without admin rights it only runs while server.cinematic is on, and then every player sees it. Any player

    Takes text · the rest of the line

  2511. player.cinematic_play Client
  2512. player.cinematic_stop Stops the cinematic animation on your character. Without admin rights, server.cinematic has to be on. Any player

    Takes the rest of the line

  2513. player.cinematic_stop Client
  2514. player.clearhostile Clear your hostile flag

    Admin

  2515. player.cold_breath When enabled, renders a cold breath vapour effect from the player's mouth in cold biomes and at night; disable to reduce visual clutter or improve performance Client
  2516. player.copyrotation Turns a bot to face the way you are facing. Takes the bot ID, and a SteamID is too long for it. For admins, or for anyone while server.cinematic is on. Any player

    Takes whole number (default 0)

  2517. player.createskull Creates a human skull item named after the given player name (or a random name if none given) and gives it to the calling player's inventory

    Admin Takes text

  2518. player.createtrophy Creates a trophy head bag item for the specified entity type (by prefab name) and gives it to the calling player; used to generate mount-style trophy items for testing

    Admin Takes text

  2519. player.dismount Forces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode only

    Admin Takes whole number (default 0)

  2520. player.dropbackpackondeath When enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death = true

    Admin On / off Default true

  2521. player.dropbackpackondowned When enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery = true

    Admin On / off Default true

  2522. player.eye_blinking When enabled, the player character model plays eye blinking animations; disable to freeze eyes open, useful for cinematic close-ups Client
  2523. player.eye_movement When enabled, the player character model plays procedural eye movement animations, tracking nearby points of interest Client
  2524. player.fillwater <fresh/salt/rads> - Fills up liquid container items in your hotbar as well as any liquid containers you are looking at

    Admin Takes text

  2525. player.footik When enabled, uses inverse kinematics to plant the player's feet on uneven terrain, preventing feet from floating above steps and slopes Client
  2526. player.footikdistance Maximum distance in metres at which foot IK is evaluated for other players; reducing this improves performance on servers with many visible players Client
  2527. player.footikrate The rate at which the foot IK traces to the ground. Higher number is better performance, but less smooth. Client
  2528. player.gesture Sends a request to the server to start the named gesture on the local player; the gesture name must match a valid entry in the gesture collection Client
  2529. player.gesture_radius Forces all players within a given radius (including the caller) to play one of the specified gesture names chosen at random; admin only; args: radius gesture1 [gesture2...]

    Admin Takes number (default 0)

  2530. player.gesture_radius_notme Same as gesture_radius but excludes the calling admin from the gesture; forces all other players within the radius to perform a random gesture from the provided list

    Admin Takes number (default 0)

  2531. player.gotosleep Forces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on bots

    Admin Takes whole number (default 0)

  2532. player.infiniteammo When enabled, the local player has unlimited ammo and never needs to reload; intended for testing and cinematic use only Client
  2533. player.keepteaondeath When enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost = false

    Admin On / off Default false

  2534. player.list_cinematic_gestures Prints a list of all gesture convar names that are tagged as cinematic type; used to discover available gesture names for use with player.gesture Client
  2535. player.markhostile Marks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviour

    Admin

  2536. player.mount Seats a bot on the seat or vehicle you are looking at, within 5 meters. Takes the bot ID, and a SteamID is too long for it. For admins, or for anyone while server.cinematic is on. Any player

    Takes whole number (default 0)

  2537. player.noclipspeed Normal noclip movement speed in metres per second; controls how fast the player flies when noclip is active without holding the sprint or slow modifier Client
  2538. player.noclipspeedfast Fast noclip movement speed in metres per second; active when holding the sprint key while noclipping Client
  2539. player.noclipspeedslow Slow noclip movement speed in metres per second; active when holding the slow-move modifier key while noclipping Client
  2540. player.petcmd Issues a command to the local player's pet; first argument is the command type index, second is the target entity ID; used for controlling tamed animals Client
  2541. player.printpresence Prints the calling player's current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flying

    Admin

  2542. player.printstats Prints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracy

    Admin

  2543. player.ragdoll optional param {player}

    Admin Takes player name or Steam ID

  2544. player.ragdollall ragdolls

    Admin

  2545. player.ragdollallbutme ragdolls everyone except player

    Admin

  2546. player.ragdollother Ragdolls a player you're looking at

    Admin

  2547. player.recoilcomp When enabled, applies client-side recoil compensation to smooth out the visual kick of weapons; disable for a more raw recoil feel Client
  2548. player.reloadweapons Fully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammo

    Admin

  2549. player.resetmissions Resets the saved missions progress of the given player

    Admin Takes player name or Steam ID

  2550. player.resetmissions_all Resets the saved missions progress of all player states on this server (online and offline players). Must be entered as "resetmissions_all Y" to execute.

    Admin Takes text

  2551. player.resetstate Resets the PlayerState of the given player

    Admin Takes player name or Steam ID

  2552. player.stopgesture_radius Cancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematics

    Admin Takes number (default 0)

  2553. player.swapseat Moves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode only

    Admin Takes whole number (default 0) · whole number (default 0)

  2554. player.tickrate_cl Updates per second each client sends to the server, between 16 and 128. = 32

    Admin Whole number Default 32 Saved

  2555. player.tickrate_sv Tick rate setting the server only passes on to clients. Nothing on the server reads it. = 16

    Admin Whole number Default 16 Saved

  2556. player.trigger_wildlife_trap Admin-only: triggers the trap-think logic on the wildlife trap the calling player is looking at within 5 metres, simulating a catch attempt for testing

    Admin

  2557. player.triggerfix Experimental: when enabled, applies a positional correction fix for trigger colliders on the player to reduce false-positive overlap detections Client
  2558. player.unloadweapons Empties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviour

    Admin

  2559. player.usecinematicavatar Use the cinematic avatar when playing cinematic animations Client
  2560. player.wakeup Wakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode only

    Admin Takes whole number (default 0)

  2561. player.wakeupall Wakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipe

    Admin

  2562. player.woundforever Whether the crawling state expires = false

    Admin On / off Default false Saved

  2563. playerboat.aboardplayercheckinterval Interval in seconds between checks to determine whether any players are still aboard the boat = 2

    Admin Decimal number Default 2

  2564. playerboat.anchoreddriftdelayseconds Time in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours) = 21600

    Admin Decimal number Default 21600

  2565. playerboat.corpseseconds Seconds a wrecked player boat stays before it is removed. = 1800

    Admin Decimal number Default 1800

  2566. playerboat.debugvis When enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones = false

    Admin On / off Default false

  2567. playerboat.decayminutes How long before a boat loses all its health while outside = 720

    Admin Decimal number Default 720

  2568. playerboat.decaystartdelayminutes How long until decay begins after the boat was last used = 1440

    Admin Decimal number Default 1440

  2569. playerboat.deepseatransitionpowerdowngraceduration Duration in seconds after entering the deep sea zone that a player boat has before its engine is powered down = 10

    Admin Decimal number Default 10

  2570. playerboat.deployandeditanywhere Allow Deploy & Edit anywhere in the ocean, bypassing location checks. = false

    Admin On / off Default false Saved

  2571. playerboat.destructiblewrecksenabled Makes wrecked player boats destructible. = true

    Admin On / off Default true Saved

  2572. playerboat.dragbyangle_exponent Curve exponent of the angle-based drag on player boats. = 0.4

    Admin Decimal number Default 0.4

  2573. playerboat.dragbyangle_maxcontrib Angle contribution at which that drag reaches its maximum. = 50

    Admin Decimal number Default 50

  2574. playerboat.dragbyangle_maxdrag Highest drag the angle of a player boat's hull can add. = 2.2

    Admin Decimal number Default 2.2

  2575. playerboat.dragbyangle_mincontrib Angle contribution under which that drag stays at its minimum. = 5

    Admin Decimal number Default 5

  2576. playerboat.dragbyangle_mindrag Lowest drag the angle of a player boat's hull adds. = 0.65

    Admin Decimal number Default 0.65

  2577. playerboat.editenabled Lets players put a boat into edit mode at a boat building station. = true

    Admin On / off Default true Saved

  2578. playerboat.enginepositioninfluences 0 - 1 = 0.05

    Admin Decimal number Default 0.05

  2579. playerboat.finisheditingenabled Lets players finish editing a boat at a boat building station. = true

    Admin On / off Default true Saved

  2580. playerboat.hammerrepairenabled Lets players repair a finished boat with a hammer. = true

    Admin On / off Default true Saved

  2581. playerboat.kill_all_above_block_count Kills all player boats that have more building blocks than the given threshold; used for server cleanup

    Admin Takes whole number (default 0)

  2582. playerboat.kill_all_above_deployable_count Kills all player boats that have more deployed entities than the given threshold; used for server cleanup

    Admin Takes whole number (default 0)

  2583. playerboat.kill_io_deployables Kills any IO entities deployed on boats. Not a fast command. Use sparingly when needed.

    Admin

  2584. playerboat.kill_nonconvex_deployables Kills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed.

    Admin

  2585. playerboat.lookatdragbyangle Prints drag force debug data based on the angle between the boat heading and player look direction; admin-only

    Admin

  2586. playerboat.maxblockcount Most building blocks a player boat can have. 0 or less removes the cap. = 180

    Admin Whole number Default 180 Saved

  2587. playerboat.maxdeployablecount Most deployables a player boat can carry. 0 or less removes the cap. = 120

    Admin Whole number Default 120 Saved

  2588. playerboat.orphansendimmediate When enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed = true

    Admin On / off Default true

  2589. playerboat.placementupthreshold Maximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees = 30

    Admin Decimal number Default 30

  2590. playerboat.powerdownonnoplayers When enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats = true

    Admin On / off Default true

  2591. playerboat.print_nonconvex Prints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed.

    Admin

  2592. playerboat.print_stats Prints statistics about all player boats on the server including block counts, deployable counts, and resource totals

    Admin

  2593. playerboat.sailpositioninfluence 0 - 1 = 0.1

    Admin Decimal number Default 0.1

  2594. playerboat.setsailsopen Opens all sails on the player boat directly in front of the calling admin player; admin-only dev command

    Admin Takes true or false (default false) · number (default 0)

  2595. playerboat.sink Instantly kills the player boat directly in front of the calling admin player; admin-only dev command

    Admin Takes number (default 5)

  2596. playerboat.usedestructiblewreckstability Lets the pieces of a destructible boat wreck lose stability and collapse. = true

    Admin On / off Default true Saved

  2597. playerboat.velocitymax Top speed of a player boat, in meters per second. = 15

    Admin Decimal number Default 15 Saved

  2598. playercull.debug Enables debug logging for the player culling system, which hides players beyond a certain distance to reduce network and rendering overhead Client
  2599. playercull.enabled Enable/Disable player culling entirely (always render even when hidden) Client
  2600. playercull.maxplayerdist Maximum distance to show any players in meters Client
  2601. playercull.maxsleeperdist Maximum distance to show sleepers in meters Client
  2602. playercull.minculldist Players of any kind will always be visible closer than this Client
  2603. playercull.updaterate How many times per second to check for visibility Client
  2604. playercull.visquality Quality of Vis : 0 = Chest check, 1 = Chest+Head, 2 = Chest+Head+Arms, 3 = Chest+Head+Arms+Feet Client
  2605. playerhelicopter.insidedecayminutes How long before a player helicopter loses all its health while indoors = 2880

    Admin Decimal number Default 2880

  2606. playerhelicopter.outsidedecayminutes How long before a player helicopter loses all its health while outside = 480

    Admin Decimal number Default 480

  2607. playerinventory.directionaldropenabled When enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops = true

    Admin On / off Default true

  2608. playerinventory.forcebirthday When enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing = false

    Admin On / off Default false

  2609. playermodel.debugheadbug Admin-only: scans players within 50m and logs head IK debug data for each PlayerModel to diagnose head bone alignment bugs Client
  2610. playermodel.turncascade Allows feet to lag behind the torso Client
  2611. playermodel.turndeadzone How far we can you turn your head before the body follows through, if you tweak this, change step angle too Client
  2612. playermodel.turnflickratehigh Max degrees per second before flick speed kicks in Client
  2613. playermodel.turnflickratelow Minimum degrees per second before flick speed kicks in Client
  2614. playermodel.turnflickspeed If the player flicks the mouse, multiplies all the anims by this. Client
  2615. playermodel.turngizmos Turn in place debug gizmos Client
  2616. playermodel.turninplace Toggle turn in place anims Client
  2617. playermodel.turnmaxspeed Absolute limit on turn max speed, if this goes too low the player might take forever to readjust Client
  2618. playermodel.turnminstepangle Smallest turn animation we can play Client
  2619. playermodel.turnmovespeed Speed for sliding the player model around Client
  2620. playermodel.turnsettle Wait in idle pose while switching directions really fast Client
  2621. playermodel.turnsettlerate Minimum cutoff in degrees per second to determine whether shaking stopped Client
  2622. playermodel.turnsettletime Max time to wait before going back to a turn anim Client
  2623. playermodel.turnslide Slide feet while turning, helps with turns where the animation can't catch up Client
  2624. playermodel.turnslideangle Minimum cut off angle for sliding Client
  2625. playermodel.turnslidegain Speeds up sliding over time Client
  2626. playermodel.turnsliderate Max speed in degrees per second Client
  2627. playermodel.turnspeed Overall speed modifier for all turning animations, default 1.1 makes things pretty snappy Client
  2628. playermodel.turnspinidle Use the idle anim while spinning Client
  2629. playermodel.turnspinlooptime Spin time before we go into idle Client
  2630. playermodel.turnstepangle Largest turn animation we can play Client
  2631. playermodel.turntravelangle Degrees after which we consider a turn a spin and continue spinning until they halt Client
  2632. playermodel.turntravelwindow Seconds of mouse movement counted as one spin Client
  2633. polarbear.population Population active on the server, per square km = 1

    Admin Decimal number Default 1

  2634. pool.clear_assets Clears all cached entries from the asset pool matching the optional name filter

    Admin

  2635. pool.clear_assets Clears all cached entries from the asset pool matching the optional name filter Client
  2636. pool.clear_memory Clears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected

    Admin

  2637. pool.clear_memory Clears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected Client
  2638. pool.clear_prefabs Clears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools

    Admin

  2639. pool.clear_prefabs Clears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools Client
  2640. pool.debug When enabled, logs additional diagnostic information about pool hits, misses, and spills to the console = false

    Admin On / off Default false

  2641. pool.debug When enabled, logs additional diagnostic information about pool hits, misses, and spills to the console Client
  2642. pool.enabled When enabled, this system is globally active; disable to deactivate the system for the current session = true

    Admin On / off Default true

  2643. pool.enabled When enabled, this system is globally active; disable to deactivate the system for the current session Client
  2644. pool.export_prefabs Exports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count

    Admin

  2645. pool.export_prefabs Exports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count Client
  2646. pool.fill_prefabs Pre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override

    Admin Takes whole number (default 0)

  2647. pool.fill_prefabs Pre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override Client
  2648. pool.mode When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter = 2

    Admin Whole number Default 2

  2649. pool.mode Client
  2650. pool.prewarm When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter = true

    Admin On / off Default true

  2651. pool.prewarm When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter Client
  2652. pool.print_arraypool Prints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats

    Admin

  2653. pool.print_arraypool Prints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats Client
  2654. pool.print_assets Prints a table of all asset pool entries showing asset type, current pooled count, and pool capacity

    Admin

  2655. pool.print_assets Prints a table of all asset pool entries showing asset type, current pooled count, and pool capacity Client
  2656. pool.print_memory Prints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json

    Admin Takes text

  2657. pool.print_memory Prints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json Client
  2658. pool.print_prefabs Prints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json

    Admin

  2659. pool.print_prefabs Prints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json Client
  2660. pool.reset_max_pool_counter Resets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand

    Admin

  2661. pool.reset_max_pool_counter Resets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand Client
  2662. pooltable.debug_pool Logs pool table game state to the server console. = false

    Admin On / off Default false Saved

  2663. pooltable.idle_reset_seconds Anyone can reset a pool game nobody has interacted with for this many seconds = 180

    Admin Decimal number Default 180

  2664. pooltable.physics_update_rate Physics updates per second on a pool table. = 64

    Admin Decimal number Default 64 Saved

  2665. pooltable.show_tooltips Show pool game tooltip notifications = false

    Admin On / off Default false Saved

  2666. pooltable.transform_update_rate Client
  2667. pooltable.watch_after_shot_seconds Seconds the shooter stays seated watching their shot before being dismounted = 2

    Admin Decimal number Default 2

  2668. powergrid.enabled Switches the monument power grid on. Off, recyclers run without it. = true

    Admin On / off Default true Saved

  2669. powergrid.fusedecayhighpop Connected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop. = 100

    Admin Whole number Default 100 Saved

  2670. powergrid.fusedecaylowpop Connected player count at or below which heavy fuses in the power plant decay at fuseDecayLowPopScale times the normal rate. Decay rate scale rises linearly as pop increases to fuseDecayHighPop where scale returns to 1x. = 10

    Admin Whole number Default 10 Saved

  2671. powergrid.fusedecaylowpopscale Multiplier on the decay rate of heavy fuses in the power plant while the connected player count is at or below fuseDecayLowPop. At 1 the player count has no effect on decay. = 0.25

    Admin Decimal number Default 0.25 Saved

  2672. powergrid.fusefulldecaycount How many of the worst condition heavy fuses in the power plant decay at the full rate (burning out after fuseLifespanSeconds). Every other inserted fuse decays slowly instead. If 0 no fuse ever decays at the full rate. = 3

    Admin Whole number Default 3 Saved

  2673. powergrid.fuselifespanseconds How long a heavy fuse plugged into the power plant lasts while it is decaying at the full rate (how long the worst fuses in the power plant survive for). If <= 0 then fuses last forever. = 9600

    Admin Decimal number Default 9600 Saved

  2674. powergrid.fuseslowdecayfractionmax Maximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin. = 0.12

    Admin Decimal number Default 0.12 Saved

  2675. powergrid.fuseslowdecayfractionmin Minimum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. Each fuse rolls its own fraction between fuseSlowDecayFractionMin and fuseSlowDecayFractionMax and keeps it for its lifetime. = 0.08

    Admin Decimal number Default 0.08 Saved

  2676. powergrid.fusestatus Prints the state of the fuses in the power grid.

    Admin

  2677. powergrid.greenrecyclerfullefficiencystage Power grid stage from which green recyclers get their efficiency bonus. Below 0, the rule is off. = -1

    Admin Whole number Default -1 Saved

  2678. powergrid.marketplacechargecapacity Charge capacity of a drone marketplace's power buffer. A marketplace charges this up from the power plant and bleeds it back out whenever the plant stops carrying it. = 100

    Admin Decimal number Default 100 Saved

  2679. powergrid.marketplacechargeperfuse Charge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them. = 0.01

    Admin Decimal number Default 0.01 Saved

  2680. powergrid.marketplacedrainrate Charge a drone marketplace loses every second while there are no heavy fuses inserted at the power plant. A single fuse is enough to stop the bleed. = 0.05

    Admin Decimal number Default 0.05 Saved

  2681. powergrid.marketplaceminimumfusestocharge Heavy fuses that have to be inserted at the power plant before a drone marketplace starts charging. Below this it holds whatever charge it has without building any more. = 4

    Admin Whole number Default 4 Saved

  2682. powergrid.marketplacerequiredchargefraction Fraction (0-1) of its capacity a drone marketplace needs charged to accept orders. Sets both how long a cold marketplace takes to come online and how long a full one keeps running after the power plant drops out. = 0.5

    Admin Decimal number Default 0.5 Saved

  2683. powergrid.powerlinebasepoweroutput Starting power output of powerline poles when 1 heavy fuse is inserted at the power plant. = 5

    Admin Whole number Default 5 Saved

  2684. powergrid.powerlinemaxpoweroutput Power output of powerline poles when all possible heavy fuses are inserted at the power plant. = 50

    Admin Whole number Default 50 Saved

  2685. powergrid.simulatepowerplantfuses Adds this many pretend fuses to the power plant count, for testing. = 0

    Admin Whole number Default 0

  2686. powergrid.stagechangeworkqueuebudget Max time per frame (ms) to spend notifying powergrid entities of a stage change. = 0.1

    Admin Decimal number Default 0.1 Saved

  2687. powergrid.stagechangeworkqueuedelaybetweenjobs Time to wait (s) between each individual entity getting notified of a powergrid stage change. Higher values will delay the time it takes for all entities to receive notification of a stage change. Entities can skip this wait with stageChangeWorkQueueGroupJobsDistance = 0

    Admin Decimal number Default 0 Saved

  2688. powergrid.stagechangeworkqueuegroupjobsdistance If a powergrid entity is within this range of the first powergrid entity to receive a stage change update this frame, then that entity will also receive an update (skipping stageChangeWorkQueueTimeBetweenJobs) = 20

    Admin Decimal number Default 20 Saved

  2689. powergrid.status Prints the power grid settings and its current state.

    Admin

  2690. profile.command_lagspike_threshold Milliseconds a console command can take before the profiler flags it as a lag spike. RCON only

    Whole number

  2691. profile.countsyncmoveentities Counts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers

    Admin

  2692. profile.dump_profile_recorders Dumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics

    Admin

  2693. profile.dump_profile_recorders Client
  2694. profile.exportintervals Interval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost = 1800

    Admin Whole number Default 1800

  2695. profile.flush_analytics Flushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush

    Admin

  2696. profile.flush_analytics Flushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush Client
  2697. profile.immediatemodeenabled When enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead = false

    Admin On / off Default false

  2698. profile.logentityspawntime Log how long entities take to spawn on the client, use 'minloggedspawntime' to filter low spawn times Client
  2699. profile.logentityspawntime_min Minimum spawn time before logging (in ms) Client
  2700. profile.notifyonmainalloccount Main-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure = 0

    Admin Whole number Default 0

  2701. profile.notifyonmainmemkb Main-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled = 0

    Admin Whole number Default 0

  2702. profile.notifyontotalalloccount Allocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes = 16000

    Admin Whole number Default 16000

  2703. profile.notifyontotalmemkb Total managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs = 12288

    Admin Whole number Default 12288

  2704. profile.notifyonworkeralloccount Worker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure = 0

    Admin Whole number Default 0

  2705. profile.notifyonworkermemkb Worker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled = 0

    Admin Whole number Default 0

  2706. profile.perfsnapshot profile.perfsnapshot [delay=15, int] [name='Profile', str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar tools

    Admin Takes whole number (default 15) · text (default Profile) · whole number (default 4) · true or false (default false)

  2707. profile.perfsnapshot_stream profile.perfsnapshot_stream [name='Profile', str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar tools

    Admin Takes text (default Profile) · whole number (default 32) · whole number (default 8) · true or false (default false)

  2708. profile.profiling_entities 0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min' RCON only · = 0

    Whole number Default 0

  2709. profile.profiling_entity_count_interval How frequently to count all entities across the server RCON only

    Whole number

  2710. profile.profiling_fixed_invokes 0 = off, 1 = stats per frame, 2 = stats per method RCON only

    Whole number

  2711. profile.profiling_invokes 0 = off, 1 = stats per frame, 2 = stats per method RCON only

    Whole number

  2712. profile.profiling_lagspikes Record inbound RPC & ConsoleCommands that cause lag spikes RCON only · = false

    On / off Default false

  2713. profile.profiling_packets Record type of packets inbound/outbound per frame RCON only

    On / off

  2714. profile.profiling_ping Raknet statistics, 0 = off, 2 = per connection RCON only · = 0

    Whole number Default 0

  2715. profile.profiling_ping_interval How often to flush raknet stats per second RCON only

    Decimal number

  2716. profile.profiling_ping_per_frame How many connections the network profiler samples per frame. RCON only · = 30

    Whole number Default 30

  2717. profile.profiling_rcon 0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages RCON only

    Whole number

  2718. profile.profiling_rcon_message_length Clamp the length of logged RCON messages to prevent the profiler from being flooded with large messages RCON only

    Whole number

  2719. profile.profiling_work_queue Record execution time of ObjectWorkQueues per frame RCON only · = false

    On / off Default false

  2720. profile.quiet Controls whether perfsnapshot commands emit chat messages = false

    Admin On / off Default false Saved

  2721. profile.rcon_lagspike_threshold Milliseconds an RCON command can take before the profiler flags it as a lag spike. RCON only

    Whole number

  2722. profile.resetexportinterval Resets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from now

    Admin

  2723. profile.rpc_lagspike_threshold Milliseconds an RPC can take before the profiler flags it as a lag spike. RCON only

    Whole number

  2724. profile.runtime_profiling 0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards RCON only · = 0

    Whole number Default 0 Saved

  2725. profile.runtime_profiling_interval Seconds between two runtime profiling reports. RCON only · = 60

    Whole number Default 60

  2726. profile.runtime_profiling_persist Enable to allow runtime profiling to persist across restarts RCON only · = false

    On / off Default false Saved

  2727. profile.runtime_profiling_pool_flush_interval How often to flush pooling stats in seconds RCON only · = 300

    Whole number Default 300

  2728. profile.runtime_profiling_pooling 0 = off, 1 = flush every 5 minutes RCON only · = 0

    Whole number Default 0

  2729. profile.start Starts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag

    Admin

  2730. profile.start Starts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag Client
  2731. profile.stop Stops the active Unity Profiler binary log recording and finalises the file

    Admin

  2732. profile.stop Stops the active Unity Profiler binary log recording and finalises the file Client
  2733. profile.stopwatchingallocs Stops tracking of allocations

    Admin

  2734. profile.watchallocs Params: [Name = 'Allocs'] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are met

    Admin Takes text (default Allocs) · whole number (default 16)

  2735. projectile.preventcameraclip Should the projectile model attempt to prevent itself being clipped by the camera? Client
  2736. projectile.preventcameraclipbufferseconds Buffer seconds before turning back on the projectile model. Client
  2737. projectile.serverprojectilecameraclipdistance Distance before turning back on the server spawned projectiles model. Client
  2738. projectile.usebatched When enabled, projectile movement is updated in batched job-based passes using TransformAccessArray for better CPU parallelism Client
  2739. rabbit.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  2740. radiation.materialtoradsratio Multiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally = 0.0044

    Admin Decimal number Default 0.0044

  2741. radiation.water_inventory_damage When enabled, radiation-contaminated water damages items in a player's inventory over time when in a radiation zone = true

    Admin On / off Default true

  2742. radiation.water_loot_damage When enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation = true

    Admin On / off Default true

  2743. rcon.ban_ip Ban an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistent

    Admin Takes text

  2744. rcon.banduration How long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds)

    Admin Decimal number

  2745. rcon.clear_rcon_failed_logins Clear all failed login attempts

    Admin

  2746. rcon.connectioncooldown How long (in seconds) before we allow another rcon connection from the same address (default: 1 second)

    Admin Decimal number

  2747. rcon.ip IP Address to listen for RCON connections = ""

    Admin Text Default ""

  2748. rcon.logfailedattempts Log failed attempts and attempts from banned IP addresses (default: true)

    Admin On / off

  2749. rcon.maxconnections Total number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes = 500

    Admin Whole number Default 500

  2750. rcon.maxconnectionsperip Total number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes = 5

    Admin Whole number Default 5

  2751. rcon.maxpasswordfailures How many password failures before banning an RCON client's IP (default: 5)

    Admin Whole number

  2752. rcon.permanentbanfailedips Permanently ban IPs that trigger too many failed attempts (default: false)

    Admin On / off

  2753. rcon.port Port to listen for RCON connections = 0

    Admin Whole number Default 0

  2754. rcon.print If true, RCON commands will be printed in the console = false

    Admin On / off Default false

  2755. rcon.print_rcon_bans Print a table of permanently banned IPs and networks. Use '--json' to return a JSON object

    Admin

  2756. rcon.print_rcon_clients Print a table of connected RCON clients. Use '--json' to return a JSON object

    Admin

  2757. rcon.print_rcon_failed_logins Print a table of clients with failed passwords. Use '--json' to return a JSON object

    Admin

  2758. rcon.unban_ip Unban an IP address from connecting to RCON, will also remove all attempt history

    Admin Takes text

  2759. rcon.web If set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATED = true

    Admin On / off Default true

  2760. reclaimmanager.reclaim_expire_minutes Time in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed = 120

    Admin Decimal number Default 120

  2761. recordertool.debugrecording When enabled, logs additional debug info about cassette recording state and audio buffer operations; saved between sessions Client
  2762. reflection.forceupdate When enabled, forces all reflection probes to recapture every frame regardless of updateinterval; very expensive, use only for debugging Client
  2763. reflection.planarcount Maximum number of planar reflection probes that can render simultaneously; reducing this limits GPU overhead when many reflective surfaces are visible Client
  2764. reflection.planarreflections Enables planar (mirror-like) reflections on water and reflective surfaces; more accurate than cubemap probes but significantly more GPU-intensive Client
  2765. reflection.planarresolution Resolution of planar reflection renders; higher values produce sharper water and mirror reflections at a higher GPU memory and render cost Client
  2766. reflection.resolution Resolution of the reflection probe cubemap captures; higher values produce sharper reflections at a significant GPU memory and render time cost Client
  2767. reflection.timeslicing Number of frames over which a single reflection probe capture is spread; higher values reduce per-frame GPU cost at the cost of reflection update latency Client
  2768. reflection.updateinterval Minimum seconds between reflection probe recaptures; lower values keep reflections more current but increase GPU overhead Client
  2769. relationshipmanager.acceptinvite Accepts a team invite. Takes the team's ID, and you cannot be in a team already. Any player
  2770. relationshipmanager.addtoteam Adds the calling player to their existing team, creating the team entry if needed

    Admin

  2771. relationshipmanager.contacts Turns the contacts system on. = true

    Admin On / off Default true Saved

  2772. relationshipmanager.createandaddtoteam Creates a new team with the calling player and adds the specified player (by UID) to it; returns status string

    Admin Takes whole number (default 0)

  2773. relationshipmanager.fakeinvite Sends a fake team invite from the given team ID to the calling player; used for testing team invite UI flow

    Admin

  2774. relationshipmanager.forceaddtoteam Adds a player to a team whether they are on the server or not

    Admin

  2775. relationshipmanager.forgetafterminutes Time in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed = 960

    Admin Whole number Default 960

  2776. relationshipmanager.kickmember Removes a member from your team. Leader only. Takes their SteamID. Any player
  2777. relationshipmanager.leaveteam Takes you out of the team you are in. Any player
  2778. relationshipmanager.maxplayerrelationships Maximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached = 128

    Admin Whole number Default 128

  2779. relationshipmanager.maxteamsize Maximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams = 8

    Admin Whole number Default 8

  2780. relationshipmanager.mugshotupdateinterval Interval in seconds between mugshot (contact portrait) refresh attempts for known players = 300

    Admin Decimal number Default 300

  2781. relationshipmanager.promote Hands team leadership to the teammate you are looking at. Leader only. Any player
  2782. relationshipmanager.promote_id Hands team leadership to a teammate by SteamID, so it also reaches one who is asleep. Leader only. Any player

    Takes player name or Steam ID

  2783. relationshipmanager.rejectinvite Turns a team invite down. Takes the team's ID. Any player
  2784. relationshipmanager.seendistance Distance in metres within which two players must be for a 'seen' relationship event to be recorded = 10

    Admin Decimal number Default 10

  2785. relationshipmanager.sendinvite Invites a player standing within 7 meters to your team. Leader only. Takes their network ID, not their SteamID. Any player
  2786. relationshipmanager.sendofflineinvite Invites a player to your team by SteamID, at any distance and even while they are offline. Leader only. A player who has switched remote invites off does not get it. Any player
  2787. relationshipmanager.sleeptoggle Toggles the sleep/wake state of the entity the calling admin player is looking at (within 5m); admin-only

    Admin

  2788. relationshipmanager.trycreateteam Creates a new team with the calling player as leader; fails if teams are disabled (maxTeamSize == 0)

    Admin

  2789. relationshipmanager.wipe_all_contacts Wipes all relationship contacts data for every player on the server; admin-only

    Admin

  2790. relationshipmanager.wipecontacts Wipes all relationship contacts data for the calling player

    Admin

  2791. relay.cfg_autoreconnect If enabled, Rust Relay will automatically attempt to reconnect when the WebSocket connection drops

    Admin On / off

  2792. relay.cfg_encryptpackets Sets whether packets should be encrypted when sent to the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)

    Admin On / off

  2793. relay.cfg_fakeplayer If enabled, Rust Relay spawns a fake invisible player and only relays packets sent to that player, changing this will STOP the Rust Relay feature (restart with relay.restart)

    Admin On / off

  2794. relay.cfg_filtermode Sets the Filter Mode for RPC Messages, (0 = Ignore, 1 = AllowAll, 2 = AllowWhitelist)

    Admin Whole number

  2795. relay.cfg_maxreconnects Maximum number of reconnect attempts allowed within the reconnect window before the relay permanently shuts down

    Admin Whole number

  2796. relay.cfg_reconnectdelay Delay (in seconds) between reconnect attempts

    Admin Whole number

  2797. relay.cfg_reconnectwindow The rolling window (in minutes) used to track reconnect attempts

    Admin Whole number

  2798. relay.cfg_reload Reloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart)

    Admin

  2799. relay.cfg_save Forces a save of the Rust Relay configuration to disk

    Admin

  2800. relay.cfg_sendconsoledata If enabled, console data will be sent to the relay server

    Admin On / off

  2801. relay.cfg_sendvoicedata If enabled, voice data will be sent to the relay server

    Admin On / off

  2802. relay.cfg_server_auth_token Sets the authentication token for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)

    Admin Text

  2803. relay.cfg_server_url Sets the URL for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)

    Admin Text

  2804. relay.clear_queue Clears the relay send queue (useful if things are going wrong with the relay server)

    Admin

  2805. relay.reconnect_reset Clears the reconnect attempt history, resetting the reconnect budget

    Admin

  2806. relay.restart Attempts to restart the Rust Relay connection (may cause short lag)

    Admin

  2807. relay.rpc_whitelist_add Adds an RPC Message to the RPC Whitelist

    Admin

  2808. relay.rpc_whitelist_rebuild Rebuilds the RPC Whitelist ID List

    Admin

  2809. relay.rpc_whitelist_remove Removes an RPC Message from the RPC Whitelist

    Admin

  2810. relay.shutdown Shutsdown the Rust Relay sever connection

    Admin

  2811. relay.status Returns a detailed Rust Relay status report

    Admin

  2812. render.building_blocked_preview_distance Distance from the border of building blocked to show the red preview Client
  2813. render.computebuffer_setdata_immediate Whether to call ComputeBuffer.SetData immediately or at the end of the frame Client
  2814. render.expand_instancing Forces GPU instancing to expand and rebatch a specific instancing group by name; useful for debugging instancing issues without restarting Client
  2815. render.instanced_rendering 0 = off, 1 = on (must restart client for changes to take effect) Client
  2816. render.instanced_toggle_all Developer command to toggle instanced rendering at runtime to measure performance impact Client
  2817. render.instanced_toggle_buildings Toggle rendering of buildings on / off Client
  2818. render.instanced_toggle_cliffs Toggle rendering of cliffs on / off Client
  2819. render.instanced_toggle_other Toggle rendering of uncategorized meshes on / off Client
  2820. render.instancing_render_distance Max distance for instanced rendering, can be higher than normal render distance Client
  2821. render.max_renderers Set the amount of instanced renderers to show for debugging Client
  2822. render.multidraw Allow unity to batch together multiple draw calls Client
  2823. render.print_global_entities Print off count of global building entities on the server

    Admin

  2824. render.print_global_entities Print off count of global building entities on the client Client
  2825. render.print_instanced_cell Print number of meshes inside a single grid Client
  2826. render.print_instanced_debug Print off array size and memory usage to ensure no memory leaks & debug rendering system Client
  2827. render.print_instanced_renderers Print off number of each mesh inside instanced rendering system (including outside of render range) Client
  2828. render.print_tree_counts Print off count of trees to ensure server sent them all Client
  2829. render.render_shadows Enables or disables shadow rendering globally on the client; disabling shadows significantly improves GPU performance Client
  2830. render.show_building_blocked Shows a coloured overlay on building-blocked areas client-side, visualising where construction is prevented Client
  2831. render.show_building_blocked_server Display setting the server only passes on to clients. Nothing on the server reads it. = true

    Admin On / off Default true Saved

  2832. render.test_instancing_culling Spawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation Client
  2833. render.tree_entities Print off count of trees to ensure server sent them all

    Admin

  2834. render.upload_multidraw_meshes_mode 0 = CPU, 1 = GPU Client
  2835. rentableshop.additionalchecktimehoursdebug When checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is = 0

    Admin Whole number Default 0

  2836. rentableshop.closenearestshop Close the nearest shop in 10m. Useful for testing

    Admin

  2837. rentableshop.initialscrapfee Scrap charged up front to open a rentable shop. = 100

    Admin Whole number Default 100 Saved

  2838. rentableshop.maxstoreditemsdurationminutes How long stores should store items (after a shop is closed) for before they are destroyed = 1440

    Admin Whole number Default 1440 Saved

  2839. rentableshop.processrenttick Charges rent on every open rentable shop right now.

    Admin

  2840. rentableshop.protectionfromtakeoverhours Hours a newly opened rentable shop is protected from takeover. = 6

    Admin Decimal number Default 6 Saved

  2841. rentableshop.randomiseownerofnearestshop Randomise the owner of the nearest shop in 10m. Useful for testing

    Admin

  2842. rentableshop.resettakeoverprotectionofclosestshop Reset the takeover protection duration of nearest shop. Useful for testing

    Admin

  2843. rentableshop.scrapperhourrent Scrap a rentable shop costs per hour. = 10

    Admin Whole number Default 10 Saved

  2844. reports.exceptionreportmaxlength Longest exception report the server sends, in characters, never under 250. = 600

    Admin Whole number Default 600

  2845. reports.exceptionreportmaxlength Maximum character length of exception reports submitted to the crash reporter; clamped to a minimum of 250 characters Client
  2846. rgbeffects.brightness Brightness of colors, from 0 to 1 (note: may affect color accuracy) Client
  2847. rgbeffects.colorcorrection_razer Controls how RGB values are mapped to LED lights on Razer devices Client
  2848. rgbeffects.colorcorrection_steelseries Controls how RGB values are mapped to LED lights on SteelSeries devices Client
  2849. rgbeffects.enabled Enables RGB lighting effects (supports SteelSeries and Razer) Client
  2850. rgbeffects.pulse Pulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation Client
  2851. rgbeffects.static Sets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance Client
  2852. rhib.rhibpopulation Population active on the server = 0

    Admin Decimal number Default 0

  2853. ridablehorse.autoavoidance When enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurable = true

    Admin On / off Default true Saved

  2854. ridablehorse.debug When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only = false

    Admin On / off Default false Saved

  2855. ridablehorse.decayminutes How long before a horse dies unattended = 180

    Admin Decimal number Default 180

  2856. ridablehorse.dungtimescale Speeds up or slows down how fast horses produce dung. = 1

    Admin Decimal number Default 1

  2857. ridablehorse.groundangleupdaterate Interval in seconds between ground angle recalculation updates for horse body tilting; default 0.05s = 0.05

    Admin Decimal number Default 0.05 Saved

  2858. ridablehorse.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  2859. ridablehorse.ragdoll Ragdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states

    Admin

  2860. ridablehorse.setforsale Marks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction

    Admin

  2861. ridablehorse.sethorsebreed Sets the breed index of the horse directly in front of the calling admin player to the given integer value

    Admin Takes whole number (default 0)

  2862. ridablehorse.throttledgroundangleupdate When enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performance = true

    Admin On / off Default true Saved

  2863. room.draw_faces Draws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40].

    Admin Takes number (default 10) · number (default 40)

  2864. room.draw_live Continuously draw the room partition around every player, refreshing as the base changes. Needs room.occlusion on (1 = shadow mode draws without hiding anything). Editor/dev tool - it redraws for everyone connected, so do not leave it on. = false

    Admin On / off Default false

  2865. room.draw_live_normals Draw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic) = true

    Admin On / off Default true

  2866. room.draw_live_range Radius of the room.draw_live overlay, in metres = 30

    Admin Decimal number Default 30

  2867. room.draw_networkgroups Draws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40].

    Admin Takes number (default 10) · number (default 40)

  2868. room.draw_networkgroups_live Continuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on. = false

    Admin On / off Default false

  2869. room.draw_portals Draws the portals of the building you are looking at (green = open, red = closed)

    Admin Takes number (default 10)

  2870. room.draw_rooms Draws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders.

    Admin Takes number (default 10) · number (default 40)

  2871. room.draw_visible Draws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red)

    Admin Takes number (default 10) · number (default 60)

  2872. room.exportbase Editor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to 'capture'. To capture a base from a live server, copypaste it into an editor server first.

    Admin

  2873. room.exportpastes Editor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped.

    Admin

  2874. room.occlusion Server-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce = 0

    Admin Whole number Default 0

  2875. room.occlusion_admin_bypass Admins and developers bypass interior occlusion and see everything = true

    Admin On / off Default true

  2876. room.occlusion_deployables What interior occlusion hides inside a room: 0 = nothing (building blocks only), 1 = static entities (boxes, workbenches, beds), 2 = also IO entities (wires and pipes can be dragged to an entity that is not on your client) = 1

    Admin Whole number Default 1

  2877. room.occlusion_door_immediate Kill switch for the whole synchronous pre-open pass: repartition and deliver the rooms behind a door the moment it opens, instead of leaving it to the normal budgeted queue. Only players within room.occlusion_door_immediate_range are flushed; further ones enqueue as usual. Off skips the repartition entirely, not just the flush. = true

    Admin On / off Default true

  2878. room.occlusion_door_immediate_range How close a player must be to a door for its rooms to be sent immediately when it opens, in metres. 0 = no limit, flush every viewer of the door. = 30

    Admin Decimal number Default 30

  2879. room.occlusion_linger How long a room must have been out of sight before it is dropped from a player's client, in seconds. Stops a door being opened and shut, or a walk past a doorway, from destroying and re-sending a whole room. 0 = drop immediately. = 5

    Admin Decimal number Default 5

  2880. room.occlusion_nearby_range Rooms within this many metres of a player are always sent, whether or not they can see into them. Leaving the radius starts the room.occlusion_linger countdown rather than dropping it at once. 0 = only ever send what is actually visible. = 32

    Admin Decimal number Default 32

  2881. room.occlusion_range How far from a player interior occlusion looks for rooms to hide things in, in metres. Must comfortably exceed network range; rooms beyond it fail open. = 250

    Admin Decimal number Default 250

  2882. room.occlusionstats Prints interior occlusion's shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden

    Admin

  2883. room.printfaces Prints the closest-face link of every edge on the building block you are looking at. Pass --ddraw to also draw the links.

    Admin Takes number (default 10)

  2884. room.printhidden Prints which interior rooms a player can currently see into, i.e. which room network groups they hold. Defaults to yourself.

    Admin Takes player name or Steam ID

  2885. room.printportals Prints every portal of the building you are looking at (rooms joined, filler, open state)

    Admin

  2886. room.printrooms Prints the room partition of the building you are looking at

    Admin

  2887. room.printvisible Prints the room a player is standing in and every room they can see into. Defaults to yourself.

    Admin Takes player name or Steam ID

  2888. rottingflies.hide Disables the corpse flies Client
  2889. rrp.enabled Toggles the Rust Render Pipeline Client
  2890. rustnav.addtilebudgetms Main-thread time budget per frame (ms) for adding built navmesh tiles to their navmesh. A base rebuild lands dozens of results in one frame and the rest waits for the next one. 0 or less adds every result that is ready, which is what shipped before the budget existed = 2

    Admin Decimal number Default 2

  2891. rustnav.bakestats Print accumulated navmesh bake statistics. Pass true to reset them instead

    Admin Takes true or false (default false)

  2892. rustnav.bakestatsenabled Collect navmesh bake statistics (rustnav.bakestats to read them). Defaults on in the editor, off on servers; flip on live to diagnose bake issues, then reset with rustnav.bakestats true

    Admin On / off

  2893. rustnav.collectbudgetms Main-thread time budget per frame (ms) for navmesh tile geometry collection. The full-map bake wall clock is roughly tiles / (budget-worth of tiles per frame) / fps, so raise this while baking to trade frame time for bake speed = 1

    Admin Decimal number Default 1

  2894. rustnav.debugload Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.

    Admin

  2895. rustnav.debugpath Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.

    Admin

  2896. rustnav.debugraycast Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.

    Admin

  2897. rustnav.debugrebuildtile Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.

    Admin

  2898. rustnav.debugsample Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.

    Admin

  2899. rustnav.debugsave Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.

    Admin

  2900. rustnav.detailsampledistmult Detail mesh sample distance as a multiple of cellSize (Recast default 6). Larger = cheaper detail mesh, coarser surface height. Applies to tiles built after the change = 12

    Admin Decimal number Default 12

  2901. rustnav.detailsamplemaxerrormult Detail mesh max sample error as a multiple of cellHeight (Recast default 1). Larger = cheaper detail mesh, more height error. Applies to tiles built after the change = 1

    Admin Decimal number Default 1

  2902. rustnav.doorreassertspertick How many doors re-assert their gate state per navmesh drain tick. A rebuilt tile bakes its apertures shut, so every open or npc-openable door over the rebuilt area has to write its state again, and a megabase queues hundreds of them at once. 0 or less applies the whole queue in one frame, which is what shipped before the budget existed = 24

    Admin Whole number Default 24

  2903. rustnav.draw Shows or hides a drawing of the navmesh around you. Takes true or false.

    Admin

  2904. rustnav.drawkbps Max KB per second of navmesh tiles streamed to each rustnav.draw viewer = 512

    Admin Decimal number Default 512

  2905. rustnav.drawmanifestinterval How many draw updates pass between two full tile lists sent to a player viewing the navmesh. = 10

    Admin Whole number Default 10

  2906. rustnav.drawoffsety Client
  2907. rustnav.drawradius Radius, in meters, of the navmesh drawn around a viewer. = 100

    Admin Decimal number Default 100

  2908. rustnav.drawrefreshrate Seconds between two updates of the navmesh drawing. = 0.25

    Admin Decimal number Default 0.25

  2909. rustnav.dumptilegeo Rebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path>

    Admin Takes whole number (default -1) · whole number (default -1) · text

  2910. rustnav.enableverboselogs Logs extra navmesh detail to the server console. = false

    Admin On / off Default false

  2911. rustnav.legacybuild A/B kill switch: build navmesh tiles with the stock pre optimization algorithms (clip rasterizer, full ledge and region rescans, unfused filters). Combine with detailsampledistmult 6 to approximate the old build end to end. Applies to tiles built after the change = false

    Admin On / off Default false

  2912. rustnav.maxshoredistance Metres of open water past which default navmesh tiles are dropped instead of baked. A tile only drops when every point in it is that far from land, so shores keep their navmesh and so do rivers and lakes, which are never that wide. Independent navmeshes (oilrigs, tropical islands, ghost ships) are never touched. 0 or less bakes the open sea like before. Applies to tiles queued after the change = 100

    Admin Decimal number Default 100

  2913. rustnav.navmeshstats List every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time

    Admin

  2914. rustnav.numthreads Navmesh tile builder worker thread count. Applied when the builder is (re)created - at boot, or via rustnav.setnumthreads at runtime. ~half the cores is the sweet spot for full-map bakes = 4

    Admin Whole number Default 4

  2915. rustnav.rebuild Rebuilds the server's navmesh.

    Admin Takes true or false (default false)

  2916. rustnav.savecompression LZ4-compress navmesh saves (smaller .navmesh files, no extra save time) = true

    Admin On / off Default true

  2917. rustnav.savedelta Append only the tiles that changed to the navmesh file instead of rewriting all of it. The first save after a boot or a rebuild is always a full write, and a full write also happens once the appended part grows past rustnav.savedeltabudget = true

    Admin On / off Default true

  2918. rustnav.savedeltabudget How large the appended part of the navmesh file may grow, as a fraction of the full file, before the next save rewrites the whole thing. A save whose changed tiles are a larger share of the mesh than this rewrites it too. Bounds both file growth and boot load time. 0 or less removes the bound, to stop appending altogether use rustnav.savedelta false = 0.5

    Admin Decimal number Default 0.5

  2919. rustnav.savethreads Worker threads for navmesh save/load compression. 0 = auto = 0

    Admin Whole number Default 0

  2920. rustnav.savewarnms Log the navmesh save completion line as a warning past this many milliseconds. 0 or less never warns = 1000

    Admin Decimal number Default 1000

  2921. rustnav.setnumthreads Sets how many threads build the navmesh. Takes the number.

    Admin

  2922. safemode.applysafemodeconfig Applies a known set of safe settings to ensure the game boots Client
  2923. sail.maxthrustmultiplier Multiplies the thrust of sails. = 1

    Admin Decimal number Default 1 Saved

  2924. samsite.autoreloaddelay Delay before SAM sites that haven't shot a target will auto-reload = 45

    Admin Decimal number Default 45

  2925. samsite.staticrepairseconds how long until static sam sites auto repair = 1200

    Admin Decimal number Default 1200

  2926. santasleigh.altitudeaboveterrain Clearance Santa's sleigh keeps above the terrain under it, in meters. = 50

    Admin Decimal number Default 50

  2927. santasleigh.desiredaltitude Altitude Santa's sleigh aims for, in meters. = 60

    Admin Decimal number Default 60

  2928. santasleigh.drop Calls Santa's sleigh in to drop its presents on your position.

    Admin

  2929. satellite.control_window Seconds of thruster control window = 180

    Admin Decimal number Default 180

  2930. satellite.cooldown_hours_max Maximum cooldown between satellite events, in game hours = 18

    Admin Decimal number Default 18

  2931. satellite.cooldown_hours_min Minimum cooldown between satellite events, in game hours (not real minutes) - converted to real time via the map's day length, same as the airdrop event scheduler. = 18

    Admin Decimal number Default 18

  2932. satellite.crashing_fx_at_distance Run the crashing FX pass (FX Pass 3) through the whole phase-2 descent, including the distance-projected stretch, instead of waiting until the satellite enters real draw distance. The projected-mode fixup still applies - its particles simulate in local space and scale with the model; its trails stay gated until real rendering. = true

    Admin On / off Default true Saved

  2933. satellite.crate_fire_duration Seconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires. = 300

    Admin Decimal number Default 300

  2934. satellite.debug Log crash-target search diagnostics (samples, blockers, reasons) = false

    Admin On / off Default false

  2935. satellite.default_crash_radius Starting impact radius before thruster adjustments, in meters = 300

    Admin Decimal number Default 300

  2936. satellite.descent_angle Angle (degrees from vertical) the satellite descends at. Higher = more horizontal streak across the sky. Clamped to 45 so it always reaches the ground within 45 degrees of straight down. Only used when flyover_altitude is 0 - the flyover path has its own geometry. = 45

    Admin Decimal number Default 45

  2937. satellite.descent_seconds Descent duration in seconds (0 = use day length fraction; nonzero values are clamped to a minimum of final_descent_seconds so the phase-2 window always fits inside the descent) = 600

    Admin Decimal number Default 600

  2938. satellite.final_descent_seconds Seconds before the scheduled crash that the satellite begins its phase-2 physics descent. Phase 1 slides in to the phase-2 start point up until then, then the satellite drops at a speed timed to hit the ground exactly on schedule. The start point is placed at the satellite's finalDescentSpeed times this window, so lengthening it starts the descent higher rather than slowing the fall. = 300

    Admin Decimal number Default 300 Saved

  2939. satellite.final_descent_speed Speed (m/s) of the phase-2 physics descent (0 = use the satellite prefab's finalDescentSpeed). Together with final_descent_seconds this sets where phase 2 starts - speed times seconds back up the descent line - so e.g. 180s at 80 m/s starts the drop 14.4km out. = 0

    Admin Decimal number Default 0

  2940. satellite.flyover_altitude Altitude (m above the crash target) of the phase-2 flyover cruise. The satellite enters near-horizontally at this height, streaks across the sky, then bends into a dive onto the target from flyover_dive_distance out. 0 = disable the flyover and use the legacy straight-line descent at descent_angle. = 2500

    Admin Decimal number Default 2500

  2941. satellite.flyover_dive_distance Horizontal distance (m) from the crash target at which the flyover bends into its terminal dive. Smaller = a longer level cruise with a steeper final plunge. = 1500

    Admin Decimal number Default 1500

  2942. satellite.free_fuel If true, firing satellite thrusters does not consume fuel = false

    Admin On / off Default false

  2943. satellite.free_power If true, powering up the satellite computer does not require any items = false

    Admin On / off Default false

  2944. satellite.fuel_large_max Maximum fuel rolled for large satellites (3000-5000kg) = 16

    Admin Whole number Default 16

  2945. satellite.fuel_large_min Minimum fuel rolled for large satellites (3000-5000kg) = 10

    Admin Whole number Default 10

  2946. satellite.fuel_max Hard maximum on generated fuel, applied after the per-size roll regardless of size = 36

    Admin Whole number Default 36

  2947. satellite.fuel_medium_max Maximum fuel rolled for medium satellites (1500-3000kg) = 26

    Admin Whole number Default 26

  2948. satellite.fuel_medium_min Minimum fuel rolled for medium satellites (1500-3000kg) = 16

    Admin Whole number Default 16

  2949. satellite.fuel_min Hard minimum on generated fuel, applied after the per-size roll regardless of size = 8

    Admin Whole number Default 8

  2950. satellite.fuel_small_max Maximum fuel rolled for small satellites (500-1500kg) = 36

    Admin Whole number Default 36

  2951. satellite.fuel_small_min Minimum fuel rolled for small satellites (500-1500kg) = 24

    Admin Whole number Default 24

  2952. satellite.initial_offset_attempts How many times to re-roll the initial random map position, re-checking the full crash-site acceptance each time, until a valid starting target is found. Guarantees the control phase never starts on an unusable spot. = 8

    Admin Whole number Default 8

  2953. satellite.kill_radius Radius (m) around the impact point cleared on crash - players killed, construction/deployables/vehicles destroyed, vegetation removed = 10

    Admin Decimal number Default 10

  2954. satellite.lateral_distance Lateral offset multiplier per thruster fire (meters) = 200

    Admin Decimal number Default 200

  2955. satellite.launch Dev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer's lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer's semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius]

    Admin

  2956. satellite.launchquick Dev: exactly satellite.launch - same crash-site search and validation - but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius]

    Admin

  2957. satellite.map_lerp_time Seconds for the on-map targeting marker to ease to its new position after a thruster fires Client
  2958. satellite.min_crash_radius Minimum crash radius in meters = 100

    Admin Decimal number Default 100

  2959. satellite.nudge_distance_max Maximum random aim drift (meters) applied when tightening the impact radius = 150

    Admin Decimal number Default 150

  2960. satellite.nudge_distance_min Minimum random aim drift (meters) applied when tightening the impact radius, at a fully random angle so it can't be cancelled out exactly by the cardinal-direction lateral thrusters = 100

    Admin Decimal number Default 100

  2961. satellite.obstruction_tc_reorder Crash targeting: use the tool-cupboard grid to test likely-occupied samples last, so a clear spot is usually found with fewer physics checks. The physics check stays authoritative. = true

    Admin On / off Default true

  2962. satellite.phase1_extra_distance Extra distance (m) further out, along the descent line, that phase 1 starts. The satellite slides steadily from there in to the orbit point over phase 1, then phase 2 continues along the same line. = 30000

    Admin Decimal number Default 30000

  2963. satellite.phase1_grow_scale Multiplier the orbiting satellite's glow billboard grows to by the end of phase 1 (starts at 1x). Purely a visual telegraph; replicated because the grow runs client-side. = 4

    Admin Decimal number Default 4 Saved

  2964. satellite.random Trigger a satellite crash at a random valid position on the map

    Admin

  2965. satellite.require_powerplant If true, the satellite control computer can only be powered up while the power plant is active (powergrid stage 1+). Ignored when the powergrid system itself is disabled. = true

    Admin On / off Default true

  2966. satellite.reuse_last_crash_spot Crash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check. = true

    Admin On / off Default true

  2967. satellite.rotation_strength Heading rotation per thruster fire (degrees) = 15

    Admin Decimal number Default 15

  2968. satellite.show_thruster_effects Editor only: reveal each thruster's effect on the control buttons for testing Client
  2969. satellite.shrink_expand_radius Impact radius change per thruster fire (meters) = 25

    Admin Decimal number Default 25

  2970. satellite.site_check_physical_geometry Also raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't see = true

    Admin On / off Default true

  2971. satellite.site_clearance_radius Clearance (m) the crash-site search demands around a candidate - rejected if any player building, prevent-building volume or safezone is within this range. Kept separate from kill_radius so targeting standoff can exceed what the impact destroys; 16 matches the building-privilege radius, so a valid site is never inside a base's TC influence. = 16

    Admin Decimal number Default 16

  2972. satellite.site_footprint_radius Radius (m) around a candidate crash spot sampled for ground shape - roughly the crash remains footprint. Used both to reject unsuitable spots and to fit the spawned remains to the ground. = 15

    Admin Decimal number Default 15

  2973. satellite.site_max_slope Max overall ground slope (degrees) across the crash footprint before a spot is rejected = 25

    Admin Decimal number Default 25

  2974. satellite.site_max_unevenness Max terrain height deviation (m) from the crash footprint's best-fit plane before a spot is rejected as too uneven (cliff edges, crests, dips the remains meshes can't hide) = 2

    Admin Decimal number Default 2

  2975. satellite.sky_trail Render the satellite's descent as a map-wide sky ribbon tracing the real flight path, visible from any distance at any draw distance setting. Rendered client-side from the entity's networked positions. = true

    Admin On / off Default true Saved

  2976. satellite.sky_trail_age_fade Fade each point of the sky ribbon out over its lifetime (sky_trail_seconds), like a TrailRenderer - the streak continuously dissolves behind the satellite instead of holding full brightness until its points expire. = true

    Admin On / off Default true Saved

  2977. satellite.sky_trail_drain_seconds Seconds the sky ribbon takes to drain away tail-first after the satellite crashes or is destroyed. The recorded point ages are compressed into this window, so the ribbon keeps shrinking exactly the way it does in flight, and the impact end of the streak is the last to go. = 10

    Admin Decimal number Default 10 Saved

  2978. satellite.sky_trail_max_length Maximum length of the sky ribbon in meters of flight path - the tail is trimmed to keep the ribbon at or under this. 0 = no length cap, letting the sky_trail_seconds lifetime fade own the tail instead of a hard cut. = 0

    Admin Decimal number Default 0 Saved

  2979. satellite.sky_trail_noise Meters of smooth random wobble baked into the sky ribbon as it's laid down, so the streak reads as turbulent rather than a perfect straight line. Keep it under the dish's size (~3m) or the trail visibly detaches from the model. 0 = perfectly straight. = 1

    Admin Decimal number Default 1 Saved

  2980. satellite.sky_trail_seconds Seconds of flight path the sky ribbon spans - its TrailRenderer-style lifetime: with sky_trail_age_fade on, points dissolve to nothing as they reach this age. Capped by the ribbon's internal point budget at ~128s. = 60

    Admin Decimal number Default 60 Saved

  2981. satellite.sky_trail_width_degrees On-screen thickness of the sky ribbon's head, in degrees of view angle - it holds the same apparent width whatever distance it's projected at, tapering to a point at the tail. = 0.075

    Admin Decimal number Default 0.075 Saved

  2982. satellite.targeting_budget_ms Crash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded. = 5

    Admin Decimal number Default 5

  2983. satellite.targeting_coverage_factor Crash targeting: candidate samples tested per clearance-footprint, i.e. per (targetingRadius/clearanceRadius)^2. The sample count scales with the targeting area, so a small circle runs far fewer checks than a large one. ~1.2 is bare geometric coverage (samples spaced ~one clearance apart); the default adds margin to catch tight gaps. Pushing it much higher mostly adds correlated, redundant checks. = 3

    Admin Decimal number Default 3

  2984. satellite.targeting_min_samples Crash targeting: minimum candidate samples per search, regardless of how small the targeting circle is. Floors the area-scaled sample count so a small but cluttered area still gets a fair number of attempts. = 8

    Admin Whole number Default 8

  2985. satellite.thruster_extra_steps When a thruster move finds no valid crash site, how many extra steps to take in the same direction before giving up. Fuel cost is linear in the number of steps taken (a 3-step move costs 3 fuel), and a further step isn't attempted if the player can't afford it. = 2

    Admin Whole number Default 2

  2986. satellite.thruster_module_count Thruster modules salvaged from fully harvesting the crash remains = 3

    Admin Whole number Default 3

  2987. satellite.thruster_module_min_condition Minimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in = 0.2

    Admin Decimal number Default 0.2

  2988. satellite.trail_alpha_scale Multiplier on the alpha of the satellite trails' authored colour gradients, saturating at full opacity - the authored fades drop to near-transparent within the first quarter of the trail, so values above 1 keep progressively more of its length visible. Applied alongside trail_time_scale as the trails switch on. = 1

    Admin Decimal number Default 1 Saved

  2989. satellite.trail_time_scale Multiplier on the authored lifetime of the satellite's trail renderers - a trail spans this many times the authored seconds of flight path, so it directly scales the visible streak length. Applied as the trails switch on (they sit out the projected far-distance stretch and only run once the satellite is drawn at its real position), so changes take effect at the next handover, not mid-trail. Replicated because trails render client-side. = 1

    Admin Decimal number Default 1 Saved

  2990. satellite.trigger Trigger a satellite crash at the calling player's position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]]

    Admin Takes number (default 0) · number (default 0) · number (default 0)

  2991. satellite.wreck_fire_duration Seconds the main wreck stays too hot to harvest after impact = 480

    Admin Decimal number Default 480

  2992. scraptransporthelicopter.population Population active on the server = 0

    Admin Decimal number Default 0

  2993. screenshot.hiresscreenshotcustomwidth Set a custom width for takehiresscreenshot and takehirestransparentscreenshot. Set to 0 to use default size. Client
  2994. screenshot.takehiresscreenshot Takes a high-resolution screenshot using the configured custom width or the default upscale factor Client
  2995. screenshot.takehirestransparentscreenshot Takes a high-resolution screenshot with a transparent background for use in promotional material Client
  2996. screenshot.takescreenshot Takes a standard resolution screenshot and saves it to the screenshots folder Client
  2997. screenshot.taketransparentscreenshot Takes a screenshot with a transparent background by disabling skybox and terrain rendering Client
  2998. searchlight.debugvolumetrics Client
  2999. seaturtle.forcesurfaceamount Forces sea turtles to swim at this offset from the water surface. 0 leaves them alone. = 0

    Admin Decimal number Default 0

  3000. seaturtle.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  3001. sensecomponent.maxrefreshintervalseconds Longest gap, in seconds, between two sense updates of an animal. = 1

    Admin Decimal number Default 1

  3002. sensecomponent.minrefreshintervalseconds Shortest gap, in seconds, between two sense updates of an animal that needs to react fast. = 0.2

    Admin Decimal number Default 0.2

  3003. sentry.debugpreventduplicates Prevents auto turrets getting added more than once to the IO queue = true

    Admin On / off Default true

  3004. sentry.hostileduration how long until something is considered hostile after it attacked = 120

    Admin Decimal number Default 120

  3005. sentry.interferenceradius radius to check for other turrets = 40

    Admin Decimal number Default 40 Saved

  3006. sentry.maxinterference max interference from other turrets = 12

    Admin Whole number Default 12 Saved

  3007. sentry.scantimer How quickly can a turret acquire a potential target. Less is faster, but perf taxing = 1

    Admin Decimal number Default 1

  3008. sentry.targetall target everyone regardless of authorization = false

    Admin On / off Default false

  3009. server.allowsorting Set to false to disable the storage adaptor sorting functionality = true

    Admin On / off Default true

  3010. server.allowvineswinging When true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement = true

    Admin On / off Default true Saved

  3011. server.anticheatid Easy Anti-Cheat product ID used to authenticate this server with EAC services = "xyza7891h6UjNfd0eb2HQGtaul0WhfvS"

    Admin Text Default "xyza7891h6UjNfd0eb2HQGtaul0WhfvS"

  3012. server.anticheatkey Easy Anti-Cheat product key used alongside anticheatid for EAC server authentication = "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"

    Admin Text Default "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"

  3013. server.anticheatlog Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output

    Admin Whole number

  3014. server.anticheattoken When true clients must provide a valid EAC token to connect; disable only for testing or modded environments = true

    Admin On / off Default true

  3015. server.arrowarmor Global multiplier for armour effectiveness against arrow and bow damage; 1.0 = default = 1

    Admin Decimal number Default 1 Saved

  3016. server.arrowdamage Global multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage = 1

    Admin Decimal number Default 1 Saved

  3017. server.artificialtemperaturegrowablerange Range, in meters, at which a heater warms planted crops. = 4

    Admin Decimal number Default 4 Saved

  3018. server.authtimeout Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected = 60

    Admin Whole number Default 60

  3019. server.autouploadmap Automatically upload procedurally generated maps so that players download them (faster) instead of re-generating them = true

    Admin On / off Default true Saved

  3020. server.autouploadmapimages Automatically upload an image of the map, used to show the map in the server browser = true

    Admin On / off Default true Saved

  3021. server.backup Backup server folder

    Admin

  3022. server.bag_quota_item_amount Sleeping bag setting the server only passes on to clients. Nothing on the server reads it. = true

    Admin On / off Default true Saved

  3023. server.bansserverendpoint HTTP API endpoint for centralized banning (see wiki) = ""

    Admin Text Default ""

  3024. server.bansserverfailuremode Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki) = 0

    Admin Whole number Default 0

  3025. server.bansservertimeout Timeout (in seconds) for centralized banning web server requests = 5

    Admin Whole number Default 5

  3026. server.bleedingarmor Global multiplier for armour effectiveness against bleeding damage; 1.0 = default = 1

    Admin Decimal number Default 1 Saved

  3027. server.bleedingdamage Global multiplier for all bleeding damage over time; 1.0 = default = 1

    Admin Decimal number Default 1 Saved

  3028. server.botcount Returns the current number of bot (AI-controlled player) entities active on the server

    Admin

  3029. server.broadcastplayvideo Sends a video URL to all connected players, causing the in-game video player to open and play the specified video on every client

    Admin Takes text · true or false (default false)

  3030. server.bulletarmor Global multiplier for armour effectiveness against bullet damage; 1.0 = default = 1

    Admin Decimal number Default 1 Saved

  3031. server.bulletdamage Global multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage = 1

    Admin Decimal number Default 1 Saved

  3032. server.bypassiteminputrestriction Allows items to be moved into containers that block item input = false

    Admin On / off Default false

  3033. server.canequipbackpacksinair Allows backpack equipping while not grounded = false

    Admin On / off Default false Saved

  3034. server.ceilinglightgrowablerange Radius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirement = 3

    Admin Decimal number Default 3 Saved

  3035. server.ceilinglightheightoffset Vertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it = 3

    Admin Decimal number Default 3 Saved

  3036. server.censorplayerlist Censors the Steam player list to make player tracking more difficult = true

    Admin On / off Default true

  3037. server.cheatreport Reports a player for cheating. Takes their SteamID, then a reason, cut at 140 characters. Any player

    Takes text

  3038. server.cinematic Cinematic mode: opens the cinematic commands and every gesture to all players, not only admins. = false

    Admin On / off Default false Saved

  3039. server.clear_bushes_radius Kills all server-side bush entities within a given radius of the calling player (or a specified world position); args: radius [x y z]

    Admin Takes number (default 0)

  3040. server.clear_loot_spawn_cache Clears the loot spawn cache used to restrict loot into each era

    Admin

  3041. server.clear_trees_radius Kills all server-side tree entities within a given radius of the calling player (or a specified world position); args: radius [x y z]

    Admin Takes number (default 0)

  3042. server.clearplayerreportcounts Clear the player reports list

    Admin

  3043. server.combatlog Get the player combat log Any player

    Takes player name or Steam ID

  3044. server.combatlog_outgoing Get the player combat log, only showing outgoing damage Any player

    Takes player name or Steam ID

  3045. server.combatlogdelay Seconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight = 10

    Admin Whole number Default 10

  3046. server.combatlogsize Number of recent combat events retained in each player's combat log, viewable with combatlog = 30

    Admin Whole number Default 30

  3047. server.compassenabled Will the in-game compass show at the top of the screen = true

    Admin On / off Default true Saved

  3048. server.composterupdateinterval How often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes) = 300

    Admin Decimal number Default 300

  3049. server.compression Enables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time

    Admin On / off

  3050. server.conveyormovefrequency How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement = 5

    Admin Decimal number Default 5 Saved

  3051. server.corpsedespawn Seconds before a player corpse is removed from the world; default is 300 seconds (5 minutes) = 300

    Admin Decimal number Default 300

  3052. server.corpseinfo Get info on player corpses on the server

    Admin

  3053. server.corpses Whether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly = true

    Admin On / off Default true

  3054. server.crawlingenabled Do players go into the crawling wounded state = true

    Admin On / off Default true Saved

  3055. server.crawlingmaximumhealth Maximum initial health given when a player dies and moves to crawling wounded state = 12

    Admin Whole number Default 12

  3056. server.crawlingminimumhealth Minimum initial health given when a player dies and moves to crawling wounded state = 7

    Admin Whole number Default 7

  3057. server.creamseparationhours Hours milk has to spend in a refrigerated container before it can be skimmed. Items already chilled won't notice a change until their next network update = 4

    Admin Decimal number Default 4 Saved

  3058. server.cycletime Duration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes = 500

    Admin Decimal number Default 500

  3059. server.debrisdespawn Seconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds = 30

    Admin Decimal number Default 30

  3060. server.deepseafogofwar Should the deep sea map be covered by fog of war = true

    Admin On / off Default true Saved

  3061. server.defaultblueprintresearchcost How much scrap is required to research default blueprints = 10

    Admin Whole number Default 10 Saved

  3062. server.description Short description of the server shown to players in the server browser = "No server description has been provided."

    Admin Text Default "No server description has been provided."

  3063. server.destroytaskbatchcount UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task = 128

    Admin Whole number Default 128

  3064. server.drawpuzzleresets When enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets = false

    Admin On / off Default false

  3065. server.dropitems Whether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death = true

    Admin On / off Default true

  3066. server.eac_gameplay_data Whether or not to send additional analytics to EAC = true

    Admin On / off Default true

  3067. server.emojiownershipcheck Whether emoji ownership is checked server side. Could be performance draining in high chat volumes = true

    Admin On / off Default true

  3068. server.encryption Network encryption mode; 2 = enabled (recommended), 0 = disabled = 2

    Admin Whole number Default 2

  3069. server.enforce_era_restrictions Deletes items on the server that are not allowed in the era

    Admin

  3070. server.enforcepipechecksonbuildingblockchanges Whether to check for illegal industrial pipes when changing building block states (roof bunkers) = true

    Admin On / off Default true Saved

  3071. server.entitybatchsize Number of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing = 100

    Admin Whole number Default 100

  3072. server.entitybatchtime Time in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed = 1

    Admin Decimal number Default 1

  3073. server.entityrate How many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects = 16

    Admin Whole number Default 16

  3074. server.era none,primitive,medieval,frontier,rust = "None"

    Admin Text Default "None" Saved

  3075. server.events Enables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits = true

    Admin On / off Default true

  3076. server.explosive_testing_mode Lower damage of explosives to 1 and allow them to be triggered multiple times = false

    Admin On / off Default false

  3077. server.farmchickenlocalavoidance Whether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip = true

    Admin On / off Default true Saved

  3078. server.favoritesendpoint Domain name to save when players favorite your server. The port can be omitted if using the default port or a SRV DNS record is created. = ""

    Admin Text Default "" Saved

  3079. server.filefolderoverride Override the root storage folder for server files; leave empty to use the default server/identity path = ""

    Admin Text Default ""

  3080. server.filerequestbytesburst Burst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to match = 4194304

    Admin Whole number Default 4194304 Saved

  3081. server.filerequestbytespersecond Bytes per second of requested file data (sign textures, photos, cassette audio, sculpts) sent to each client; requests beyond this are deferred, not dropped. Replicated so clients throttle their own requests to match = 2097152

    Admin Whole number Default 2097152 Saved

  3082. server.filerequestdebug Print file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time = false

    Admin On / off Default false

  3083. server.filerequestqueuelength Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue) = 256

    Admin Whole number Default 256

  3084. server.fillchickencoop Debug command: fills all chicken coops within 5 metres of the calling player to their maximum capacity

    Admin

  3085. server.fogofwar Should the in-game map be covered by a fog of war = false

    Admin On / off Default false Saved

  3086. server.fogofwarrevealsize How much area around the player is revealed when using fog of war. Must be a multiple of 32 = 256

    Admin Whole number Default 256 Saved

  3087. server.foodspoiling Whether to run the food spoiling system = true

    Admin On / off Default true Saved

  3088. server.foodspoilingbudgetms Maximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates = 0.05

    Admin Decimal number Default 0.05

  3089. server.fps Prints the current server frame rate in frames per second

    Admin

  3090. server.funwaterdamagethreshold Wetness a player has to reach before water guns start to hurt. = 0.8

    Admin Decimal number Default 0.8 Saved

  3091. server.funwaterwetnessgain Wetness a player gains from each water gun hit. = 0.05

    Admin Decimal number Default 0.05 Saved

  3092. server.gamemode Short name of the game mode to activate on this server (e.g. 'softcore', 'hardcore'); applies convar overrides defined by that game mode's prefab = ""

    Admin Text Default ""

  3093. server.hardcorefirearmammunitioncraftingmultiplier Multiplies crafting cost of firearm ammunition = 1

    Admin Decimal number Default 1 Saved

  3094. server.headerimage URL of the banner/header image shown at the top of this server's page in the server browser = ""

    Admin Text Default "" Saved

  3095. server.hideplayermapdirection Should hte player see their direction on the map = false

    Admin On / off Default false Saved

  3096. server.hideplayeronmap Should the player see their position on the map = false

    Admin On / off Default false Saved

  3097. server.homingmissiletargetshab If true hot air balloons can be shot down with homing missiles = false

    Admin On / off Default false

  3098. server.hopperanimationbudgetms How long per frame to spend animating items moving into the hopper (will be instant if <= 0) = 0.1

    Admin Decimal number Default 0.1 Saved

  3099. server.hostname Server name displayed in the server browser = "My Untitled Rust Server"

    Admin Text Default "My Untitled Rust Server"

  3100. server.http_connection_limit Maximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests = 32

    Admin Whole number Default 32

  3101. server.identity Unique identifier for this server instance; determines the subfolder used for saves, configs and map data = "my_server_identity"

    Admin Text Default "my_server_identity"

  3102. server.idlekick Minutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick = 30

    Admin Whole number Default 30

  3103. server.idlekickadmins Minutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode = 0

    Admin Whole number Default 0

  3104. server.idlekickmode Controls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins = 1

    Admin Whole number Default 1

  3105. server.incapacitatedrecoverchance Base chance of recovery after incapacitated wounded state = 0.1

    Admin Decimal number Default 0.1 Saved

  3106. server.industrialallowquickmove Enables a faster way to move items around during conveyor transfers. Should be on unless there's a issue = true

    Admin On / off Default true

  3107. server.industrialcrafterfrequency How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting = 5

    Admin Decimal number Default 5 Saved

  3108. server.industrialframebudgetms How long per frame to spend on industrial jobs = 0.5

    Admin Decimal number Default 0.5 Saved

  3109. server.industrialtransferstricttimelimits When enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance = true

    Admin On / off Default true Saved

  3110. server.ip IP address the server binds to; leave empty to bind to all interfaces = ""

    Admin Text Default ""

  3111. server.ipqueriespermin Maximum number of Steam server browser queries allowed per minute from a single IP address = 30

    Admin Whole number Default 30

  3112. server.itemdespawn Seconds before items dropped on the ground despawn; default is 300 seconds (5 minutes) = 300

    Admin Decimal number Default 300

  3113. server.itemdespawn_container_max_multiplier Upper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours = 24

    Admin Whole number Default 24

  3114. server.itemdespawn_container_scale Multiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime = 2

    Admin Decimal number Default 2

  3115. server.itemdespawn_quick Fast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds = 30

    Admin Decimal number Default 30

  3116. server.level Map level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name = "Procedural Map"

    Admin Text Default "Procedural Map"

  3117. server.leveltransfer When true the server sends the map file to clients so they can load it without re-generating it locally = true

    Admin On / off Default true

  3118. server.levelurl URL to download a custom map file from; if set the server will fetch and load this map instead of generating one = ""

    Admin Text Default ""

  3119. server.listplayerreportcounts List the amount of reports players on the server have received

    Admin

  3120. server.listtoolcupboards Prints all the Tool Cupboards on the server

    Admin

  3121. server.listvendingmachines Prints all the vending machines on the server

    Admin

  3122. server.log_invalid_packet_lengths Logs network packets rejected for being empty or not byte-aligned

    Admin On / off Saved

  3123. server.logoimage URL of the logo image shown for this server in the server browser = ""

    Admin Text Default "" Saved

  3124. server.long_distance_sounds When enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers = true

    Admin On / off Default true

  3125. server.lowprioritybuoyancyrange If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system = 30

    Admin Decimal number Default 30

  3126. server.mapenabled Can players use the in-game map = true

    Admin On / off Default true Saved

  3127. server.max_explosive_protection Cap on the explosive protection clothing can give a player, from 0 to 1. = 0.75

    Admin Decimal number Default 0.75 Saved

  3128. server.max_sleeping_bags How many sleeping bags and beds one player can have. 0 or less removes the limit. = 15

    Admin Whole number Default 15 Saved

  3129. server.maxclientinfosize Maximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected

    Admin Whole number

  3130. server.maxconnectionsperip Maximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1–1000)

    Admin Whole number

  3131. server.maxdecryptqueuebytes Maximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached

    Admin Whole number

  3132. server.maxdecryptqueuelength Maximum number of encrypted packets that can wait in the decryption queue before being dropped

    Admin Whole number

  3133. server.maxdecryptthreadwait Maximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1–1000)

    Admin Whole number

  3134. server.maxfoodspoiltimediffforitemstack Maximum difference (in seconds) that two items with spoil timers can have and still be stackable = 180

    Admin Decimal number Default 180

  3135. server.maximummapmarkers How many markers each player can place = 5

    Admin Whole number Default 5 Saved

  3136. server.maximumpings How many pings can be placed by each player = 5

    Admin Whole number Default 5 Saved

  3137. server.maxitemstacksmovedpertickindustrial How many stacks a single conveyor can move in a single tick = 12

    Admin Whole number Default 12 Saved

  3138. server.maxmainthreadwait Maximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1–1000)

    Admin Whole number

  3139. server.maxpacketsize_command Maximum byte size of a single console command packet from a client; oversized packets are rejected = 100000

    Admin Whole number Default 100000

  3140. server.maxpacketsize_globalentities Maximum byte size of a single global-entities network packet; oversized packets are dropped = 1000

    Admin Whole number Default 1000

  3141. server.maxpacketsize_globaltrees Maximum byte size of a single global-trees network packet; oversized packets are dropped = 100

    Admin Whole number Default 100

  3142. server.maxpacketsize_voicedata Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped = 8096

    Admin Whole number Default 8096

  3143. server.maxpacketspersecond Global cap on total network packets per second the server will accept across all connected clients combined

    Admin Whole number

  3144. server.maxpacketspersecond_command Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server = 100

    Admin Whole number Default 100

  3145. server.maxpacketspersecond_rpc Maximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions = 200

    Admin Whole number Default 200

  3146. server.maxpacketspersecond_rpc_signal Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions = 30

    Admin Whole number Default 30

  3147. server.maxpacketspersecond_syncvar Maximum sync-var (replicated variable) update packets per second accepted from each client = 200

    Admin Whole number Default 200

  3148. server.maxpacketspersecond_tick Maximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed = 300

    Admin Whole number Default 300

  3149. server.maxpacketspersecond_voice Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player = 100

    Admin Whole number Default 100

  3150. server.maxpacketspersecond_world Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam = 1

    Admin Whole number Default 1

  3151. server.maxplayers Maximum number of players allowed on the server at the same time = 500

    Admin Whole number Default 500

  3152. server.maxreadqueuebytes Maximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets

    Admin Whole number

  3153. server.maxreadqueuelength Maximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion

    Admin Whole number

  3154. server.maxreadthreadwait Maximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1–1000)

    Admin Whole number

  3155. server.maxreceivetime Maximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10–1000)

    Admin Whole number

  3156. server.maxunack Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client = 4

    Admin Whole number Default 4

  3157. server.maxwritequeuebytes Maximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped

    Admin Whole number

  3158. server.maxwritequeuelength Maximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full

    Admin Whole number

  3159. server.maxwritethreadwait Maximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1–1000)

    Admin Whole number

  3160. server.meleearmor Global multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee = 1

    Admin Decimal number Default 1 Saved

  3161. server.meleedamage Global multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage = 1

    Admin Decimal number Default 1 Saved

  3162. server.metabolismtick Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates = 1

    Admin Decimal number Default 1

  3163. server.modifiertickrate Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth = 1

    Admin Decimal number Default 1

  3164. server.monumentpuzzleresetradiation Allows radiation to flood monuments to force puzzles to reset = true

    Admin On / off Default true

  3165. server.monumentpuzzleresetradiationamount Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase = 3

    Admin Decimal number Default 3

  3166. server.monumentpuzzleresetradiationmaxradiusincrease Clamp radiation multiplier to this amount of meters, -1 = ignored = 20

    Admin Decimal number Default 20

  3167. server.monumentpuzzleresetradiationoverride Force enable radiation in monument puzzles to confirm they work = false

    Admin On / off Default false

  3168. server.monumentpuzzleresetradiationplayeremptytime How long does a monument puzzle need to be empty with full rads before it can reset = 120

    Admin Decimal number Default 120

  3169. server.monumentpuzzleresetradiationpreresettime How long before the reset happens do we start applying radiation = 300

    Admin Decimal number Default 300

  3170. server.monumentpuzzleresetradiationradiusmultiplier Multiplier applied to a monument's normal radiation radius when the puzzle-reset radiation cloud is active; default 1.5x expands the zone beyond its usual boundary = 1.5

    Admin Decimal number Default 1.5

  3171. server.monumentpuzzleresetwarnings When enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins = true

    Admin On / off Default true Saved

  3172. server.motd Message-of-the-day text the server only passes on to clients. Nothing on the server reads it. = ""

    Admin Text Default "" Saved

  3173. server.netcache Enables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth = true

    Admin On / off Default true

  3174. server.netcachesize Maximum byte size of the network entity cache; 0 means no hard limit = 0

    Admin Whole number Default 0

  3175. server.netlog Enables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues

    Admin On / off

  3176. server.netprotocol Returns the network protocol identifier string the server is currently using; clients must match this to connect

    Admin

  3177. server.nonplanterdeathchancepertick Probability (0–1) per growth tick that a plant growing outside a planter box will die; default 0.005 means a 0.5% chance each tick = 0.005

    Admin Decimal number Default 0.005 Saved

  3178. server.normalisedfoodspoiltimestackthreshold If two spoiled food items are both above this threshold then we will allow them to be stacked = 0.9

    Admin Decimal number Default 0.9

  3179. server.npcammolootmultiplier All ammo drops from NPC loot will be multiplied by this = 1

    Admin Decimal number Default 1 Saved

  3180. server.npccorpsedespawn Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes) = 600

    Admin Decimal number Default 600

  3181. server.occlusiongatherbatchplayercount UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task = 16

    Admin Whole number Default 16

  3182. server.official Marks this as an official Facepunch server; only set by Facepunch - do not enable on community servers = false

    Admin On / off Default false

  3183. server.oilrig_radiation_alarm_threshold Radiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present = 0

    Admin Decimal number Default 0

  3184. server.oilrig_radiation_amount_scale Multiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second = 1

    Admin Decimal number Default 1 Saved

  3185. server.oilrig_radiation_time_scale Multiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration = 1

    Admin Decimal number Default 1 Saved

  3186. server.optimalplanterqualitysaturation Soil saturation level (0–1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6 = 0.6

    Admin Decimal number Default 0.6 Saved

  3187. server.ovencookbudgetms Maximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers = 0.25

    Admin Decimal number Default 0.25 Saved

  3188. server.packetlog Prints a sorted table of network packet types and their cumulative call counts since logging was enabled; requires packetlog_enabled = true

    Admin

  3189. server.packetlog_enabled Enables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime = false

    Admin On / off Default false

  3190. server.paintballoverallsdamage How much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage) = 1

    Admin Decimal number Default 1 Saved

  3191. server.paintballstandarddamage How much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on) = 1

    Admin Decimal number Default 1 Saved

  3192. server.parachuterepacktime How long it takes to pick up a used parachute in seconds = 8

    Admin Decimal number Default 8 Saved

  3193. server.parallelnetworkqueuebatchsize UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks = 16

    Admin Whole number Default 16

  3194. server.pauseindustrialduringsave Should industrial be paused during autosaves = true

    Admin On / off Default true

  3195. server.pauseunlootedpuzzles When enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas = true

    Admin On / off Default true

  3196. server.ping_region_code_override Override the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection = ""

    Admin Text Default ""

  3197. server.pingduration How long a ping should last = 10

    Admin Decimal number Default 10 Saved

  3198. server.plantlightdetection Enables plant light detection - growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly = true

    Admin On / off Default true

  3199. server.planttick Seconds between two growth updates of a plant. = 60

    Admin Decimal number Default 60 Saved

  3200. server.planttickscale Multiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth = 1

    Admin Decimal number Default 1

  3201. server.player_state_cache_count Prints the number of player states currently held in the in-memory player state cache

    Admin

  3202. server.player_state_cache_evictions Prints the total number of player state cache entries evicted since server startup; high values suggest the cache size should be increased

    Admin

  3203. server.player_state_cache_size Size of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players

    Admin Whole number

  3204. server.playerlistpos Prints the position of all players on the server

    Admin

  3205. server.playerserverfall When true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damage = true

    Admin On / off Default true Saved

  3206. server.playertimeout Seconds of network inactivity before a connected player is timed out and disconnected = 60

    Admin Whole number Default 60

  3207. server.port UDP port the server listens on for player connections = 28015

    Admin Whole number Default 28015

  3208. server.premium Require a premium status account to connect to this server = false

    Admin On / off Default false

  3209. server.premiumrecheckinterval How often to do premium status rechecks = 300

    Admin Decimal number Default 300

  3210. server.premiumrecheckmaxbatchsize Maximum number of players to recheck at a time = 100

    Admin Whole number Default 100

  3211. server.premiumrecheckminseconds Minimum time to recheck premium status for already connected players (in seconds) = 300

    Admin Decimal number Default 300

  3212. server.premiumverifyendpoint Endpoint to use to check if players have premium status = "https://rust-api.facepunch.com/api/premium/verify"

    Admin Text Default "https://rust-api.facepunch.com/api/premium/verify"

  3213. server.printdecryptqueue Prints how many packets and bytes wait in the server's decrypt queue.

    Admin

  3214. server.printeyes Print the current player eyes.

    Admin Takes player name or Steam ID

  3215. server.printpos Print the current player position.

    Admin Takes player name or Steam ID

  3216. server.printposcenter Print the current player center position.

    Admin Takes player name or Steam ID

  3217. server.printreadqueue Prints the current server incoming network read queue depth (packet count and total byte size)

    Admin

  3218. server.printreportstoconsole Should F7 reports from players be printed to console = false

    Admin On / off Default false Saved

  3219. server.printrot Print the current player rotation.

    Admin Takes player name or Steam ID

  3220. server.printwipeid Prints the current wipe id of the sav

    Admin

  3221. server.printwritequeue Prints the current server outgoing network write queue depth (packet count and total byte size)

    Admin

  3222. server.pve Enables PvE mode - players cannot damage other players; they can still be killed by NPCs and the environment = false

    Admin On / off Default false

  3223. server.pvebulletdamagemultiplier Additional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage = 1

    Admin Decimal number Default 1 Saved

  3224. server.pvp_ttk_bullet How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1

    Admin Decimal number Default 1 Saved

  3225. server.pvp_ttk_global How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1

    Admin Decimal number Default 1 Saved

  3226. server.pvp_ttk_melee How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1

    Admin Decimal number Default 1 Saved

  3227. server.pvpbulletdamagemultiplier Additional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage = 1

    Admin Decimal number Default 1 Saved

  3228. server.queriespersecond Maximum number of Steam server browser queries the server will respond to per second before rate-limiting = 2000

    Admin Whole number Default 2000

  3229. server.queryport UDP port used for Steam server browser queries; uses the game port if set to 0 = 0

    Admin Whole number Default 0

  3230. server.radiation Enables radiation zones at monuments; disabling removes all radiation hazards from the map = true

    Admin On / off Default true

  3231. server.randomize_seed Setting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each time

    Admin On / off

  3232. server.readcfg Reads and executes serverauto.cfg then server.cfg from the server's cfg folder, applying all saved convar values

    Admin

  3233. server.rejoin_delay Seconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes) = 300

    Admin Whole number Default 300

  3234. server.reportsserverendpoint HTTP API endpoint for receiving F7 reports = ""

    Admin Text Default "" Saved

  3235. server.reportsserverendpointkey If set, this key will be included with any reports sent via reportsServerEndpoint (for validation) = ""

    Admin Text Default "" Saved

  3236. server.repositionattachmentsonreskin Reposition attachments like storage adaptors if they have moved on reskins = true

    Admin On / off Default true

  3237. server.resetrespawns Clear all static respawn points

    Admin Takes player name or Steam ID

  3238. server.resetserveremoji Rescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji

    Admin

  3239. server.respawnatdeathposition If a player presses the respawn button, respawn at their death location (for trailer filming) = false

    Admin On / off Default false

  3240. server.respawnresetrange Radius in metres around a player's death point - any sleeping bag or bed within this range is put on a respawn cooldown to prevent spawn-camping = 50

    Admin Decimal number Default 50

  3241. server.respawntimeadditionbag Bags will increase their respawn time by this much = 0

    Admin Decimal number Default 0 Saved

  3242. server.respawntimeadditionbed Beds will increase their respawn time by this much = 0

    Admin Decimal number Default 0 Saved

  3243. server.respawnwithloadout When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout) = false

    Admin On / off Default false

  3244. server.rewounddelay Minimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again = 60

    Admin Decimal number Default 60 Saved

  3245. server.rpclog Prints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = true

    Admin

  3246. server.rpclog_enabled Enables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called = false

    Admin On / off Default false

  3247. server.rust_relay_send_queue Prints the current server decryption queue depth

    Admin Whole number

  3248. server.salt Secondary salt value mixed into procedural world generation; used to vary monument and road placement = 1

    Admin Whole number Default 1

  3249. server.save Force save the current game

    Admin

  3250. server.savebackupcount Number of rolling save-file backups to keep; each autosave rotates the oldest backup out = 2

    Admin Whole number Default 2 Saved

  3251. server.savecachesize Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit = 0

    Admin Whole number Default 0

  3252. server.saveframebudget MS per frame to spend warming up entity save caches = 5

    Admin Whole number Default 5

  3253. server.saveinterval How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes) = 600

    Admin Whole number Default 600

  3254. server.schematime How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds = 1800

    Admin Decimal number Default 1800

  3255. server.seed Seed value used for procedural world generation; changing this produces a completely different map layout = 1337

    Admin Whole number Default 1337

  3256. server.sendnetworkupdate Send network update for all players

    Admin

  3257. server.server_id Persistent unique identifier for this server instance, used when recording demos and for analytics attribution = ""

    Admin Text Default "" Saved

  3258. server.setshowholstereditems Show holstered items on player bodies

    Admin

  3259. server.showholstereditems When enabled, weapons and tools holstered on a player's back are visible on their character model to other players = true

    Admin On / off Default true Saved

  3260. server.skipdeathscreenfade Skip death screen fade = false

    Admin On / off Default false Saved

  3261. 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.

    Admin

  3262. server.snapshottaskbatchcount UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task = 64

    Admin Whole number Default 64

  3263. server.spawnvinetrees When true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map = true

    Admin On / off Default true Saved

  3264. server.sprinklereyeheightoffset Vertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant = 3

    Admin Decimal number Default 3 Saved

  3265. server.sprinklerradius Radius, in meters, a sprinkler waters. = 3

    Admin Decimal number Default 3 Saved

  3266. server.stability Enables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed = true

    Admin On / off Default true

  3267. server.start Starts a server

    Admin

  3268. server.statbackup Enables automatic backups of server statistics data = false

    Admin On / off Default false

  3269. server.stats Enables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered = false

    Admin On / off Default false

  3270. server.stop Stops a server

    Admin Takes text (default Stopping Server)

  3271. server.strictauth_eac When true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable = false

    Admin On / off Default false

  3272. server.strictauth_steam When true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable = false

    Admin On / off Default false

  3273. server.tags Comma-separated server browser tag values (see wiki) = ""

    Admin Text Default "" Saved

  3274. server.tickrate Number of server simulation ticks per second; higher values improve responsiveness but increase CPU usage = 10

    Admin Whole number Default 10

  3275. server.tutorialenabled Controls whether the tutorial is enabled on this server = false

    Admin On / off Default false Saved

  3276. server.unlockrespawns Unlock all static respawn points

    Admin Takes player name or Steam ID

  3277. server.updatebatch Number of entities processed per network update batch; lower values spread the load across more frames but increase total overhead = 512

    Admin Whole number Default 512

  3278. server.updatebatchspawn Number of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load = 1024

    Admin Whole number Default 1024

  3279. server.upgrade_keeps_health When a deployable is upgraded in place (e.g. stacking sandbags) the new tier keeps the damaged health fraction of the one it replaced instead of spawning at full health = true

    Admin On / off Default true

  3280. server.url Server website URL displayed in the server browser; leave empty to show no link = ""

    Admin Text Default ""

  3281. server.uselegacyworkbenchinteraction Opens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods. = false

    Admin On / off Default false Saved

  3282. server.useminimumplantcondition When enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying = true

    Admin On / off Default true

  3283. server.useperplayerrequiredsystemconfig Enables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players = false

    Admin On / off Default false

  3284. server.useplayerupdatejobs Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default = 3

    Admin Whole number Default 3

  3285. server.useserverwiderequiredsystemconfig Enables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements = false

    Admin On / off Default false

  3286. server.watercontainersleavewaterbehind When transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss = false

    Admin On / off Default false Saved

  3287. server.waterwellnpcsalesrefreshfrequency How often (in hours) the water well NPC's update their sell orders = 1

    Admin Decimal number Default 1

  3288. server.waterwheelworkbudgetms How long per frame to spend on updating water wheel power generation and water info = 0.1

    Admin Decimal number Default 0.1 Saved

  3289. server.workbenchtaxrate1 How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost = 0

    Admin Decimal number Default 0 Saved

  3290. server.workbenchtaxrate2 How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost = 0

    Admin Decimal number Default 0 Saved

  3291. server.workbenchtaxrate3 How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost = 0

    Admin Decimal number Default 0 Saved

  3292. server.worldsize Width and height of the procedurally generated world in metres; larger values create a bigger map with more resources = 4500

    Admin Whole number Default 4500

  3293. server.woundedmaxfoodandwaterbonus Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level = 0.25

    Admin Decimal number Default 0.25 Saved

  3294. server.woundedmaxoverfedchance Wounded/incapacitated recovery chance for a player carrying a full extra bar of calories above the normal cap, scaled down by how overfed they actually are = 1

    Admin Decimal number Default 1 Saved

  3295. server.woundedrecoverchance Base chance of recovery after crawling wounded state = 0.2

    Admin Decimal number Default 0.2 Saved

  3296. server.woundingenabled Can players be wounded after receiving fatal damage = true

    Admin On / off Default true Saved

  3297. server.writecfg Writes config files

    Admin

  3298. serverocclusion.occlusionvalidategroups Validates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies found

    Admin

  3299. serverocclusion.serverocclusiondebug Tests occlusion visibility between two positions

    Admin

  3300. shadowcaching.enabled Client
  3301. shadowcaching.enabledistancebasedframerates Client
  3302. shadowcaching.enableframeratelimiting Client
  3303. shadowcaching.maxframeratedistance Client
  3304. shadowcaching.minframeratedistance Client
  3305. shadowcaching.updatemaxframerate Client
  3306. shadowcaching.updateminframerate Client
  3307. sheep.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  3308. shield.infiniteshieldblock Lets a shield block without ever running out. = false

    Admin On / off Default false Saved

  3309. shoutcaststreamer.allowinternetstreams When enabled, internet radio streaming via boomboxes and other audio entities is permitted; saved between sessions Client
  3310. shoutcaststreamer.debugstreams When enabled, logs debug information about active Shoutcast stream connections and audio buffer state; admin-only Client
  3311. shoutcaststreamer.maxaudiostreams Maximum number of simultaneous Shoutcast/internet audio streams that can be active at once; default 3; saved between sessions Client
  3312. shoutcaststreamer.streaminganalytics When enabled, telemetry events are sent for audio stream interactions such as play, stop, and error events Client
  3313. signage.adminscanalwaysupdatesigns If true admins can always update signs, regardless of lock, build auth, etc = true

    Admin On / off Default true Saved

  3314. signage.texturerequestdistance Maximum distance in metres at which signs request their texture from the server; signs beyond this range defer texture loading Client
  3315. simpleshark.disable Switches sharks off: each one is removed as soon as it spawns. = false

    Admin On / off Default false

  3316. simpleshark.forcesurfaceamount Forces sharks to swim at this offset from the water surface. 0 leaves them alone. = 0

    Admin Decimal number Default 0

  3317. skinviewer2.printsupporteditems Client
  3318. sleepingbag.assigntoplayer Reassigns ownership of a sleeping bag (by entity ID) to the calling player; notifies both the old and new owner

    Admin

  3319. sleepingbag.clearfromplayer Clears ownership of a sleeping bag (by entity ID), setting the owner ID to 0 and removing it from the old owner's bag list

    Admin

  3320. sleepingbag.useteamlabels Lets teammates see each other's sleeping bags, labelled as team bags. = true

    Admin On / off Default true Saved

  3321. slotmachine.forcepayoutindex Forces every slot machine spin onto one payout line, by number. -1 leaves the spin random. = -1

    Admin Whole number Default -1

  3322. smallengine.maxthrustmultiplier Multiplies the thrust of small boat engines. = 1

    Admin Decimal number Default 1 Saved

  3323. snakehazard.population Population active on the server, per square km = 5

    Admin Decimal number Default 5

  3324. snowmobile.allowpassengeronly Allow mounting as a passenger when there's no driver = false

    Admin On / off Default false

  3325. snowmobile.allterrain If true, snowmobile goes fast on all terrain types = false

    Admin On / off Default false

  3326. snowmobile.outsidedecayminutes How long before a snowmobile loses all its health while outside = 1440

    Admin Decimal number Default 1440

  3327. socket_free_snappable.debugsnapping When enabled, draws debug visualisations for deployable snapping calculations showing candidate snap points and distances Client
  3328. socket_free_snappable.snappingmode The current snapping mode for deployables. Client
  3329. softcore.raidwindow_allow_tc_authed Allow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC) = true

    Admin On / off Default true Saved

  3330. softcore.raidwindow_allow_twig Allow explosive damage to twig-grade building blocks even outside the raid window = true

    Admin On / off Default true Saved

  3331. softcore.raidwindow_block_extra_enabled Outside the window, also block a non-explosive damage type against non-twig building blocks (e.g. shotgunning down a stone wall). Melee is only affected by softcore.raidwindow_block_melee_doors = true

    Admin On / off Default true Saved

  3332. softcore.raidwindow_block_extra_type Rust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns) = 8

    Admin Whole number Default 8 Saved

  3333. softcore.raidwindow_block_melee_doors Outside the window, block melee damage to doors so they can't be beaten down while the window is closed = true

    Admin On / off Default true Saved

  3334. softcore.raidwindow_block_mlrs Block launching MLRS rockets outside the raid window so they are not wasted = true

    Admin On / off Default true Saved

  3335. softcore.raidwindow_enabled Enable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time window = true

    Admin On / off Default true Saved

  3336. softcore.raidwindow_end_hour Raid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnight = 21

    Admin Decimal number Default 21 Saved

  3337. softcore.raidwindow_fresh_tc_seconds Seconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disables = 3600

    Admin Decimal number Default 3600 Saved

  3338. softcore.raidwindow_hours_offset Hours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later) = 0

    Admin Decimal number Default 0 Saved

  3339. softcore.raidwindow_start_hour Raid window start hour in server system local time, 0-24 (default 18 = 6pm) = 18

    Admin Decimal number Default 18 Saved

  3340. softcore.raidwindow_status Print the current raid-window state: server local time, effective hours, and whether the window is open right now

    Admin

  3341. softcore.raidwindow_weekend_enabled Use separate raid hours on Saturday and Sunday = false

    Admin On / off Default false Saved

  3342. softcore.raidwindow_weekend_end_hour Weekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true) = 22

    Admin Decimal number Default 22 Saved

  3343. softcore.raidwindow_weekend_start_hour Weekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true) = 17

    Admin Decimal number Default 17 Saved

  3344. solarpanel.sunupdatebudgetms Milliseconds per frame the server may spend updating the sun on solar panels. = 0.05

    Admin Decimal number Default 0.05 Saved

  3345. spawn.cargoshipdockingtest Spawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harbors

    Admin Takes whole number (default 0)

  3346. spawn.cargoshipevent Spawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler

    Admin

  3347. spawn.ch47event Triggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300)

    Admin Takes whole number (default 300)

  3348. spawn.delete_all_populations Deletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes

    Admin

  3349. spawn.delete_populations Deletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups

    Admin

  3350. spawn.dump_map Generates a debug spawn map for a named population, simulating up to the given number of spawn attempts and reporting how many would succeed; used to diagnose spawn point coverage

    Admin Takes text · whole number (default 100)

  3351. spawn.fill_groups Fills all spawn groups to their maximum count without waiting for the normal tick interval

    Admin

  3352. spawn.fill_individuals Immediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay

    Admin

  3353. spawn.fill_populations Immediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period

    Admin

  3354. spawn.loot_population_test If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing = 0

    Admin Whole number Default 0

  3355. spawn.max_density Maximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts = 1

    Admin Decimal number Default 1

  3356. spawn.max_rate Maximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases = 1

    Admin Decimal number Default 1

  3357. spawn.min_density Minimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts = 0.5

    Admin Decimal number Default 0.5

  3358. spawn.min_rate Minimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low = 0.5

    Admin Decimal number Default 0.5

  3359. spawn.ore_map Renders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones)

    Admin

  3360. spawn.player_base Base player count used when computing population spawn rates; below this value player_scale group rates are not yet applied = 100

    Admin Decimal number Default 100

  3361. spawn.player_scale Multiplier applied to group spawn rates based on current player count relative to player_base; higher values cause more group spawns as the server fills up = 2

    Admin Decimal number Default 2

  3362. spawn.population_cap_rate When scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this = 300

    Admin Whole number Default 300

  3363. spawn.report Prints a spawn handler report listing all populations, their current count, target count, and fill percentage; pass true for detailed mode or a name filter as a second argument

    Admin Takes true or false (default false) · text

  3364. spawn.reset_groups Clears all spawn groups of already spawned entities, then re-fills them

    Admin

  3365. spawn.respawn_groups When enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared = true

    Admin On / off Default true

  3366. spawn.respawn_individuals When enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed = true

    Admin On / off Default true

  3367. spawn.respawn_populations When enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested = true

    Admin On / off Default true

  3368. spawn.respawnloot_all Respawns loot in all loot containers currently on the server

    Admin

  3369. spawn.respawnloot_lookingat Respawns loot in the loot container currently being looked at

    Admin

  3370. spawn.respawnloot_radius Respawns loot in all loot containers within the given radius

    Admin Takes number (default 20)

  3371. spawn.scalars Prints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable output

    Admin

  3372. spawn.shielddummy Raycasts from the camera and requests the server to spawn a shield-holding dummy player at the hit point, facing away from the camera; pass true to holster the shield Client
  3373. spawn.simulate_loot <iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawned

    Admin Takes whole number (default 100)

  3374. spawn.svshielddummy Server-side handler that spawns a dummy player entity at the given position and direction loaded with the Shields loadout, optionally holstering the shield; triggered by spawn.shielddummy

    Admin Takes true or false (default false)

  3375. spawn.tick_individuals Interval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities = 300

    Admin Decimal number Default 300

  3376. spawn.tick_populations Interval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load = 60

    Admin Decimal number Default 60

  3377. spraycan.debugmeshsnapping Client
  3378. spraycan.useaccuratemeshsnapping Client
  3379. squirrel.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  3380. sss.enabled Enables the sub-surface scattering post-process effect on character skin, giving skin a translucent appearance under direct lighting Client
  3381. sss.halfres Renders the sub-surface scattering effect at half resolution, halving the GPU cost at the expense of slight softness in skin shading Client
  3382. sss.quality Sub-surface scattering quality level; deprecated and no longer used in current builds Client
  3383. sss.scale Controls the intensity of the sub-surface scattering effect; higher values make skin appear more translucent under direct light Client
  3384. stability.accuracy Floating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations = 0.001

    Admin Decimal number Default 0.001

  3385. stability.collapse Stability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall = 0.05

    Admin Decimal number Default 0.05

  3386. stability.log_ground_missing_death When enabled, logs when entities die because their ground support entity was destroyed or is missing = false

    Admin On / off Default false

  3387. stability.log_stability_death When enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name = false

    Admin On / off Default false

  3388. stability.log_stability_updates When enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging = false

    Admin On / off Default false

  3389. stability.refresh_stability Forces an immediate recalculation of stability for all building blocks in the world; expensive on large bases

    Admin

  3390. stability.stabilityqueue Maximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick = 9

    Admin Decimal number Default 9

  3391. stability.strikes Number of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time = 10

    Admin Whole number Default 10

  3392. stability.surroundingsqueue Maximum time in seconds that surrounding-support check jobs can run per server tick before deferral = 3

    Admin Decimal number Default 3

  3393. stability.verbose Verbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation = 0

    Admin Whole number Default 0

  3394. stag.population Population active on the server, per square km = 3

    Admin Decimal number Default 3

  3395. stash.reveal_tick_rate Interval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate = 0.5

    Admin Decimal number Default 0.5

  3396. steam.achievements Prints a list of all Steam achievements and their current unlock status for the local player; useful for testing achievement triggers Client
  3397. steam.refresh_nickname_cache Forces an immediate refresh of the cached Steam display names for all players currently on the server Client
  3398. steam.resetstats Resets all Steam stats and achievements for the local player to zero/locked; dev use only for achievement testing Client
  3399. steam.server_allow_steam_nicknames Steam nickname setting the server only passes on to clients. Nothing on the server reads it. = true

    Admin On / off Default true Saved

  3400. steam.use_steam_nicknames When enabled, displays other players Steam display names in chat and UI; disabling falls back to their in-game names Client
  3401. storagecontainer.canrequireauthifnolock When enabled, storage containers without a lock can still require tool cupboard auth to access; default false = false

    Admin On / off Default false

  3402. storagecontainer.corpseitemssavedpercent Fraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death = 0.5

    Admin Decimal number Default 0.5

  3403. storagecontainer.dropcorpseondeath When enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed = false

    Admin On / off Default false

  3404. store.addtocart Adds the specified item by store listing ID to the current shopping cart for purchase testing Client
  3405. store.clearcart Clears all items from the current shopping cart without completing a purchase Client
  3406. store.httpimageconcurrentloadinglimit Lower number helps prevent stuttering when navigating store Client
  3407. store.httpimages Loads store tiles and pages from their web URLs. Disable to fall back to the images bundled with the game Client
  3408. store.overridecurrency Overrides the currency code used in the item store for testing price display in different regional currencies Client
  3409. store.preloadweeklyskins When enabled, weekly item store skins are preloaded in the background on connect to avoid pop-in when opening the store Client
  3410. store.printgeneralstore Prints a list of all items in the general (non-weekly) section of the item store Client
  3411. store.printweeklyitems Prints a list of all items currently tagged as weekly featured skins in the item store Client
  3412. store.refresh Forces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend Client
  3413. store.unloadassets Unloads assets when store is hidden to save on VRAM. Might cause lag spikes when opening store. Requires restart to re-enable Client
  3414. stringlights.refreshlines Client
  3415. strobelight.forceoff Client
  3416. supply.call Calls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing

    Admin

  3417. supply.drop Spawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop

    Admin

  3418. system.auto_cpu_affinity Automatically set CPU affinity to recommended cores (eg. 3D V-cache cores) Client
  3419. system.cpu_affinity Sets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5)

    Admin Takes text

  3420. system.cpu_affinity Sets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5) Client
  3421. system.cpu_priority Sets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX

    Admin Takes text

  3422. system.cpu_priority Sets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX Client
  3423. telephonemanager.maxcalllength Maximum duration in seconds a telephone call can remain active before it is automatically terminated = 120

    Admin Whole number Default 120

  3424. telephonemanager.maxconcurrentcalls Maximum number of simultaneous active telephone calls allowed on the server at any time = 10

    Admin Whole number Default 10

  3425. telephonemanager.printallphones Prints a table of all registered telephone entities showing their number, directory name, and world position

    Admin

  3426. terrain.alwaysdepthprepass Profiling only: run the terrain depth prepass every frame over the full terrain, using the main args buffer instead of the hole-culled depth prepass buffers. Normally the prepass only runs when holes are visible and only covers the near LOD. Client
  3427. terrain.culling Terrain cell shadow aware camera culling Client
  3428. terrain.debug Shows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values Client
  3429. terrain.geometryclipmaps Use geometry clipmaps terrain renderer Client
  3430. terrain.quality Controls terrain rendering quality (0-100) including heightmap resolution and detail mesh density; lower values improve performance significantly on large maps Client
  3431. territory.clear Clear all territory ownership

    Admin

  3432. territory.createfaction Create a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0>

    Admin Takes text · text

  3433. territory.destroy Remove the territory grid entirely

    Admin

  3434. territory.factions List created factions and their colours

    Admin

  3435. territory.fill Fill every hex cell: territory.fill <faction name|none>

    Admin Takes text

  3436. territory.hexsize Hex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership = 50

    Admin Decimal number Default 50

  3437. territory.offsetx Shifts the whole territory grid east/west in metres. Painted cells move with it = 0

    Admin Decimal number Default 0

  3438. territory.offsetz Shifts the whole territory grid north/south in metres. Painted cells move with it = 0

    Admin Decimal number Default 0

  3439. territory.preview Preview every territory grid tile on the map, owned or not. Requires the grid to exist on the server Client
  3440. territory.setat Set the hex cell containing a world position: territory.setat <x> <z> <faction name|none>

    Admin Takes number (default 0) · number (default 0) · text

  3441. territory.setcell Set a hex cell by index: territory.setcell <cell> <faction name|none>

    Admin Takes whole number (default 0) · text

  3442. territory.sethere Set the hex cell at your position: territory.sethere <faction name|none>

    Admin Takes text

  3443. territory.state Returns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdings

    Admin

  3444. texture.add_all_cameras (Debug) QualitySettings.streamingMipmapsAddAllCameras Client
  3445. texture.discard_unused_mips (Debug) Texture.streamingTextureDiscardUnusedMips Client
  3446. texture.force_load_all (Debug) Texture.streamingTextureForceLoadAll Client
  3447. texture.max_file_io_requests (Debug) QualitySettings.streamingMipmapsMaxFileIORequests Client
  3448. texture.max_level_reduction (Debug) QualitySettings.streamingMipmapsMaxLevelReduction Client
  3449. texture.memory_budget (Debug) QualitySettings.streamingMipmapsMemoryBudget Client
  3450. texture.memory_vram_factor What percentage (0 - 1) of the VRAM you want to attempt to use for texture memory. Optimal memory budget will be set based on this value. Default is 1, Max: 2, Min: 0.5 Client
  3451. texture.renderers_per_frame (Debug) QualitySettings.streamingMipmapsRenderersPerFrame Client
  3452. texture.stats Get statistics about texture memory and the texture streaming system. Client
  3453. texture.streaming_active (Debug) QualitySettings.streamingMipmapsActive Client
  3454. texture.use_dynamic_memory_budget_adjustments (Debug) Toggles dynamic memory budget adjustments. Enabled by default. Only disable for debugging purposes! Client
  3455. ticklogging.tick_uploader_lifetime Seconds a tick log table collects before it is uploaded. = 60

    Admin Whole number Default 60

  3456. tiger.population Population active on the server, per square km = 0.5

    Admin Decimal number Default 0.5

  3457. tigerfsm.chargerange The range at which the tiger will charge instead of fleeing if aimed at = 20

    Admin Decimal number Default 20

  3458. tigersneaktelegraphgrowl.minangle Minimum angle for the tiger to growl when stalking a player = 60

    Admin Decimal number Default 60

  3459. tigersneaktelegraphgrowl.mintimebetweengrowls Time between growls when stalking a player = 5

    Admin Decimal number Default 5

  3460. time.cl_maxstepsperframe The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down = 2

    Admin Whole number Default 2 Saved

  3461. time.cl_steps Desired physics ticks per second on clients = 32

    Admin Whole number Default 32 Saved

  3462. time.missiontimerscale Speeds up or slows down mission timers and cooldowns. = 1

    Admin Decimal number Default 1 Saved

  3463. time.pausewhileloading Freezes game time while the server is starting up. = true

    Admin On / off Default true

  3464. time.sv_maxstepsperframe The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down

    Admin Whole number

  3465. time.sv_steps Desired physics ticks per second on the server

    Admin Whole number

  3466. time.timescale Speed of game time. 1 is normal.

    Admin Decimal number

  3467. tincanalarm.wiredistanceculling Enable/disable the wire distance culling Client
  3468. toolgun.classiceffects Client
  3469. traincar.decayminutes How long before a train car despawns = 30

    Admin Decimal number Default 30

  3470. traincar.killofftracktrains Should train cars that are not spawned near train tracks be killed instantly (default = true) = true

    Admin On / off Default true

  3471. traincar.population Population active on the server = 2.3

    Admin Decimal number Default 2.3

  3472. traincar.trainturretinaccuratepervelocity Chance to miss per m/s of velocity for turrets shooting players on moving trains = 0.1

    Admin Decimal number Default 0.1

  3473. traincar.wagons_per_engine Ratio of wagons to train engines that spawn = 2

    Admin Whole number Default 2

  3474. traincarunloadable.decayminutesafterunload How long before an unloadable train car despawns afer being unloaded = 10

    Admin Decimal number Default 10

  3475. traincouplingcontroller.max_couple_speed Maximum difference in velocity for train cars to couple = 9

    Admin Decimal number Default 9

  3476. translate.overrideculture Client
  3477. translate.printcultureinfo Client
  3478. travellingvendor.alive_time_seconds Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes) = 1800

    Admin Decimal number Default 1800

  3479. travellingvendor.attempt_pullovers When enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route = true

    Admin On / off Default true

  3480. travellingvendor.max_speed Top speed of the travelling vendor, in meters per second. = 5

    Admin Decimal number Default 5 Saved

  3481. travellingvendor.should_destroy_buildings When enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path = false

    Admin On / off Default false

  3482. travellingvendor.should_spawn When enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning = true

    Admin On / off Default true

  3483. travellingvendor.spawn Spawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawn

    Admin

  3484. travellingvendor.startevent Spawns a Travelling Vendor event instance; registered as travellingvendor.startevent

    Admin

  3485. tree.global_broadcast When enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network = false

    Admin On / off Default false

  3486. tree.meshes Maximum number of full-resolution tree mesh LODs rendered at any one time; reducing this lowers GPU cost when many trees are visible Client
  3487. tree.quality Controls tree rendering quality (0-100); lower values switch trees to lower-polygon LODs sooner, improving GPU performance when many trees are visible Client
  3488. tree.simplified_collider When enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy = false

    Admin On / off Default false

  3489. treemanager.cellsize Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512. = 100

    Admin Whole number Default 100

  3490. treemanager.enabletreestreaming When enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth = true

    Admin On / off Default true

  3491. treemanager.playerbudgetms Per-frame CPU budget in milliseconds allocated to sending tree streaming data per player = 0.01

    Admin Decimal number Default 0.01

  3492. treemanager.updatebudgetms Total per-frame CPU budget in milliseconds for the tree streaming update system = 1

    Admin Decimal number Default 1

  3493. treemanager.uselazyserialization Instead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens. = true

    Admin On / off Default true

  3494. triggerbase.clearexcludelayers Removes the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers

    Admin

  3495. triggerbase.setexcludelayers Applies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections

    Admin

  3496. triggerbase.useexcludelayers When enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers = false

    Admin On / off Default false

  3497. triggerbase.useexcludelayers When enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers Client
  3498. triggerboatmagnet.boatmagnetsenabled When enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position = true

    Admin On / off Default true

  3499. triggerparent.allowtriggersleeping Allow triggers to sleep if both they and their contents are stationary (TickMode 1 only) = true

    Admin On / off Default true

  3500. triggerparent.sleeping_trigger_mask_epsilon world units a trigger can move in WS before it is woken = 0.001

    Admin Decimal number Default 0.001

  3501. triggerparent.tickmode 0 - old InvokeHandler, 1 - Jobs = 1

    Admin Whole number Default 1

  3502. triggerparentdelayedexit.disable_delayed_exit Makes TriggerParentDelayedExit act as a TriggerParent again = false

    Admin On / off Default false

  3503. tugboat.tugcorpseseconds Seconds a destroyed tugboat stays before it is removed. = 7200

    Admin Decimal number Default 7200

  3504. tugboat.tugdecayminutes How long before a tugboat loses all its health while outside = 2160

    Admin Decimal number Default 2160

  3505. tugboat.tugdecaystartdelayminutes How long until decay begins after the tugboat was last used = 1440

    Admin Decimal number Default 1440

  3506. tutorialisland.debugislandpositions Draws a sphere on every tutorial island spawn point for you. Takes how long, 60 seconds by default.

    Admin Takes number (default 60)

  3507. tutorialisland.enforcetrespasschecks Checks that no player stands on a tutorial island that is not theirs. Admins are exempt. = true

    Admin On / off Default true Saved

  3508. tutorialisland.overridetutoriallocation Will place the tutorial as close as possible to this pos, only for debugging

    Admin Position

  3509. tutorialisland.spawntutorialislandfornewplayer Offers the tutorial island to new players when they join. = true

    Admin On / off Default true Saved

  3510. ui.autoswitchchannel When enabled, automatically switches the active chat channel to match the context (global/team/local) of the last received message Client
  3511. ui.inventoryplayerquality Resolution quality of the inventory player preview, 0 = low, 1 = med, 2 = high Client
  3512. ui.loadsign Admin only: Loads an image from disk into the currently editing sign Client
  3513. ui.printcanvases Prints a list of all active Unity Canvas components, their render mode, sort order, and screen size for UI layout debugging Client
  3514. ui.printmaskupdategroups Prints a list of all UI mask update groups and how many masked UI elements each contains, for debugging UI batching Client
  3515. ui.printshadowupdategroups Prints all UI shadow update groups and their element counts, used to debug shadow rendering batching in the UI system Client
  3516. ui.printtexts Reports all the TMP texts set as non-static, being updated by TMP_UpdateManager Client
  3517. ui.savesign Saves the sign image you are currently editing to disk with the given filename Client
  3518. ui.scrollsensitivity Multiplier applied to mouse wheel scroll speed in UI panels such as inventory, crafting list, and chat history Client
  3519. ui.showbeltbarbinds When enabled, shows the key bind labels on each slot in the belt bar hotbar, helping players learn their action key assignments Client
  3520. ui.showinventoryplayer When enabled, shows the local player character preview panel on the left side of the inventory screen Client
  3521. ui.showusebind When enabled, shows the Use action key hint label above interactable objects in the world Client
  3522. ui.worldnotifications 0 = use sounds when available, fallback to use UI toast messages. 1 = use sounds + UI toast messages. 2 = use UI toast messages only. Client
  3523. ui_dropscontroller.show_placeholder_drop_data When enabled, shows placeholder/test drop data in the drops controller UI instead of live manifest data; saved between sessions Client
  3524. ui_dropscontroller.testdropcrash Deliberately creates a drops array with null entries and passes it to the controller to test null reference handling in drop rendering Client
  3525. ui_interactiontoast.testerrormodal Opens a test disconnection error modal with a sample exception message; used for testing the error toast UI Client
  3526. ui_interactiontoast.testmodal Opens a test interaction modal dialog with placeholder text; used for testing modal UI layout and button callbacks Client
  3527. ui_mainmenumanager.ignoreeditorescapekey When enabled, the escape key is ignored by the main menu manager in the editor, preventing accidental menu navigation during testing Client
  3528. ui_mainmenumanager.navigate Navigates the main menu UI to the specified URL or section path using the UI_MainMenuManager navigation system Client
  3529. ui_menubackgroundvideo.emulateerror Triggers the video error handler on the main menu background video component, simulating a video load failure for UI testing Client
  3530. ui_menubackgroundvideo.forcenextvideo Forces all active main menu background video players to advance to the next video in their playlist immediately Client
  3531. ui_menubackgroundvideo.restrictmp4 When enabled, MP4 video files are not used for the main menu background, falling back to WebM; use to work around MP4 codec issues Client
  3532. ui_steaminventorycrafting.resetwarning Resets the Steam inventory crafting warning popup flag so it shows again on the next crafting attempt Client
  3533. uicontacts.togglecontacts Toggles the contacts panel open or closed; blocked if any keyboard-capturing UI is active Client
  3534. uiescapecapture.debug When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only Client
  3535. unsafe.debugmtlockmaxframes How many frames of a stack to emit = 5

    Admin Whole number Default 5

  3536. unsafe.debugmtlockmaxframes How many frames of a stack to emit Client
  3537. unsafe.enabledebugmtlock Controls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled

    Admin On / off

  3538. unsafe.enabledebugmtlock Controls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled Client
  3539. unsafe.usemultithreadedscripting Controls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability = true

    Admin On / off Default true

  3540. unsafe.usemultithreadedscripting Controls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability Client
  3541. vddraw.setisrecording Toggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recording

    Admin Takes true or false (default false)

  3542. vehicle.autohover Toggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input

    Admin

  3543. vehicle.boat_corpse_seconds Seconds a destroyed motor boat stays before it is removed. = 300

    Admin Decimal number Default 300

  3544. vehicle.boatdriftinfo Print out boat drift status for all boats

    Admin

  3545. vehicle.carwrecks Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true = true

    Admin On / off Default true

  3546. vehicle.cinematictrains If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false = false

    Admin On / off Default false

  3547. vehicle.deepseaportal_boundary_force_start_distance Distance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles = 10

    Admin Decimal number Default 10

  3548. vehicle.disable_wheels_when_sleeping When enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles = true

    Admin On / off Default true

  3549. vehicle.fixcars Fixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and more

    Admin Takes whole number (default 2)

  3550. vehicle.killboats Destroys all boat vehicles (rowboats, RHIBs) currently spawned on the server

    Admin

  3551. vehicle.killcars Destroys all modular car vehicles currently spawned on the server

    Admin

  3552. vehicle.killdrones Destroys all drone vehicles currently spawned on the server

    Admin

  3553. vehicle.killminis Destroys all minicopter vehicles currently spawned on the server

    Admin

  3554. vehicle.killmotorbikes Destroys all motorbike vehicles currently spawned on the server

    Admin

  3555. vehicle.killpushbikes Destroys all push bike vehicles currently spawned on the server

    Admin

  3556. vehicle.killscraphelis Destroys all scrap transport helicopter vehicles currently spawned on the server

    Admin

  3557. vehicle.killtrains Destroys all train vehicles currently spawned on the server

    Admin

  3558. vehicle.padrepairsrequired Whether repairable vehicle pads (eg. the Air Wolf helipad) have to be rebuilt with a hammer before their vendor will sell. When disabled, pads spawn already rebuilt and players cannot repair them. = true

    Admin On / off Default true Saved

  3559. vehicle.setrepairablepads Forces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again.

    Admin Takes true or false (default true)

  3560. vehicle.stop_all_trains Immediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths

    Admin

  3561. vehicle.swapseats Moves you to another seat in the vehicle you are in. Any player
  3562. vehicle.swaptoseat Moves you to a given seat of the vehicle you are in. Takes the seat number, starting at 0. Any player

    Takes whole number (default -1)

  3563. vehicle.train_accel_force Acceleration force used by vehicle.train_speed (default 50000, same as train engine force) = 50000

    Admin Decimal number Default 50000

  3564. vehicle.train_brake_force Braking force used by vehicle.train_stop (default 50000, same as train engine force) = 50000

    Admin Decimal number Default 50000

  3565. vehicle.train_list List all train engines with their entity IDs and current speeds.

    Admin

  3566. vehicle.train_speed Set a train's target speed in km/h. Usage: vehicle.train_speed <km/h> (look-at) or vehicle.train_speed <id> <km/h>. Negative = reverse.

    Admin Takes number (default 0) · number (default 0)

  3567. vehicle.train_speed_all Set all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse.

    Admin Takes number (default 0)

  3568. vehicle.train_stop Gradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>.

    Admin

  3569. vehicle.trainskeeprunning Determines whether trains stop automatically when there's no-one on them. Default: false = false

    Admin On / off Default false

  3570. vehicle.vehiclesdroploot Determines whether vehicles drop storage items when destroyed. Default: true = true

    Admin On / off Default true

  3571. vehicle.world_boundary_force_offset Additional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up = 25

    Admin Decimal number Default 25

  3572. vehicle.world_boundary_force_start_distance Distance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area = 100

    Admin Decimal number Default 100

  3573. vendingmachine.clearallvendingcustomerhistory Wipe the backend customer stats data on all vending machines. Slow operation.

    Admin

  3574. vendingmachine.clearallvendinghistory Wipe the backend stats data on all vending machines. Slow operation.

    Admin

  3575. vendingmachine.max_history How many purchases a vending machine remembers. = 10000

    Admin Whole number Default 10000

  3576. vendingmachine.max_processed How many purchases a vending machine goes through when it builds its sales stats. = 10000

    Admin Whole number Default 10000

  3577. vendingmachine.max_returned How many rows a vending machine returns in its sales stats. = 100

    Admin Whole number Default 100

  3578. vine.draw_debug Client
  3579. vine.prevent_vine_draw Client
  3580. vinemountable.allowchaining Lets a player swing from one vine straight onto the next. = true

    Admin On / off Default true

  3581. vis.attack Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  3582. vis.attack Client
  3583. vis.damage Draws an arrow for each hit, from where it started to where it landed. = false

    Admin On / off Default false

  3584. vis.hitboxes Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  3585. vis.lerp Client
  3586. vis.lineofsight Draws the line-of-sight checks the server runs. = false

    Admin On / off Default false

  3587. vis.protection Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  3588. vis.protection Client
  3589. vis.sense Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  3590. vis.triggers Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  3591. vis.weakspots Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  3592. voice.loopback When enabled, routes the local player microphone input back through the voice chat system so they can hear their own voice; useful for testing microphone levels Client
  3593. voice.togglevoicerangeboost Enabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1

    Admin Takes player name or Steam ID · true or false (default false)

  3594. voice.voicerangeboostamount Extra voice range, in meters, for a player with the voice range boost. = 50

    Admin Decimal number Default 50 Saved

  3595. water.quality Controls the draw distance and density quality of decorative foliage and props; lower values improve performance by reducing the amount of decoration rendered Client
  3596. water.reflections Controls the quality of water surface reflections (0=off, 1=simple probe, 2=full planar reflections); higher values are significantly more GPU-intensive Client
  3597. water.scaled_time When enabled, water simulation advances in scaled (game) time rather than real time; useful for testing water behaviour during time-scale debugging Client
  3598. watercatcher.forceenableconditionalspawning Debug flag to force enable conditional spawning for all water catchers, regardless of their individual settings. = false

    Admin On / off Default false

  3599. watercatcher.oilproductionstartdelay How long in seconds an oil pump runs after its oil switch is activated before it starts producing crude. = 900

    Admin Decimal number Default 900 Saved

  3600. watercatcher.watercatcherbudgetms Milliseconds per frame the server may spend on water catchers. = 0.1

    Admin Decimal number Default 0.1 Saved

  3601. watertreatmentflowratebroadcast.force_flow_rate Force the water treatment flow rate per minute. Pass no argument to release the override and return to pressure-derived state.

    Admin Takes number (default -1)

  3602. watertreatmentflowratebroadcast.get_num_broadcasters Prints how many flow rate broadcasters the water treatment plant has.

    Admin

  3603. watertreatmentflowratebroadcast.get_num_listeners Prints how many listeners follow the water treatment plant's flow rate.

    Admin

  3604. watertreatmentwatercatcher.evaporationperminute Water that evaporates per minute from the water treatment plant's catchers. = 200

    Admin Decimal number Default 200 Saved

  3605. watertreatmentwatertank.debug_wtp_pressure Prints the pressure, state and flow rate of every water tank at the water treatment plant.

    Admin

  3606. watertreatmentwatertank.force_pressure Sets the pressure of every water tank at the water treatment plant. Takes the value, 200 by default.

    Admin Takes whole number (default 200)

  3607. watertreatmentwatertank.maxflowrateperminute Most water the treatment plant's tanks can deliver per minute. = 1020

    Admin Decimal number Default 1020 Saved

  3608. watertreatmentwatertank.maximumpressure Highest pressure a water treatment plant tank can hold. = 360

    Admin Decimal number Default 360 Saved

  3609. watertreatmentwatertank.pressuredecayperminute Pressure a water treatment plant tank loses per minute once nothing has raised it for 10 seconds. = 1

    Admin Decimal number Default 1 Saved

  3610. waypointrace.racetimeout How long a race can go until it times out (in seconds) = 900

    Admin Decimal number Default 900 Saved

  3611. waypointrace.startrace Starts a waypoint race from a named set of waypoints. Takes the name.

    Admin Takes text

  3612. weaponrack.showui When enabled, shows the weapon rack interaction UI when the player is looking at a weapon rack; disable to suppress the UI Client
  3613. weather.ambient_light_multiplier Overrides the ambient light multiplier of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3614. weather.arctic_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the arctic biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3615. weather.arctic_fog_light_boost_mult Overrides the light boost multiplier of the fog in the arctic biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3616. weather.arctic_fog_ramp_end Overrides the distance at which the fog reaches full strength in the arctic biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3617. weather.arctic_fog_ramp_start Overrides the distance at which the fog starts in the arctic biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3618. weather.arid_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the arid biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3619. weather.arid_fog_light_boost_mult Overrides the light boost multiplier of the fog in the arid biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3620. weather.arid_fog_ramp_end Overrides the distance at which the fog reaches full strength in the arid biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3621. weather.arid_fog_ramp_start Overrides the distance at which the fog starts in the arid biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3622. weather.atmosphere_brightness Overrides the sky brightness of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3623. weather.atmosphere_contrast Overrides the sky contrast of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3624. weather.atmosphere_directionality Overrides the directionality of the sky's light scattering of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3625. weather.atmosphere_fog_height_falloff Overrides the height falloff of the atmospheric fog of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3626. weather.atmosphere_fog_ramp_end_distance Overrides the distance at which the atmospheric fog reaches full strength of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3627. weather.atmosphere_fog_ramp_start_distance Overrides the distance at which the atmospheric fog starts of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3628. weather.atmosphere_mie Overrides the Mie scattering multiplier of the sky of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3629. weather.atmosphere_rayleigh Overrides the Rayleigh scattering multiplier of the sky of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3630. weather.biome_fog_ambient_saturation_mult Overrides the ambient saturation multiplier of the biome fog of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3631. weather.biome_fog_distance_curve Overrides the distance curve of the biome fog of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3632. weather.clear_chance Chance of clear weather when the server picks its next weather, from 0 to 1. = 1

    Admin Decimal number Default 1 Saved

  3633. weather.cloud_attenuation Overrides the cloud attenuation of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3634. weather.cloud_brightness Overrides the cloud brightness of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3635. weather.cloud_coloring Overrides the cloud coloring of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3636. weather.cloud_config Forces one volumetric cloud configuration, by number. -1 hands the choice back to the weather. = -1

    Admin Whole number Default -1 Saved

  3637. weather.cloud_coverage Overrides the cloud coverage of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3638. weather.cloud_opacity Overrides the cloud opacity of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3639. weather.cloud_saturation Overrides the cloud saturation of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3640. weather.cloud_scattering Overrides the cloud scattering of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3641. weather.cloud_sharpness Overrides the cloud sharpness of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3642. weather.cloud_size Overrides the cloud size of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3643. weather.debug_cloud_position Prints the current cloud system world position and layer offsets to the console; useful for debugging cloud layer alignment on the map Client
  3644. weather.directional_light_multiplier Overrides the directional light multiplier of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3645. weather.dust_chance Chance of dusty weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  3646. weather.fog Overrides the fog amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3647. weather.fog_chance Chance of foggy weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  3648. weather.fog_multiplier Overrides the fog multiplier of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3649. weather.jungle_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the jungle biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3650. weather.jungle_fog_light_boost_mult Overrides the light boost multiplier of the fog in the jungle biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3651. weather.jungle_fog_ramp_end Overrides the distance at which the fog reaches full strength in the jungle biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3652. weather.jungle_fog_ramp_start Overrides the distance at which the fog starts in the jungle biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3653. weather.list_cloud_configs Lists all available volumetric cloud configuration asset names registered in the Climate instance

    Admin

  3654. weather.list_cloud_configs Lists all available volumetric cloud configuration asset names registered in the Climate instance Client
  3655. weather.load Loads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients

    Admin Takes text

  3656. weather.load Loads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients Client
  3657. weather.load_cloud_config Loads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients

    Admin Takes text

  3658. weather.load_cloud_config Loads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients Client
  3659. weather.moon_mesh_brightness_multiplier Overrides the brightness multiplier of the moon's disc of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3660. weather.ocean_scale Overrides the ocean wave scale of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3661. weather.ocean_time Freezes the ocean waves at this point in time. Below 0, the waves run normally. = -1

    Admin Decimal number Default -1 Saved

  3662. weather.overcast_chance Chance of overcast weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  3663. weather.rain Overrides the rain amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3664. weather.rain_chance Chance of rainy weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  3665. weather.rain_grace_active Whether the post-wipe rain grace period is currently active (set automatically by the server) = false

    Admin On / off Default false Saved

  3666. weather.rain_grace_period Number of in-game hours after a wipe during which rain and storms are suppressed (0 to disable) = 18

    Admin Decimal number Default 18 Saved

  3667. weather.rainbow Overrides the rainbow amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3668. weather.reflection_multiplier Overrides the reflection multiplier of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3669. weather.report Prints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only

    Admin

  3670. weather.report Prints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only Client
  3671. weather.reset Resets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients

    Admin

  3672. weather.reset Resets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients Client
  3673. weather.reset_cloud_config Clears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients

    Admin

  3674. weather.reset_cloud_config Clears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients Client
  3675. weather.savetofile Saves the current environment and weather snapshot to cfg/<name>.cfg so it can later be restored with exec Client
  3676. weather.storm_chance Chance of stormy weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  3677. weather.sun_mesh_brightness_multiplier Overrides the brightness multiplier of the sun's disc of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3678. weather.temperate_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the temperate biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3679. weather.temperate_fog_light_boost_mult Overrides the light boost multiplier of the fog in the temperate biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3680. weather.temperate_fog_ramp_end Overrides the distance at which the fog reaches full strength in the temperate biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3681. weather.temperate_fog_ramp_start Overrides the distance at which the fog starts in the temperate biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3682. weather.thunder Overrides the thunder amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3683. weather.tundra_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the tundra biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3684. weather.tundra_fog_light_boost_mult Overrides the light boost multiplier of the fog in the tundra biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3685. weather.tundra_fog_ramp_end Overrides the distance at which the fog reaches full strength in the tundra biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3686. weather.tundra_fog_ramp_start Overrides the distance at which the fog starts in the tundra biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3687. weather.vclouds_moon_color_scale Overrides the moon color scale of the volumetric clouds of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3688. weather.vclouds_sun_color_scale Overrides the sun color scale of the volumetric clouds of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3689. weather.wetness_rain Controls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining = 0.4

    Admin Decimal number Default 0.4

  3690. weather.wetness_snow Controls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness = 0.2

    Admin Decimal number Default 0.2

  3691. weather.wind Overrides the wind amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  3692. wildlifehazard.chancetorepositionmultiplier Global multiplier applied to the per-tick probability that a wildlife hazard attempts to reposition = 1

    Admin Decimal number Default 1

  3693. wildlifehazard.clienttickrate Interval in seconds between client-side tick updates for wildlife hazard entities = 0.1

    Admin Decimal number Default 0.1

  3694. wildlifehazard.reactiontimemultiplier Global multiplier applied to wildlife hazard reaction time; higher values make hazards slower to react to player presence = 1

    Admin Decimal number Default 1

  3695. wildlifehazard.repositionattempts Maximum number of position candidates sampled when a wildlife hazard searches for a valid reposition destination = 5

    Admin Whole number Default 5

  3696. wildlifehazard.repositionradiusmultiplier Global multiplier for the radius used when choosing a new reposition destination for a wildlife hazard = 1

    Admin Decimal number Default 1

  3697. wildlifehazard.repositiontimermultiplier Global multiplier applied to the cooldown timer between wildlife hazard reposition attempts = 1

    Admin Decimal number Default 1

  3698. wipetimer.days_to_add_test Number of days to add to the server's wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment = 0

    Admin Whole number Default 0

  3699. wipetimer.hours_to_add_test Number of hours to add to the server's wipe timer during testing; registered as wipetimer.hours_to_add_test = 0

    Admin Decimal number Default 0

  3700. wipetimer.printtimezones Prints a JSON list of all system, Windows, and IANA timezone identifiers available on the server machine

    Admin

  3701. wipetimer.printwipe Prints the current wipe timer status including next wipe date, frequency, and time remaining

    Admin

  3702. wipetimer.wipecronoverride Custom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/ = ""

    Admin Text Default ""

  3703. wipetimer.wipedayofweek 0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat = 4

    Admin Whole number Default 4

  3704. wipetimer.wipehourofday Which hour to wipe? 14.5 = 2:30pm = 19

    Admin Decimal number Default 19

  3705. wipetimer.wipetimezone 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 = "Europe/London"

    Admin Text Default "Europe/London"

  3706. wipetimer.wipeunixtimestampoverride Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future. = 0

    Admin Whole number Default 0

  3707. wolf2.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  3708. workbench.comfortradiusscale Factor applied to a workbench's comfort radius when it is scaled. = 0.95

    Admin Decimal number Default 0.95

  3709. workbench.scalecomfortradius Scales a workbench's comfort radius with its range upgrade. = true

    Admin On / off Default true

  3710. workbench.skipclearancechecks Skips the clearance check that can block a workbench upgrade. = false

    Admin On / off Default false

  3711. workbench.workbench_upgrade_icons When enabled, shows installed workbench upgrade icons in the vitals UI and expands the workbench vital panel to fit them Client
  3712. workshop.print_approved_skins Prints a list of all workshop-approved skins on the server with their item short names and approved skin IDs

    Admin

  3713. workshop.print_loaded_skins Prints a list of all workshop skins currently loaded in the client, showing their item short name and skin ID Client
  3714. world.cache Saves a generated map to disk so the next start can load it instead of generating it again. = true

    Admin On / off Default true

  3715. world.cache When enabled, caches world data for faster loading; disabled by default in editor server builds to ensure fresh data during development Client
  3716. world.configfile Path to a world generation config file used by the procedural map generator; used when configString is empty

    Admin Text

  3717. world.configstring World generation config string passed directly to the procedural map generator; overrides the config file if set

    Admin Text

  3718. world.drawbounds Draws flat wireframe boxes in the world showing world bounds (red), terrain margin (yellow), deep sea bounds (cyan), and portal bounds (green/magenta) for the given duration in seconds

    Admin Takes number (default 60)

  3719. world.monuments Prints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only

    Admin

  3720. world.monuments Prints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only Client
  3721. world.printrails Print list of all railroad meshes Client
  3722. world.renderlabs Renders a PNG of the current map's underwater labs, for a specific floor

    Admin Takes whole number (default 0)

  3723. world.rendermap Renders a high resolution PNG of the current map

    Admin Takes number (default 1)

  3724. world.rendertunnels Renders a PNG of the current map's tunnel network

    Admin

  3725. world.streaming When enabled, world assets are streamed in and out based on proximity; disable to force all world data to stay loaded at once Client
  3726. xmas.enabled Enables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics = false

    Admin On / off Default false

  3727. xmas.giftsperplayer Target number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server = 2

    Admin Whole number Default 2

  3728. xmas.refill Manually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players

    Admin

  3729. xmas.spawnattempts Number of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas = 5

    Admin Whole number Default 5

  3730. xmas.spawnrange Radius in metres around each player within which Christmas gift entities are spawned during the xmas event refill = 40

    Admin Decimal number Default 40

  3731. xmasdungeon.playerdetectrange How far we detect players from our inside/outside = 30

    Admin Decimal number Default 30

  3732. xmasdungeon.xmaslifetime How long each active dungeon should last before dying = 1200

    Admin Decimal number Default 1200

  3733. xmasdungeon.xmaspopulation Population active on the server = 0

    Admin Decimal number Default 0

  3734. ziplinelaunchpoint.highlight Draws an arrow on every zipline launch point for you, for 60 seconds.

    Admin

  3735. ziplinelaunchpoint.report Prints how many zipline launch and arrival points exist, with the total line length.

    Admin

  3736. zombie.population Population active on the server, per square km = 0

    Admin Decimal number Default 0

How the Rust console works

The RustPotato Console Commands directory indexes all 3,736 commands and configuration variables from the current game build, separating 2,426 dedicated server entries from 1,310 client-side entries so players and administrators can filter by access level, prefix family, or keyword.

  • F1 opens the console in game. Type a command and press Enter.
  • A server accepts 49 commands from any player. No admin rights are involved.
  • Every other server command or variable only runs for an admin of that server.
  • 1,310 entries belong to the game client and not to the server, like graphics.fov, fps.limit and client.connect, running locally on your machine.
  • A variable holds a value. Type its name alone to read it, or the name followed by a value to change it.
  • 414 variables are saved: server.writecfg writes their current values to cfg/serverauto.cfg, the file server.readcfg loads before server.cfg.
  • 32 variables are marked RCON only. The server refuses them from a connected player, admins included, and only takes them from its own console or over RCON.
  • The favorites export holds one command per line with its value and no semicolon. A server .cfg file has that shape: the server runs it line by line and skips the lines that start with #.
  • Every server command name, help text, data type, and default value reflects the Rust dedicated server console, alongside every local game client entry.

Searching player binds, admin tools, and silent server convars

Rust registers 3,736 console commands and convars across the dedicated server (2,426) and game client (1,310), including 49 player commands.

Every entry in the RustPotato Console Commands reference (3,736 entries in the console commands and variables view across 347 prefix namespaces) covers the Rust dedicated server and client consoles, pairing 3,109 official help strings with verified house explanations for undocumented methods and variables.

In the game console, typing a variable name by itself prints the current value while typing the name followed by a value updates it immediately; starring any row in the table saves that command and your chosen parameter value in your browser with zero account required. From the Favorites bar, server owners can export a clean one-command-per-line server.cfg file (where lines starting with # are comments and saved convars also write to cfg/serverauto.cfg via server.writecfg), or copy a single semicolon-separated loadout line to paste straight into F1. All 3,736 server and client entries are listed in full for instant lookup, paginate 50 rows at a time when filtered by prefix family, value type, saved status, or RCON badge, and pair directly with custom F1 keybinds in the Rust Bind Maker.

Frequently asked questions

How many Rust console commands and variables are listed on the complete directory page?

The complete Rust console directory lists 3,736 console commands and variables organized into 347 prefix namespaces, drawn from the full catalogue of 3,736 console entries across dedicated server and game client builds.

What is the difference between Player, Client, Admin, and Server variable entries in the Rust F1 console?

Pressing F1 in Rust opens the developer console where any connected player can execute 49 server-side player commands and 1,310 client commands; 726 admin commands and 1,651 server convars require ownerid or moderatorid permissions or RCON access.

How do you save Rust server console variables permanently to server.cfg or serverauto.cfg?

Among the 1,651 dedicated server console variables in Rust, 414 convars carry the Saved badge in the Server variables tab. Running server.writecfg writes those saved variables to cfg/serverauto.cfg, while starring rows and clicking Export downloads a file formatted for cfg/server.cfg.

How do you bind a Rust console command to a key in F1 and how many default keybinds exist?

Typing bind key "command" in the F1 console binds any of the 49 player commands or 1,310 client settings to a keyboard or mouse key, and separating multiple commands with a semicolon runs them together. Rust ships with 66 default keybinds, all customizable in the Bind Maker.

Why do some Rust console command names appear twice on the All tab?

Exactly 132 console names (such as global.quit, fps.limit, and pool.clear_assets) exist independently in both the 2,426-entry dedicated server catalogue and the 1,310-entry game client catalogue. The All tab labels the client twin so admins and players always know which side executes the command.

What does the RCON only badge mean on Rust console commands and variables?

Across the dedicated server catalogue, 32 entries carry the Server RCON only restriction. A Rust server rejects those 32 commands when typed in the in-game F1 console even by an administrator, accepting them only from the server startup command line or a remote RCON connection.

How do you filter Rust console commands by prefix family, data type, or favorites?

The left filter rail narrows the 3,736 entries in this view across 347 prefix families (displaying 50 results per page), filters server variables by data type (boolean, integer, float, string, or Vector3), and lets you star favorite commands to export as a .cfg file.

How are silent Rust server commands and default values documented on RustPotato?

Every server convar and command row displays its parameter type and default value read directly from the game assemblies. Beyond the 3,109 built-in help strings, 532 undocumented server methods and variables include house descriptions explaining their parameters and behavior.