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Console Commands
Rust ships 3,736 console commands and variables: 2,426 server entries and 1,310 game client entries.
-
accessibility.allynametagcolourColour palette index for ally name tags (non-team friends/allies); allows colour-blind players to distinguish allies from enemies and team members Client -
accessibility.applyallchangesApplies all pending accessibility colour changes immediately; called automatically when any colour setting changes but can be run manually to force a refresh Client -
accessibility.buildingblockedzonecolourColour palette index for the building blocked zone indicator; changes the colour of the red zone overlay shown when construction is not permitted Client -
accessibility.clannametagcolourColour palette index for clan member name tags shown above players in the same clan; selects from the clan name tag colour collection Client -
accessibility.disablemovementininventoryWhen enabled, prevents the player from moving while the inventory screen is open; useful for controller/accessibility setups where accidental movement is a problem Client -
accessibility.enemynametagcolourColour palette index for enemy name tags; selects a colour from the enemy name tag collection to make hostile players visually distinct Client -
accessibility.healthbarcolourColour palette index for the player health bar; selects an accessible colour from the health bar colour collection Client -
accessibility.holosightcolourColour palette index for the holographic sight reticle colour; lets players pick a reticle colour that is visible against any background Client -
accessibility.hungerbarcolourColour palette index for the player hunger/food bar; selects an accessible colour from the hunger bar colour collection Client -
accessibility.hydrationbarcolourColour palette index for the player hydration/water bar; selects an accessible colour from the hydration bar colour collection Client -
accessibility.ioarrowinputcolorColour palette index for electrical IO input arrow overlays; changes the colour of arrows that show power/signal flowing into an IO entity Client -
accessibility.ioarrowoutputcolorColour palette index for electrical IO output arrow overlays; changes the colour of arrows that show power/signal flowing out of an IO entity Client -
accessibility.laserdetectorcolourColour palette index for the laser trip-wire detector beam colour; helps colour-blind players distinguish armed detector lasers in bases Client -
accessibility.messagecardscolourColour palette index for cards/notes chat message text colour; helps distinguish card/note messages from other chat types Client -
accessibility.messageclancolourColour palette index for clan chat message text colour; makes clan messages visually distinct in the chat window Client -
accessibility.messagediscordcolourColour palette index for Discord-linked chat message text colour; helps identify messages bridged from a linked Discord server Client -
accessibility.messageglobalcolourColour palette index for global chat message text colour; affects all messages sent to the server-wide global chat channel Client -
accessibility.messagelocalcolourColour palette index for local proximity chat message text colour; distinguishes nearby voice/text chat from global and team channels Client -
accessibility.messageteamcolourColour palette index for team chat message text colour; makes team-only messages visually distinct from global and local chat Client -
accessibility.mushroomcolourColour palette index for mushroom world-object highlighting; allows colour-blind players to pick a distinguishable mushroom marker colour Client -
accessibility.senduinavigationeventsWhen enabled, UI navigation events (directional/confirm/cancel) are forwarded to the Unity EventSystem, enabling controller-driven menu navigation Client -
accessibility.teamnametagcolourColour palette index for team member name tags shown above allied players; lets colour-blind players choose a distinguishable team colour Client -
accessibility.treemarkercolorColour palette index for tree resource marker icons on the HUD; selects from the accessibility colour collection to aid colour-blind players Client -
adventcalendar.overrideadventcalendardayMakes the advent calendar act as if it were this day of the month. 0 uses the real date. = 0Admin Whole number Default
0 -
adventcalendar.overrideadventcalendarmonthMakes the advent calendar act as if it were this month. 0 uses the real date. = 0Admin Whole number Default
0 -
ai.accuratevisiondistanceWhen enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance = trueAdmin On / off Default
true -
ai.addignoreplayerAdd a player (or command user if no player is specified) to the AIs ignore list.Admin Takes
player name or Steam ID -
ai.aidebug_loadbalanceoverduereportRequests an AI load balance overdue report from the client, listing AI tasks that exceeded their allotted CPU budget Client -
ai.aidebug_lookatToggles AI debug visualisation for the entity the local admin player is currently looking at Client -
ai.aimedatangleThe angle under which the AI will think it's being aimed at at by a player = 10Admin Decimal number Default
10 -
ai.aizonestatsPrints the total count of registered AIInformationZone instances on the serverAdmin
-
ai.animal_ignore_foodIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true) = trueAdmin On / off Default
true -
ai.batch_navmesh_pathfollowingRun RustNav movement, steering and corridor queries in the transform job. = trueAdmin On / off Default
true -
ai.batch_navmesh_transformsBatch RustNav agent transform updates using jobs. Disable to apply each update immediately. = trueAdmin On / off Default
true -
ai.brainstatsPrints the current count of active animal, scientist, pet, and new NPC2 brain instances on the serverAdmin
-
ai.clearignoredplayersRemove all players from the AIs ignore list.Admin
-
ai.critters_frametimeTarget frame time in seconds for the Critters budget = 0.2Admin Decimal number Default
0.2 -
ai.critters_startle_distanceHow close can a player get before a critter gets startled and runs away = 0.5Admin Decimal number Default
0.5 -
ai.debugmovedrawWhether ai.selectnpc and ai.movenpc draw their DDraw markers - turn it off to keep the view clean while commanding NPCs. = trueAdmin On / off Default
trueSaved -
ai.debugmovegaitGait 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 -
ai.debugmovespacingGap 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. = 2Admin Decimal number Default
2Saved -
ai.debugvisWhen enabled, draws debug visualisations (attack ranges, awareness, etc.) for AI entities near the local player Client -
ai.defaultinterpolationdelayDefault network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections = 0.1Admin Decimal number Default
0.1 -
ai.deselectnpcRemoves the NPC you are looking at from your selection and hands it back to its normal AI.Admin
-
ai.designingWhen enabled, enables NPC design/placement mode on the client, showing additional gizmos for NPC spawn point and patrol route authoring Client -
ai.designingenabledAllows the in-game AI design editor on NPC brains built for it. = falseAdmin On / off Default
falseSaved -
ai.effectaiweaponsWhen enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely = falseAdmin On / off Default
false -
ai.frametimeTarget frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame = 5Admin Decimal number Default
5 -
ai.fsm_frametimeTarget frame time in seconds for the default FSMComponent budget = 1Admin Decimal number Default
1 -
ai.groundalignWhen enabled, NPC characters align their body to the terrain slope using IK; disable for flat ground-only alignment Client -
ai.groupsWhen enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals = trueAdmin On / off Default
true -
ai.ignoreplayersWhen enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference = falseAdmin On / off Default
false -
ai.killanimalsKills all animal NPCs and animal NPC2 entities currently on the serverAdmin
-
ai.killscientistsKills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the serverAdmin
-
ai.logissuesWhen enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors = falseAdmin On / off Default
false -
ai.maxgroundaligndistMaximum distance in metres at which ground alignment IK is evaluated for NPCs; reducing this improves performance when many NPCs are visible Client -
ai.moveWhen enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running = trueAdmin On / off Default
true -
ai.movenpcOrders 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 -
ai.nav_carve_heightThe height of the carve volume. (default: 2) = 2Admin Decimal number Default
2 -
ai.nav_carve_min_base_sizeThe minimum size we allow a carving volume to be. (default: 2) = 2Admin Decimal number Default
2 -
ai.nav_carve_min_building_blocks_to_apply_optimizationThe minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25) = 25Admin Whole number Default
25 -
ai.nav_carve_size_multiplierThe size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4) = 4Admin Decimal number Default
4 -
ai.nav_carve_use_building_optimizationIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false) = falseAdmin On / off Default
false -
ai.navthinkWhen enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running = trueAdmin On / off Default
true -
ai.npc_alertness_drain_ratenpc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01) = 0.01Admin Decimal number Default
0.01 -
ai.npc_alertness_to_aim_modifierThis is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33) = 0.5Admin Decimal number Default
0.5 -
ai.npc_alertness_zero_detection_modnpc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5) = 0.5Admin Decimal number Default
0.5 -
ai.npc_check_spawner_is_on_navmeshWhen enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations = trueAdmin On / off Default
true -
ai.npc_cover_compromised_cooldownnpc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10) = 10Admin Decimal number Default
10 -
ai.npc_cover_info_tick_rate_multiplierThe rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20) = 20Admin Decimal number Default
20 -
ai.npc_cover_path_vs_straight_dist_max_diffnpc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2) = 2Admin Decimal number Default
2 -
ai.npc_cover_use_path_distanceIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance. = trueAdmin On / off Default
true -
ai.npc_deliberate_hit_randomizerThe percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f) = 0.85Admin Decimal number Default
0.85 -
ai.npc_deliberate_miss_offset_multiplierThe offset with which the NPC will maximum miss the target. (default: 1.25) = 1.25Admin Decimal number Default
1.25 -
ai.npc_deliberate_miss_to_hit_alignment_timeThe time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) = 1.5Admin Decimal number Default
1.5 -
ai.npc_door_trigger_sizenpc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5) = 1.5Admin Decimal number Default
1.5 -
ai.npc_enableIf npc_enable is set to false then npcs won't spawn. (default: true) = trueAdmin On / off Default
true -
ai.npc_families_no_hurtIf npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true) = trueAdmin On / off Default
true -
ai.npc_gun_noise_silencer_modifierThe modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15) = 0.15Admin Decimal number Default
0.15 -
ai.npc_htn_player_base_damage_modifierBaseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f) = 1.15Admin Decimal number Default
1.15 -
ai.npc_htn_player_frustration_thresholdnpc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3) = 3Admin Whole number Default
3 -
ai.npc_ignore_chairsIf npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true) = trueAdmin On / off Default
true -
ai.npc_junkpile_dist_aggro_gatenpc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8) = 8Admin Decimal number Default
8 -
ai.npc_junkpilespawn_chancedefines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1) = 0.07Admin Decimal number Default
0.07 -
ai.npc_max_junkpile_countnpc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30) = 30Admin Whole number Default
30 -
ai.npc_max_population_military_tunnelsnpc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3) = 3Admin Whole number Default
3 -
ai.npc_max_roam_multiplierThis is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3) = 3Admin Decimal number Default
3 -
ai.npc_no_foot_ikWhen enabled, disables foot IK on NPC characters to improve performance; NPCs will not plant feet on terrain slopes Client -
ai.npc_only_hurt_active_target_in_safezoneIf npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true) = trueAdmin On / off Default
true -
ai.npc_patrol_point_cooldownnpc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5) = 5Admin Decimal number Default
5 -
ai.npc_reasoning_system_tick_rate_multiplierThe rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1) = 1Admin Decimal number Default
1 -
ai.npc_respawn_delay_max_military_tunnelsnpc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920) = 1920Admin Decimal number Default
1920 -
ai.npc_respawn_delay_min_military_tunnelsnpc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480) = 480Admin Decimal number Default
480 -
ai.npc_sensory_system_tick_rate_multiplierThe rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5) = 5Admin Decimal number Default
5 -
ai.npc_spawn_on_cargo_shipSpawn NPCs on the Cargo Ship. (default: true) = trueAdmin On / off Default
true -
ai.npc_spawn_on_deep_sea_islandsSpawn NPCs on deep sea islands (default: false) = trueAdmin On / off Default
true -
ai.npc_spawn_on_junkpileSpawn NPCs on junkpiles (default: true) = trueAdmin On / off Default
true -
ai.npc_spawn_per_tick_max_military_tunnelsnpc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1) = 1Admin Whole number Default
1 -
ai.npc_spawn_per_tick_min_military_tunnelsnpc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1) = 1Admin Whole number Default
1 -
ai.npc_speed_crouch_runnpc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25) = 0.25Admin Decimal number Default
0.25 -
ai.npc_speed_crouch_walknpc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1) = 0.1Admin Decimal number Default
0.1 -
ai.npc_speed_runnpc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4) = 0.4Admin Decimal number Default
0.4 -
ai.npc_speed_sprintnpc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0) = 1Admin Decimal number Default
1 -
ai.npc_speed_walknpc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18) = 0.18Admin Decimal number Default
0.18 -
ai.npc_use_new_aim_systemIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true) = trueAdmin On / off Default
true -
ai.npc_use_thrown_weaponsIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true) = trueAdmin On / off Default
true -
ai.npc_valid_aim_conenpc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8) = 0.8Admin Decimal number Default
0.8 -
ai.npc_valid_mounted_aim_conenpc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92) = 0.92Admin Decimal number Default
0.92 -
ai.npcbarksenabledLets NPCs play their voice lines and conversations. = falseAdmin On / off Default
falseSaved -
ai.npchealthmultiplierGlobal health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs = 1Admin Decimal number Default
1 -
ai.npcswimmingWhen enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies = trueAdmin On / off Default
true -
ai.ocean_critters_movement_frametimeTarget frame time in seconds for the Ocean Critters swimming movement budget = 0.2Admin Decimal number Default
0.2 -
ai.ocean_patrol_path_iterationsMaximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost = 100000Admin Whole number Default
100000 -
ai.printignoredplayersPrint a lost of all the players in the AI ignore list.Admin
-
ai.printorkilloffnavscientistsPrint 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) -
ai.releasenpcReleases every NPC selected with ai.selectnpc and hands them back to their normal AI.Admin
-
ai.removeignoreplayerRemove a player (or command user if no player is specified) from the AIs ignore list.Admin Takes
player name or Steam ID -
ai.scientist_spawners_enabledDo any kind of scientists spawn on the map (default: true) = trueAdmin On / off Default
true -
ai.selectnpcAdds the NPC you are looking at to your selection so ai.movenpc can order it around.Admin
-
ai.selectnpclookatEditor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection Client -
ai.selectnpclookatserverEditor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchyAdmin
-
ai.selectnpcsinrangeAdds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange.Admin Takes
number (default 30) -
ai.sensetimeHow frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react = 1Admin Decimal number Default
1 -
ai.setdestinationsamplenavmeshWhen enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh = trueAdmin On / off Default
true -
ai.setnpcreactiontimeThe 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) -
ai.showdistributionsEditor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbourAdmin
-
ai.showstateToggles a debug readout of each NPC's current AI state for you.Admin
-
ai.showstateflashdurationHow long (in seconds) a value that has just moved stays coloured in the ai.showState read-out; 0 stops it colouring at all = 1.5Admin Decimal number Default
1.5 -
ai.sleepwakeWhen enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times = trueAdmin On / off Default
true -
ai.sleepwakestatsPrints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entitiesAdmin
-
ai.smokegrenadenpcradiusRadius in metres within which a thrown smoke grenade suppresses NPC vision and targeting = 4Admin Decimal number Default
4 -
ai.spliceupdatesWhen enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick = trueAdmin On / off Default
true -
ai.thinkWhen enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place = trueAdmin On / off Default
true -
ai.tickrateNumber of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost = 5Admin Decimal number Default
5 -
ai.usecalculatepathWhen enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only = trueAdmin On / off Default
true -
ai.usegridWhen enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues = trueAdmin On / off Default
true -
ai.usesetdestinationfallbackWhen enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target = trueAdmin On / off Default
true -
ai.wakesleepingaiWakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts wokenAdmin
-
ai.watchedangleThe angle under which the AI will think it's being watched by another entity = 50Admin Decimal number Default
50 -
aibrainsenses.humanknownplayerslosupdateintervalInterval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions = 0.2Admin Decimal number Default
0.2 -
aibrainsenses.knownplayerslosupdateintervalInterval in seconds between line-of-sight update ticks for all NPC types tracking known player positions = 0.5Admin Decimal number Default
0.5 -
aibrainsenses.updateintervalInterval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings = 0.5Admin Decimal number Default
0.5 -
aiinformationzone.usesimpleloscheckMakes NPCs choosing where to move use the simpler line-of-sight test. = falseAdmin On / off Default
false -
aimanager.ai_dormantIf ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well. = trueAdmin On / off Default
true -
aimanager.ai_dormant_max_wakeup_per_tickai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30) = 30Admin Whole number Default
30 -
aimanager.ai_htn_animal_tick_budgetai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms) = 4Admin Decimal number Default
4 -
aimanager.ai_htn_player_junkpile_tick_budgetai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms) = 4Admin Decimal number Default
4 -
aimanager.ai_htn_player_tick_budgetai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms) = 4Admin Decimal number Default
4 -
aimanager.ai_htn_use_agency_tickIf ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true) = trueAdmin On / off Default
true -
aimanager.ai_to_player_distance_wakeup_rangeIf an agent is beyond this distance to a player, it's flagged for becoming dormant. = 160Admin Decimal number Default
160 -
aimanager.nav_disableIf set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move = falseAdmin On / off Default
false -
aimanager.nav_obstacles_carve_statenav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. = 2Admin Whole number Default
2 -
aimanager.nav_waitIf true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background. = trueAdmin On / off Default
true -
aimanager.pathfindingiterationsperframeThe maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.Admin Whole number
-
aimanager.setdestination_navmesh_failsafeIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called. = falseAdmin On / off Default
false -
aimountedweaponcontroller.burst_lengthHow long, in seconds, an AI-manned mounted weapon keeps firing in one burst. = 3Admin Decimal number Default
3 -
aimountedweaponcontroller.fire_rateSeconds between two shots of an AI-manned mounted weapon inside a burst. = 0.125Admin Decimal number Default
0.125 -
aimountedweaponcontroller.time_between_burstsPause, in seconds, between two bursts of an AI-manned mounted weapon. = 3Admin Decimal number Default
3 -
airfieldairdropterminal.force_chargeAdds 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) -
airfieldairdropterminal.force_shortcircuitShuts down every active airdrop terminal within 100 meters of you and drains its charge.Admin
-
airfieldcallchinookterminal.force_chargeAdds 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) -
airfieldcallchinookterminal.force_shortcircuitShuts down every active Chinook call terminal within 100 meters of you and drains its charge.Admin
-
aithinkmanager.animalframebudgetmsMilliseconds per frame the server may spend on animal AI. = 2Admin Decimal number Default
2 -
aithinkmanager.framebudgetmsMilliseconds per frame the server may spend on NPC AI. = 2Admin Decimal number Default
2 -
aithinkmanager.petframebudgetmsMilliseconds per frame the server may spend on pet AI. = 1Admin Decimal number Default
1 -
analytics.analytics_bulk_container_urlAzure blob container url for use with client secret authentication RCON only · = ""Text Default
""Saved -
analytics.analytics_bulk_upload_urlAzure blob container url + SAS token, enables a more efficient upload method RCON only · = ""Text Default
""Saved -
analytics.analytics_headerHeader key of secret when uploading analytics RCON only · = "X-API-KEY"Text Default
"X-API-KEY"Saved -
analytics.analytics_secretHeader secret value when uploading analytics RCON only · = ""Text Default
""Saved -
analytics.azure_client_idAzure client id for authentication RCON only · = ""Text Default
""Saved -
analytics.azure_client_secretAzure client secret for authentication RCON only · = ""Text Default
""Saved -
analytics.azure_tenant_idAzure tenant id for authentication RCON only · = ""Text Default
""Saved -
analytics.dryrunExecutes entire flow without actually sending out anything = falseAdmin On / off Default
false -
analytics.gameplay_analyticsToggle whether gameplay analytics is collected RCON only · = falseOn / off Default
falseSaved -
analytics.gameplay_rpc_analyticsToggle whether gameplay rpc logging is collected RCON only · = trueOn / off Default
trueSaved -
analytics.gameplay_tick_analyticsToggle whether gameplay tick analytics is collected RCON only · = falseOn / off Default
falseSaved -
analytics.logLogs each analytics batch to the console as it is written and uploaded. = falseAdmin On / off Default
false -
analytics.performance_analyticsToggle to turn off server performance collection RCON only · = trueOn / off Default
trueSaved -
analytics.resetstatsResets the analytics counters.Admin
-
analytics.server_analytics_urlAddress the server uploads its analytics to. RCON only · = "https://gw.facepunch.com/analytics/rust/server"Text Default
"https://gw.facepunch.com/analytics/rust/server" -
analytics.statsPrints the analytics totals: events, bytes and uploads.Admin
-
analytics.tablestatsPrints the analytics totals table by table.Admin
-
analytics.uploaderstatsPrints the analytics totals uploader by uploader.Admin
-
antihack.admincheatSpares an admin who has just used an admin cheat, noclip for one, from the anti-hack checks. = trueAdmin On / off Default
true -
antihack.build_inside_checkLevel of the check that stops building inside rocks and monuments. 0 turns it off. = 2Admin Whole number Default
2 -
antihack.build_losradiusRadius, in meters, of the line-of-sight test between a player and the piece they place. = 0.01Admin Decimal number Default
0.01 -
antihack.build_losradius_sleepingbagThe same radius when the piece is a sleeping bag. = 0.3Admin Decimal number Default
0.3 -
antihack.build_terraincheckCounts terrain as a blocker in the building line-of-sight test. = trueAdmin On / off Default
true -
antihack.build_vehiclecheckCounts vehicles as blockers in the building line-of-sight test. = trueAdmin On / off Default
true -
antihack.check_mount_distanceLevel of the distance and line-of-sight check when a player mounts something. 0 turns it off. = 1Admin Whole number Default
1 -
antihack.debuglevelHow much the anti-hack logs: 1 logs each enforcement, 2 and up logs every violation. = 1Admin Whole number Default
1 -
antihack.enforcementlevelWhat happens to a player over the violation limit: 0 nothing, 1 or more kicks them. = 1Admin Whole number Default
1 -
antihack.explosive_vehicle_parent_damage_deployablesShould explosives parented to vehicles damage deployables = falseAdmin On / off Default
false -
antihack.eye_clientframesListed in the anti-hack's violation reports, but no check on the server reads it. = 2Admin Decimal number Default
2 -
antihack.eye_distance_parented_mounted_forgivenessExtra distance, in meters, a mounted or parented player's reported eye position may be off. = 2Admin Decimal number Default
2 -
antihack.eye_forgivenessDistance, in meters, a player's reported eye position may be off before the attack is thrown out. = 0.4Admin Decimal number Default
0.4 -
antihack.eye_history_forgivenessDistance, in meters, a player's eye history may stray from their movement history. = 0.1Admin Decimal number Default
0.1 -
antihack.eye_history_penaltyViolation points added when the eye history check fails. = 100Admin Decimal number Default
100 -
antihack.eye_losradiusRadius, in meters, of the line-of-sight test between a player's body and their eyes. = 0.158Admin Decimal number Default
0.158 -
antihack.eye_noclip_backtrackingHow far back, in meters, the eye noclip test starts its trace. = 0.01Admin Decimal number Default
0.01 -
antihack.eye_noclip_cutoffEye movement, in meters, under which the eye noclip test is skipped. = 0.06Admin Decimal number Default
0.06 -
antihack.eye_noclip_marginMargin, in meters, taken off the player's radius in the eye noclip test. = 0.25Admin Decimal number Default
0.25 -
antihack.eye_penaltyViolation points added when an eye position check fails. = 0Admin Decimal number Default
0 -
antihack.eye_protectionLevel of the eye position checks on attacks. 0 turns them off, each level up adds a check. = 4Admin Whole number Default
4 -
antihack.eye_serverframesListed in the anti-hack's violation reports, but no check on the server reads it. = 2Admin Decimal number Default
2 -
antihack.eye_terraincheckCounts terrain as a blocker in the eye line-of-sight test. = trueAdmin On / off Default
true -
antihack.eye_vehiclecheckCounts vehicles as blockers in the eye line-of-sight test. = trueAdmin On / off Default
true -
antihack.flyhack_extrusionHow far below a player, in meters, the fly-hack check looks for ground. = 2Admin Decimal number Default
2 -
antihack.flyhack_forgiveness_horizontalHorizontal distance, in meters, a player may cover in the air before the fly-hack check counts it. = 1.5Admin Decimal number Default
1.5 -
antihack.flyhack_forgiveness_horizontal_inertiaExtra horizontal allowance in the fly-hack check for a player carried by momentum. = 10Admin Decimal number Default
10 -
antihack.flyhack_forgiveness_verticalVertical distance, in meters, a player may climb in the air before the fly-hack check counts it. = 1Admin Decimal number Default
1 -
antihack.flyhack_forgiveness_vertical_inertiaExtra vertical allowance in the fly-hack check for a player carried by momentum. = 7Admin Decimal number Default
7 -
antihack.flyhack_marginMargin, in meters, taken off the ground test radius of the fly-hack check. = 0.1Admin Decimal number Default
0.1 -
antihack.flyhack_maxstepsMost positions the fly-hack check tests along one move. = 15Admin Whole number Default
15 -
antihack.flyhack_penaltyViolation points added when the fly-hack check fails, scaled by the distance. = 100Admin Decimal number Default
100 -
antihack.flyhack_protectionLevel of the fly-hack check. 0 turns it off. = 3Admin Whole number Default
3 -
antihack.flyhack_rejectRejects the move when the fly-hack check fails. = trueAdmin On / off Default
true -
antihack.flyhack_stepsizeDistance, in meters, between two positions the fly-hack check tests. Never under 0.1. = 0.1Admin Decimal number Default
0.1 -
antihack.forcepositionSends a player their corrected position when the server rejects a move. = trueAdmin On / off Default
true -
antihack.hotbar_network_mode= 0Admin Whole number Default
0 -
antihack.impact_effect_distance_forgivenessHow far outside an entity's bounds, in meters, a client may place an impact effect. = 0.45Admin Decimal number Default
0.45 -
antihack.maxdeltatimeLongest gap between two player updates, in seconds, the movement checks accept. = 1Admin Decimal number Default
1 -
antihack.maxdesyncLongest a player may go without sending an update, in seconds, before their attacks are thrown out. = 0.8Admin Decimal number Default
0.8 -
antihack.maxviolationViolation level at which the anti-hack acts on a player. = 100Admin Decimal number Default
100 -
antihack.melee_backtrackingHow far back, in meters, the melee line-of-sight test starts its trace. = 0.01Admin Decimal number Default
0.01 -
antihack.melee_clientframesClient frames of delay the melee reach check allows for. = 2Admin Decimal number Default
2 -
antihack.melee_entity_bounds_radiusRadius, in meters, of the test that a melee hit really touches the entity. = 0.05Admin Decimal number Default
0.05 -
antihack.melee_forgivenessSlack on the melee reach check, as a fraction of the allowed distance. = 0.5Admin Decimal number Default
0.5 -
antihack.melee_los_entity_realposTests melee line of sight against where the entity really is, not only where the client says the hit landed. = trueAdmin On / off Default
true -
antihack.melee_los_entity_realpos_distanceDistance, in meters, beyond which that real-position test fails the hit. = 1.3Admin Decimal number Default
1.3 -
antihack.melee_losforgivenessSlack, in meters, on the melee line-of-sight test. = 0.2Admin Decimal number Default
0.2 -
antihack.melee_penaltyViolation points added when a melee check fails. = 0Admin Decimal number Default
0 -
antihack.melee_protectionLevel of the melee checks. 0 turns them off, each level up adds a check. = 5Admin Whole number Default
5 -
antihack.melee_serverframesServer frames of delay the melee reach check allows for. = 2Admin Decimal number Default
2 -
antihack.melee_terraincheckCounts terrain as a blocker in the melee line-of-sight test. = trueAdmin On / off Default
true -
antihack.melee_vehiclecheckCounts vehicles as blockers in the melee line-of-sight test. = trueAdmin On / off Default
true -
antihack.mesh_inside_check_distanceHow far up, in meters, the server looks to tell whether a player is inside a mesh. 0 turns the test off. = 50Admin Decimal number Default
50 -
antihack.modelstateChecks the model state a client sends against what the server knows. = trueAdmin On / off Default
true -
antihack.noclip_backtrackingHow far back, in meters, the noclip test starts its trace. = 0.01Admin Decimal number Default
0.01Saved -
antihack.noclip_marginMargin, in meters, taken off the player's radius in the noclip test. = 0.16Admin Decimal number Default
0.16 -
antihack.noclip_margin_dismountThe same margin when a dismount position is tested. = 0.22Admin Decimal number Default
0.22Saved -
antihack.noclip_maxstepsMost positions the noclip check tests along one move. = 15Admin Whole number Default
15 -
antihack.noclip_penaltyViolation points added when the noclip check fails, scaled by the distance. = 0Admin Decimal number Default
0 -
antihack.noclip_protectionLevel of the noclip check. 0 turns it off. = 3Admin Whole number Default
3 -
antihack.noclip_rejectRejects the move when the noclip check fails. = trueAdmin On / off Default
true -
antihack.noclip_stepsizeDistance, in meters, between two positions the noclip check tests. Never under 0.1. = 0.1Admin Decimal number Default
0.1 -
antihack.objectplacementBlocks building and deploying for a player who has just tripped a movement check. = trueAdmin On / off Default
true -
antihack.parenthistoryTakes the target's parent, a vehicle or a ship, into account when a hit is validated. = trueAdmin On / off Default
true -
antihack.projectile_anglechangeLargest change of direction, in degrees, a projectile may show between two updates. = 60Admin Decimal number Default
60 -
antihack.projectile_backtrackingHow far back, in meters, the projectile line-of-sight test starts its trace. = 0.01Admin Decimal number Default
0.01 -
antihack.projectile_clientframesClient frames of delay the projectile checks allow for. = 2Admin Decimal number Default
2 -
antihack.projectile_damagedepthHits after which a projectile stops dealing damage. = 2Admin Whole number Default
2 -
antihack.projectile_defaultcheckCounts the default layer as a blocker in the projectile line-of-sight test. = trueAdmin On / off Default
true -
antihack.projectile_deployedcheckCounts deployables as blockers in the projectile line-of-sight test. = trueAdmin On / off Default
true -
antihack.projectile_desyncLongest a shooter may have gone without an update, in seconds, for their projectile to count. = 1Admin Decimal number Default
1 -
antihack.projectile_distance_forgiveness_minimumDeclared with the projectile checks, but nothing in the server code reads it. = 25Admin Decimal number Default
25 -
antihack.projectile_forgivenessSlack on the projectile distance and timing checks, as a fraction. = 0.5Admin Decimal number Default
0.5 -
antihack.projectile_impactspawndepthHits after which a projectile stops triggering the on-hit effect of its ammo. = 1Admin Whole number Default
1 -
antihack.projectile_losforgivenessSlack, in meters, on the projectile line-of-sight test. = 0.2Admin Decimal number Default
0.2 -
antihack.projectile_penaltyViolation points added when a projectile check fails. = 0Admin Decimal number Default
0 -
antihack.projectile_positionoffsetAdjusts a projectile's start position for a shooter who is mounted or riding something. = trueAdmin On / off Default
true -
antihack.projectile_protectionLevel of the projectile checks. 0 turns them off, each level up adds a check. = 6Admin Whole number Default
6 -
antihack.projectile_serverframesServer frames of delay the projectile checks allow for. = 2Admin Decimal number Default
2 -
antihack.projectile_terraincheckCounts terrain as a blocker in the projectile line-of-sight test. = trueAdmin On / off Default
true -
antihack.projectile_trajectoryDistance, in meters, a projectile's end point may be off its simulated trajectory. = 2Admin Decimal number Default
2 -
antihack.projectile_trajectory_updateDistance, in meters, a projectile update may be off its simulated trajectory. = 0.02Admin Decimal number Default
0.02 -
antihack.projectile_update_limitMost position updates one projectile may send. = 4Admin Whole number Default
4 -
antihack.projectile_vehiclecheckCounts vehicles as blockers in the projectile line-of-sight test. = trueAdmin On / off Default
true -
antihack.projectile_velocitychangeLargest speed-up factor a projectile may show between two updates. = 1.1Admin Decimal number Default
1.1 -
antihack.relaxationpauseSeconds after a violation before a player's violation level starts to fall. = 10Admin Decimal number Default
10 -
antihack.relaxationrateViolation points that fade per second once that pause is over. = 0.1Admin Decimal number Default
0.1 -
antihack.reportingSends anti-hack violations to EAC as player behavior reports. = falseAdmin On / off Default
false -
antihack.rpc_timer_forgivenessSlack, in seconds, on timed actions such as stirring a biofuel generator or untying a crate. = 1Admin Decimal number Default
1 -
antihack.rpcstallfadeSeconds a player still counts as recently stalled after their updates resume. = 2.5Admin Decimal number Default
2.5 -
antihack.rpcstallmodeLevel of the block on actions sent by a player whose updates have stalled. 0 turns it off. = 1Admin Whole number Default
1 -
antihack.rpcstallthresholdSeconds without an update before a player counts as stalled. = 0.8Admin Decimal number Default
0.8 -
antihack.server_occlusion_admin_bypassLets admins and developers see every player, skipping server occlusion. = falseAdmin On / off Default
false -
antihack.server_occlusion_blocked_grid_threshold= 0Admin Whole number Default
0 -
antihack.server_occlusion_cachingCaches server occlusion results between grid cells. = trueAdmin On / off Default
true -
antihack.server_occlusion_disable_losSwitches the line-of-sight test of server occlusion off for everyone. = falseAdmin On / off Default
false -
antihack.server_occlusion_disable_sleeper_losSkips the occlusion test for sleeping players, so they are always sent. = falseAdmin On / off Default
false -
antihack.server_occlusion_neighbour_threshold= 2Admin Whole number Default
2 -
antihack.server_occlusion_save_gridSaves the server occlusion grid to a file and reads it back on the next start. = trueAdmin On / off Default
true -
antihack.server_occlusion_use_neighbour_thresholds= falseAdmin On / off Default
false -
antihack.speedhack_forgivenessSpeed over the limit a player is allowed before the speed-hack check counts it. = 2Admin Decimal number Default
2 -
antihack.speedhack_forgiveness_inertiaExtra allowance in the speed-hack check for a player carried by momentum. = 10Admin Decimal number Default
10 -
antihack.speedhack_penaltyViolation points added when the speed-hack check fails, scaled by the distance. = 0Admin Decimal number Default
0 -
antihack.speedhack_protectionLevel of the speed-hack check. 0 turns it off. = 3Admin Whole number Default
3 -
antihack.speedhack_rejectRejects the move when the speed-hack check fails. = trueAdmin On / off Default
true -
antihack.speedhack_slopespeedSpeed allowance in the speed-hack check for a player sliding down a slope. = 10Admin Decimal number Default
10 -
antihack.speedhack_water_thresholdHow deep in water a player has to be for the speed-hack check to treat them as swimming. = 0.4Admin Decimal number Default
0.4 -
antihack.stall_position_restrictionsHolds back other players' positions from a client whose own updates have stalled. = trueAdmin On / off Default
true -
antihack.strict_mount_checksDeclared with the mount checks, but nothing in the server code reads it. = 1Admin Whole number Default
1 -
antihack.terrain_check_geometryAlso tests whether a player's eyes are inside a mesh, not only under the terrain. = falseAdmin On / off Default
false -
antihack.terrain_killKills a player caught inside the terrain. = trueAdmin On / off Default
true -
antihack.terrain_paddingHow far under the terrain surface, in meters, a player may be before the check fails. = 0.3Admin Decimal number Default
0.3 -
antihack.terrain_penaltyViolation points added when a player is caught inside the terrain. = 100Admin Decimal number Default
100 -
antihack.terrain_protectionLevel of the inside-terrain check. 0 turns it off. = 1Admin Whole number Default
1 -
antihack.terrain_timesliceSpreads the inside-terrain check over this many frames, one slice of players per frame. = 64Admin Whole number Default
64 -
antihack.terrain_vehicle_seat_paddingExtra padding, in meters, in the inside-terrain check for players in vehicle seats. = 0.3Admin Decimal number Default
0.3 -
antihack.tick_buffer_noclip_thresholdSeconds of buffered player updates the noclip check tolerates. = 2Admin Decimal number Default
2 -
antihack.tick_buffer_preventionsTurns on the protections against a client that holds its updates back and sends them in a burst. = trueAdmin On / off Default
true -
antihack.tick_buffer_reject_thresholdSeconds of buffered player updates past which the move is rejected. = 3Admin Decimal number Default
3 -
antihack.tick_buffer_server_lag_thresholdServer frame time, in seconds, above which those buffer protections stand down. = 0.3Admin Decimal number Default
0.3 -
antihack.tick_distance_forgivenessDistance, in meters, a player may move in one update while the distance check is paused for them. = 5Admin Decimal number Default
5 -
antihack.tick_max_distanceFarthest a player may move in one update, in meters. = 1.1Admin Decimal number Default
1.1 -
antihack.tick_max_distance_fallingThe same limit for a player in the air. = 4Admin Decimal number Default
4 -
antihack.tick_max_distance_parentedThe same limit for a player riding something. = 3Admin Decimal number Default
3 -
antihack.tickhistoryforgivenessSlack, in meters, when a hit is checked against the target's recent positions. = 0.1Admin Decimal number Default
0.1 -
antihack.tickhistorytimeSeconds of recent positions the server keeps for each player. = 0.5Admin Decimal number Default
0.5 -
antihack.use_legacy_mesh_inside_checkUses the older inside-mesh test, which lets rays hit back faces. = trueAdmin On / off Default
true -
antihack.userlevelWho the anti-hack checks apply to: 0 regular players only, 1 admins too, 2 developers too. = 2Admin Whole number Default
2 -
apartment.adminapartmentbypassShould admins be able to bypass apartment authorization checks? = falseAdmin On / off Default
falseSaved -
apartment.adminapartmentnoclipShould admins be able to noclip in apartments? = trueAdmin On / off Default
true -
apartment.allowcombatoutsideofbreakinShould combat be allowed inside apartment rooms outside of the break-in period? = trueAdmin On / off Default
trueSaved -
apartment.apartmentevictiondelayHow long should we wait before evicting a player from their apartment if they don't pay rent? = 86400Admin Decimal number Default
86400Saved -
apartment.apartmentfreerenthoursHow many hours of scrap upkeep does the apartments spawn with (so players don't see 'Eviction' vital right after renting an apartment = 4Admin Decimal number Default
4 -
apartment.apartmentinvisibleblockerShould an invisible blocker prevent guests from entering apartments that they don't have access to? = trueAdmin On / off Default
trueSaved -
apartment.breakinsecondsHow long a player needs to hold the break in interaction on an apartment door with a master key = 30Admin Decimal number Default
30Saved -
apartment.checkoutallroomsCheckout every room in the apartment complexAdmin
-
apartment.checkoutroomChecks 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 -
apartment.fakerentroomRents an apartment room to a spawned dummy player. Takes the room number.Admin Takes
text -
apartment.givestalecombattriggerAdmin 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
-
apartment.intruderauthsecondsHow long a player stays authorized on an apartment room after breaking in with a master key = 300Admin Decimal number Default
300 -
apartment.masterkeypriceHow much scrap the apartment security NPC charges for a master key = 1000Admin Whole number Default
1000Saved -
apartment.npcsecuritydooropentimeHow long should the apartment security NPC keep the door open for after being paid? = 300Admin Decimal number Default
300 -
apartment.printapartmentcullingPrint list of apartments and their culling states Client -
apartment.printapartmentfurniturePrint list of furniture inside your roomAdmin Takes
text -
apartment.printitemtaxPrint out a list of all items that apartments will taxAdmin
-
apartment.rentallroomsRents every free apartment room to spawned dummy players.Admin
-
apartment.rentallroomsoftypeRents every free apartment room of one size to spawned dummy players. Takes the size, from 1 to 3.Admin Takes
whole number (default 0) -
apartment.rentroomGives you an apartment room. Takes the room number, and you cannot already have one.Admin Takes
text -
apartment.rentscalingShould the rent scale based on the items you have stored inside your apartment? = 0Admin Decimal number Default
0 -
apartment.scheduleddeathTest triggering the scheduled death in safezonesAdmin
-
apartment.testapartmentsecuritydoorTest triggering the apartment security doorAdmin
-
app.alarmcooldownCooldown time before alarms can send another notification (in seconds) = 30Admin Decimal number Default
30 -
app.appbanBans a player by Steam ID from the server via the app layer, adding them to the banlist and kicking them if connectedAdmin
-
app.appunbanRemoves a ban for the specified Steam ID from the server banlist, allowing the player to reconnectAdmin
-
app.endpointBase address for the Rust+ companion server API = "https://companion-rust.facepunch.com/api"Admin Text Default
"https://companion-rust.facepunch.com/api" -
app.infoPrints current server info including name, level, connected players, max players, and network address to the consoleAdmin
-
app.listenipIP address the server listens on for incoming connections; leave empty to bind to all available network interfaces = ""Admin Text Default
"" -
app.logexceptionsWhen enabled, server-side C# exceptions are written to the server log file; disabling reduces log noise on servers with known non-critical exceptions = trueAdmin On / off Default
true -
app.maxconnectionsMaximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message = 500Admin Whole number Default
500 -
app.maxconnectionsperipMaximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots = 10Admin Whole number Default
10 -
app.maxmessagesizeMaximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks = 1048576Admin Whole number Default
1048576 -
app.notificationsEnables sending push notifications = trueAdmin On / off Default
true -
app.pairSends your Rust+ app a notification to pair with this server. Any player -
app.portUDP port number the server listens on; default is 28015; must be open in firewall for players to connect = 0Admin Whole number Default
0 -
app.publicipPublic IP address advertised to the Steam server browser; leave empty to auto-detect; set explicitly if behind NAT = ""Admin Text Default
"" -
app.queuelimitMax number of queued messages - set to 0 to disable message processing = 100Admin Whole number Default
100 -
app.regeneratetokenReplaces your Rust+ token on this server, so a phone paired with the old one has to pair again. Any player -
app.retry_initializeRetry initializing the Rust+ companion server if it previously failed, pass true to restart it even if it's already runningAdmin Takes
true or false (default false) -
app.serveridThe server's ID for Rust+. The companion app stays off while it is empty. = ""Admin Text Default
""Saved -
app.updateDisables updating entirely - emergency use only = trueAdmin On / off Default
true -
assetbundles.listdynamicClient -
audio.advancedocclusionUse more advanced sound occlusion Client -
audio.ambienceAmbience System Client -
audio.debugvoicelimitingWhen enabled, logs voice chat limiting decisions to the console, showing when players are muted due to proximity or bandwidth constraints Client -
audio.enablesoundpoolingEnables audio source pooling, reusing AudioSource components instead of creating and destroying them each time a sound plays Client -
audio.eventaudioVolume Client -
audio.framebudgetMax ms per frame to spend updating sounds Client -
audio.gameVolume Client -
audio.hqsoundfadeUse higher quality sound fades on some sounds Client -
audio.instrumentsVolume Client -
audio.masterVolume Client -
audio.minupdatefractionMinimum fraction of the audio source pool updated per frame; higher values keep more audio sources in sync at the cost of CPU time Client -
audio.musicvolumeVolume Client -
audio.musicvolumemenuVolume Client -
audio.printenginesoundsprint active engine sound info Client -
audio.printsoundsPrints a list of all currently active audio sources with their asset names, volume, and world position Client -
audio.speakersVolume Client -
audio.uiVolume Client -
audio.videoplayerVolume Client -
audio.voicepropsVolume Client -
audio.voicesVolume Client -
audiointerceptcomponent.debugchannelsWhen enabled, logs the audio buffer size and channel count each time the audio filter processes a buffer; useful for diagnosing audio pipeline issues Client -
autoturret.ammo_update_msHow many milliseconds to spend on ammo updating per frame = 0.1Admin Decimal number Default
0.1 -
autoturret.scan_budget_msHow many milliseconds to spend on target scanning per frame = 0.5Admin Decimal number Default
0.5 -
autoturret.tick_update_msHow many milliseconds to spend on a tick per frame = 1Admin Decimal number Default
1 -
ballistagun.debugWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only Client -
ballistagun.reloadForces the ballista gun nearest to the calling admin player to reload immediately; admin-onlyAdmin Takes
whole number (default 0) -
baseboat.debug_eject_aiWhen enabled, logs debug information about AI ejection events when passengers are removed from boat seats = falseAdmin On / off Default
false -
baseboat.do_shore_driftWhen enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapses = trueAdmin On / off Default
true -
baseboat.drift_speedSpeed at which a boat drifts back toward the shore. = 1Admin Decimal number Default
1 -
baseboat.generate_pathsWhen enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testing = trueAdmin On / off Default
true -
baseboat.seconds_between_shore_driftSets how many seconds pass between two drift steps of a boat toward the shore. Typed bare, it prints the current value.Admin
-
baseboat.seconds_until_shore_driftSets how many seconds a boat waits before it starts drifting toward the shore. Typed bare, it prints the current value.Admin
-
basefirework.maxactivefireworksCap on the fireworks going off at the same time. = 25Admin Whole number Default
25 -
basefishingrod.forcefailWhen enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedback = falseAdmin On / off Default
false -
basefishingrod.forcesuccessWhen enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logic = falseAdmin On / off Default
false -
basefishingrod.immediatehookWhen enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite response = falseAdmin On / off Default
false -
basefishingrod.showuiWhen enabled, shows the fishing rod debug UI overlay displaying cast distance, bobber state, and fish bite detection parameters; admin-only Client -
basemetaldetector.detectlongrangetickInterval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches = 1Admin Decimal number Default
1 -
basemetaldetector.detectminmovementdistanceMinimum distance in metres the player must move before a new long-range detection check is triggered = 1Admin Decimal number Default
1 -
basemetaldetector.nearestdistancetickInterval in seconds between nearest-detectable-object distance checks performed by the metal detector = 0.25Admin Decimal number Default
0.25 -
basemission.missionpervalidstatecooldownMinimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueue = 3Admin Decimal number Default
3Saved -
basemission.missionsenabledWhen enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server = trueAdmin On / off Default
true -
basemission.missionvalidstateworkqueuebudgetHow long per frame (ms) to spend processing updateMissionValidStateWorkQueue = 0.1Admin Decimal number Default
0.1Saved -
basemission.missionvalidstateworkqueuecooldownMinimum time (s) between starting runs of updateMissionValidStateWorkQueue = 3Admin Decimal number Default
3Saved -
basemission.profilenextmissionsvalidstateworkqueueGenerate a performance capture containing the next run of updateMissionValidStateWorkQueueAdmin
-
basemountable.canpausemountedplayersyncToggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently) = falseAdmin On / off Default
false -
basenavigator.basenavmovementframeintervalHow many frames between base navigation movement updates = 2Admin Whole number Default
2 -
basenavigator.maxstepupdistanceThe max step-up height difference for pet base navigation = 1.7Admin Decimal number Default
1.7 -
basenavigator.navtypedistanceLength of the downward ray an NPC casts to tell what kind of ground it is on. = 1Admin Decimal number Default
1 -
basenavigator.navtypeheightoffsetHeight above the NPC from which that ground ray starts. = 0.5Admin Decimal number Default
0.5 -
basenavigator.stucktriggerdurationHow long we are not moving for before trigger the stuck event = 10Admin Decimal number Default
10 -
basepet.movementupdatebudgetmsMilliseconds per frame the server may spend on pet movement. = 1Admin Decimal number Default
1 -
basepet.onlyqueuebasenavmovementsSends only base-navigation movement through the budgeted queue. Other NPCs move right away. = trueAdmin On / off Default
true -
basepet.queuedmovementsallowedLets NPC movement updates go through a budgeted queue instead of all running at once. = trueAdmin On / off Default
true -
baseplayer.allowrelationshipserverocclusionWhen enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restarts = trueAdmin On / off Default
trueSaved -
baseplayer.botcolliderframebudgetmsPer-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders = 0.05Admin Decimal number Default
0.05 -
baseplayer.filterspectatemapteamidWhen 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 -
baseplayer.lifestoryframebudgetmsMilliseconds per frame the server may spend updating players' life stories. = 0.25Admin Decimal number Default
0.25 -
baseplayer.lootpaneloverrideWhen set to a non-empty string, admin players open the specified loot panel instead of the server-requested panel on RPC_OpenLootPanel Client -
baseplayer.relationshipupdatequeueframebudgetmsPer-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue = 0.05Admin Decimal number Default
0.05 -
baseplayer.showserverrestartwarningWill show a translated server restart warning on the player screen. Client -
baseragdoll.debug_visWhen enabled, draws debug visualisations for ragdoll physics state including bone positions and velocities Client -
basesculpture.applyrandomshapesCarves random shapes into the sculpture you are looking at, or into every sculpture within the radius you give.Admin Takes
number (default -1) -
basesculpture.listsavedsculpturesLists the sculptures saved on the server.Admin
-
basesculpture.loadsculptureLoads 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) -
basesculpture.logmeshstatsWhen enabled, logs mesh vertex and triangle count statistics when a sculpture mesh is applied or modified Client -
basesculpture.printcrcPrints the checksum of the sculpture you are looking at, or of every one within the radius you give.Admin Takes
number (default -1) -
basesculpture.savesculptureSaves the sculpture you are looking at to a file. Takes the file name.Admin Takes
text -
basesculpture.setcensorsegmentsClient -
basesculpture.useconvexcollidersUse convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modifications = falseAdmin On / off Default
falseSaved -
basesiegeweapon.outsidedecayminutesHow many minutes before a siege weapon loses all its health while outside = 600Admin Decimal number Default
600 -
basesubmarine.deepwaterdecayminutesHow long before a submarine loses all its health while in deep water = 120Admin Decimal number Default
120 -
basesubmarine.outsidedecayminutesHow long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used = 180Admin Decimal number Default
180 -
basesubmarine.oxygenminutesHow long a submarine can stay underwater until players start taking damage from low oxygen = 10Admin Decimal number Default
10 -
batching.batch_industrial_pipesWhen enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change state Client -
batching.enabledEnables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overhead Client -
batching.print_memory_batchingPrints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations Client -
batching.print_memory_batching_detailedPrints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count Client -
batching.print_memory_industrialPrints memory usage specifically for industrial pipe batching, separate from general mesh batching Client -
batching.print_renderersPrints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together Client -
batching.refresh_renderersForces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes Client -
batching.renderer_capacityMaximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory use Client -
batching.renderer_submeshesMaximum number of sub-meshes a renderer can have to be eligible for batching; complex multi-material meshes above this threshold are excluded Client -
batching.renderer_threadingEnables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU cores Client -
batching.renderer_verticesMaximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batching Client -
batching.verboseVerbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console = 0Admin Whole number Default
0 -
batching.verboseVerbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console Client -
batteringram.maxbuildingblockgradeMaximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone) = 2Admin Whole number Default
2 -
batteringramhead.hurtDeals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-onlyAdmin Takes
number (default 0) -
bear.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
beehive.updatehiveintervalHow long before a Beehive will update = 120Admin Decimal number Default
120 -
beehive.updatehivestatsintervalHow long before the Beehive will perform temperature and inside checks = 120Admin Decimal number Default
120 -
beehive.xpincreaseperhoneycombHow much the Nucleus's XP should be increased per honeycomb generated = 2Admin Whole number Default
2 -
beeswarmai.breakrangeRange to leave current target alone (should be higher than search) = 15Admin Decimal number Default
15 -
beeswarmai.disableSwitches bee swarm AI off. = falseAdmin On / off Default
false -
beeswarmai.flamesettingdistanceHow far away fire has to be to set the swarm on fire = 5.5Admin Decimal number Default
5.5 -
beeswarmai.killwithouttargettimeHow long a swarm will stick around without a target = 150Admin Decimal number Default
150 -
beeswarmai.searchrangeRange to find new targets = 10Admin Decimal number Default
10 -
beeswarmai.think_budget_msHow many milliseconds to spend on thinking per frame = 0.1Admin Decimal number Default
0.1 -
beeswarmai.waterthresholdHow much water a player needs to be in to be ignored = 0.6Admin Decimal number Default
0.6 -
beeswarmmaster.amounttospawnHow many child swarms a master swarm will create = 3Admin Whole number Default
3 -
beeswarmmaster.killwithoutatargettimeHow long a master swarm will stick around without a target = 150Admin Decimal number Default
150 -
beeswarmmaster.secondsbetweenspawnsHow long before a master swarm will create a child = 60Admin Decimal number Default
60 -
bigwheelgame.spinfrequencysecondsSeconds between two spins of the big wheel. = 45Admin Decimal number Default
45 -
bike.doplayerdamageCan bike crashes cause damage or death to the rider? = trueAdmin On / off Default
true -
bike.motorbikemonumentpopulationMotorbike population in monuments = 1Admin Decimal number Default
1 -
bike.outsidedecayminutesHow long before a bike loses all its health while outside = 1440Admin Decimal number Default
1440 -
bike.pedalmonumentpopulationPedal bike population in monuments = 1Admin Decimal number Default
1 -
bike.pedalroadsidepopulationPedal bike population active on the server (roadside spawns) = 1Admin Decimal number Default
1 -
bike.playerdamageragdollthesholdAmount of collision damage on a bike required to ragdoll the player = 10Admin Decimal number Default
10 -
binocular.debugeffectClient -
blackjackmachine.maxbetMaximum initial bet per round = 500Admin Whole number Default
500 -
boar.populationPopulation active on the server, per square km = 5Admin Decimal number Default
5 -
boatai.allow_sleepingWhen enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boats = falseAdmin On / off Default
false -
boatai.avoidance_update_intervalHow often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance. = 0.8Admin Decimal number Default
0.8 -
boatai.boat_ai_frame_budget_msHow long per frame to spend on boat ai = 0.3Admin Decimal number Default
0.3Saved -
boatai.draw_debugsWhen enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding state = falseAdmin On / off Default
false -
boatai.enable_mount_sync_distanceDistance players need to be to start syncing mounted seats = 750Admin Decimal number Default
750 -
boatai.max_speed_percentageMaximum 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 = 0.9Admin Decimal number Default
0.9Saved -
boatai.print_debugsWhen enabled, logs verbose boat AI decision-making output to the server console each AI tick = falseAdmin On / off Default
false -
boatai.seconds_until_sleepNumber of seconds a boat AI will wait without player interaction before entering sleep mode; default 30s = 30Admin Decimal number Default
30 -
boatbuildingblock.alwayrotatableLets boat building blocks be rotated at any time, not only just after they are placed. = trueAdmin On / off Default
trueSaved -
boatbuildingblock.alwaysdemolishableLets boat building blocks be demolished at any time, not only just after they are placed. = trueAdmin On / off Default
trueSaved -
boatbuildingblock.forwarddamagetoparentboatWhen enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity = trueAdmin On / off Default
true -
boatbuildingblockdecay.decaydelayminutesMultiplied by the base BuildingBlockDecay duration = 30Admin Decimal number Default
30 -
boatbuildingblockdecay.decaydurationmultiplierMultiplied by the base BuildingBlockDecay duration = 1Admin Decimal number Default
1 -
boatbuildingstation.autocloseplayercheckintervalSeconds between two checks that decide whether an open boat building station closes by itself. = 150Admin Decimal number Default
150 -
boatbuildingstation.autocloseplayerchecktriggercountHow many of those checks have to pass before a boat building station closes by itself. = 2Admin Whole number Default
2 -
boatbuildingstation.editfinishuseintervalCooldown, in seconds, on a boat building station after an edit is finished. = 5Admin Decimal number Default
5Saved -
boatbuildingstation.globaleditfinishuseintervalServer-wide cooldown, in seconds, between two finished boat edits. 0 turns it off. = 0Admin Decimal number Default
0 -
boatbuildingstation.logboatbuildingeventsLogs boat building events to the server console. = falseAdmin On / off Default
false -
boatbuildingstation.max_bbsHow many boat building stations one player can have. = 1Admin Whole number Default
1Saved -
boatbuildingstation.print_statsPrints every boat building station with its position and how long ago it was last used.Admin
-
boatbuildingstation.staticstationsenabledKeeps the boat building stations that come with the map. Off, they are removed when the server starts. = trueAdmin On / off Default
true -
boombox.backtracklengthHow many hops a speaker or boombox will traverse to find a connection = 30Admin Whole number Default
30Saved -
boombox.clearradiobyuserClears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the serverAdmin
-
boombox.serverurllistA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc = ""Admin Text Default
""Saved -
bot.crouchForces a bot in view to crouch. [bool] - enables/disables crouch Client -
bot.crouch_serverSets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenariosAdmin Takes
true or false (default true) -
bot.exec_command[command] Executes a command on the bot you are looking at. Client -
bot.exec_command_all[command] Executes a command on all bots. Client -
bot.exec_command_sphere[radius] [command] Executes a command on all bots within a sphere. Client -
bot.sv_exec_commandExecutes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting onlyAdmin Takes
text -
bot.sv_exec_command_allExecutes a console command on every bot player currently on the server; hidden from admin UIAdmin Takes
text -
bot.sv_exec_command_sphereExecutes a console command on all bot players within a given radius of the calling admin; hidden from admin UIAdmin Takes
number (default 50) · text -
bradley.enabledWhen false, prevents the Bradley APC from spawning or respawning on the server = trueAdmin On / off Default
true -
bradley.quickrespawnForces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin onlyAdmin
-
bradley.respawndelayminutesNumber of minutes after the Bradley APC is destroyed before it respawns at its patrol path; default is 60 minutes = 60Admin Decimal number Default
60 -
bradley.respawndelayvarianceRandom variance multiplier applied to respawnDelayMinutes; a value of 1.0 means the actual delay is randomly chosen between 0 and respawnDelayMinutes = 1Admin Decimal number Default
1 -
bradleyapc.deployattackdistancemaxFarthest an attacker can be, in meters, for the Bradley to send its scientists out. = 50Admin Decimal number Default
50 -
bradleyapc.deployhealthrangemaxDeclared with the Bradley's scientist settings, but nothing in the server code reads it. = 0.5Admin Decimal number Default
0.5 -
bradleyapc.deployhealthrangeminDeclared with the Bradley's scientist settings, but nothing in the server code reads it. = 0.4Admin Decimal number Default
0.4 -
bradleyapc.deployintervalSeconds between two scientists stepping out of the Bradley. = 1Admin Decimal number Default
1 -
bradleyapc.deployondamagecheckintervalShortest time, in seconds, between two checks for sending scientists out when the Bradley is hit. = 1Admin Decimal number Default
1 -
bradleyapc.killscientistsonbradleydeathRemoves the Bradley's scientists when the Bradley is destroyed. = falseAdmin On / off Default
false -
bradleyapc.mountafternotattackeddurationSeconds without taking damage before the Bradley calls its scientists back in. = 180Admin Decimal number Default
180 -
bradleyapc.mountafternotfireddurationSeconds without landing a shot on a target before the Bradley counts as unable to fire at players. = 60Admin Decimal number Default
60 -
bradleyapc.mountafternottargetsdurationSeconds without a valid target before the Bradley calls its scientists back in. = 60Admin Decimal number Default
60 -
bradleyapc.scientistredeploymentminintervalDeclared with the Bradley's scientist settings, but nothing in the server code reads it. = 60Admin Decimal number Default
60 -
bradleyapc.spawnroadbradleySpawns a Bradley that drives the roads.Admin
-
bradleyapc.spawnroadbradleyClient -
bradleyapc.usesmokegrenadesHas the Bradley drop smoke grenades when its scientists get out and when they climb back in. = trueAdmin On / off Default
true -
buildingblock.debugwallpaperhealthWhen enabled, draws debug health bars for wallpaper objects on building blocks; admin-only Client -
buoyancy.use_batchingWhen enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency = trueAdmin On / off Default
true -
burieditems.burieditemweightMetal detector loot weight is 100. = 100Admin Whole number Default
100 -
burieditems.buryitemchance[0.0 to 1.0] = 0.85Admin Decimal number Default
0.85 -
burieditems.expirytimeTime in seconds before an item expires. = 86400Admin Decimal number Default
86400 -
burieditems.maxburieditemsHow many buried items the server keeps track of at once. = 32Admin Whole number Default
32 -
buttons.altlookInput binding for the alternate look/freelook action Client -
buttons.attackInput binding for the primary attack/fire action Client -
buttons.attack2Input binding for the secondary attack action (e.g. aim down sights) Client -
buttons.attack3Input binding for the tertiary attack action (e.g. melee with a ranged weapon) Client -
buttons.autowalkInput binding for toggling auto-walk (walk forward without holding the key) Client -
buttons.backpackInput binding for opening/closing the player backpack Client -
buttons.backwardInput binding for moving the player backward Client -
buttons.chatInput binding for opening the chat input Client -
buttons.clearmarkersInput binding for clearing all player-placed map markers Client -
buttons.compassInput binding for toggling the compass display Client -
buttons.consoleInput binding for opening/closing the developer console Client -
buttons.directionaldropInput binding for dropping the active item in the direction the player is facing Client -
buttons.dropitemsingleInput binding for dropping a single unit from the selected item stack Client -
buttons.dropitemstackInput binding for dropping the entire stack of the selected item Client -
buttons.duckInput binding for crouching/ducking Client -
buttons.firemodeInput binding for cycling the fire mode on the current weapon Client -
buttons.focusmapInput binding for focusing/zooming the in-game map to the player position Client -
buttons.forwardInput binding for moving the player forward Client -
buttons.gesturesInput binding for opening the gestures radial menu Client -
buttons.holsteritemInput binding for holstering/unholstering the currently held item Client -
buttons.hoverlootInput binding for looting the container or item the player is hovering over Client -
buttons.inventoryInput binding for opening/closing the player inventory Client -
buttons.invnextInput binding for cycling to the next item in the hotbar Client -
buttons.invprevInput binding for cycling to the previous item in the hotbar Client -
buttons.jumpInput binding for making the player jump Client -
buttons.leftInput binding for strafing the player left Client -
buttons.lighttoggleInput binding for toggling the held item light or opening the item mod radial menu Client -
buttons.mapInput binding for opening/closing the in-game map Client -
buttons.markcurrentposInput binding for placing a map marker at the player current position Client -
buttons.nextskinInput binding for cycling to the next skin on the currently held item Client -
buttons.noteaInput binding for playing the A note on an instrument Client -
buttons.noteasharpInput binding for playing the A# note on an instrument Client -
buttons.notebInput binding for playing the B note on an instrument Client -
buttons.notebsharpInput binding for playing the B# note on an instrument Client -
buttons.notecInput binding for playing the C note on an instrument Client -
buttons.notecsharpInput binding for playing the C# note on an instrument Client -
buttons.notedInput binding for playing the D note on an instrument Client -
buttons.notedsharpInput binding for playing the D# note on an instrument Client -
buttons.noteeInput binding for playing the E note on an instrument Client -
buttons.noteesharpInput binding for playing the E# note on an instrument Client -
buttons.notefInput binding for playing the F note on an instrument Client -
buttons.notefsharpInput binding for playing the F# note on an instrument Client -
buttons.notegInput binding for playing the G note on an instrument Client -
buttons.notegsharpInput binding for playing the G# note on an instrument Client -
buttons.noteoctaveupmodInput binding for the octave-up modifier key held while playing instrument notes Client -
buttons.notesharpmodInput binding for the sharp modifier key held while playing instrument notes Client -
buttons.petsInput binding for opening the pet command radial menu Client -
buttons.pingInput binding for placing a map/world ping marker Client -
buttons.prevskinInput binding for cycling to the previous skin on the currently held item Client -
buttons.reloadInput binding for reloading the current weapon Client -
buttons.rightInput binding for strafing the player right Client -
buttons.slot1Input binding for selecting hotbar slot 1 Client -
buttons.slot2Input binding for selecting hotbar slot 2 Client -
buttons.slot3Input binding for selecting hotbar slot 3 Client -
buttons.slot4Input binding for selecting hotbar slot 4 Client -
buttons.slot5Input binding for selecting hotbar slot 5 Client -
buttons.slot6Input binding for selecting hotbar slot 6 Client -
buttons.snappingInput binding for hold-to-snap actions Client -
buttons.sprintInput binding for sprinting Client -
buttons.useInput binding for the use/interact action Client -
buttons.voiceInput binding for push-to-talk voice chat Client -
buttons.wireslackdownInput binding for decreasing wire slack when placing electrical wiring Client -
buttons.wireslackupInput binding for increasing wire slack when placing electrical wiring Client -
buttons.zoomdecreaseInput binding for decreasing the zoom level on variable-zoom scopes Client -
buttons.zoomincreaseInput binding for increasing the zoom level on variable-zoom scopes Client -
buttons.zoomtoggleInput binding for toggling zoom/scope on applicable weapons Client -
camerarenderer.completionframebudgetmsPer-frame CPU budget in milliseconds for completing pending companion server camera renders = 5Admin Decimal number Default
5 -
camerarenderer.developerpermissionsEnable developer-specific permissions for camera access (less restricted) = trueAdmin On / off Default
true -
camerarenderer.enabledWhen enabled, the companion server camera rendering system is active and processes camera render requests from the companion app = trueAdmin On / off Default
true -
camerarenderer.entitymaxageMaximum age in frames for a known collider entity entry in the companion server camera cache before it is evicted = 5Admin Whole number Default
5 -
camerarenderer.entitymaxdistanceMaximum distance in metres from the companion server camera at which entity colliders are tracked for rendering = 100Admin Whole number Default
100 -
camerarenderer.farplaneFar clipping plane distance in metres for companion server camera renders; default 250 = 250Admin Decimal number Default
250 -
camerarenderer.heightHeight in pixels of the companion server camera render output; default 180 = 180Admin Whole number Default
180 -
camerarenderer.layermaskPhysics layer mask used for raycasting in companion server camera depth sampling; defaults to solid, water, and player movement layers = 1218656529Admin Whole number Default
1218656529 -
camerarenderer.maxraysperframeMaximum number of raycasts per frame used for companion server camera depth sampling = 100000Admin Whole number Default
100000 -
camerarenderer.maxrendersperframeMaximum number of camera render tasks that can complete per frame for companion server cameras = 25Admin Whole number Default
25 -
camerarenderer.nearplaneNear clipping plane distance for companion server camera renders; 0 = use default = 0Admin Decimal number Default
0 -
camerarenderer.playermaxdistanceMaximum distance in metres at which player entities are included in companion server camera renders = 30Admin Whole number Default
30 -
camerarenderer.playernamemaxdistanceMaximum distance in metres at which player name labels are included in companion server camera render output = 10Admin Whole number Default
10 -
camerarenderer.rayjitterMaximum 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 = 0.5Admin Decimal number Default
0.5 -
camerarenderer.renderintervalInterval in seconds between successive companion server camera render dispatches; default 0.05s (20 Hz) = 0.05Admin Decimal number Default
0.05 -
camerarenderer.samplesperrenderNumber of raycast samples taken per companion server camera render pass for depth reconstruction = 3000Admin Whole number Default
3000 -
camerarenderer.verticalfovVertical field of view in degrees for companion server camera renders; default 65 = 65Admin Decimal number Default
65 -
camerarenderer.widthWidth in pixels of the companion server camera render output; default 320 = 320Admin Whole number Default
320 -
camerarenderermanager.pool_statsPrints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return countersAdmin
-
cannon.adminfireFires every loaded cannon on the map.Admin
-
cannon.debugcameraanimationClient -
cannon.ignore_boat_mount_restrictionsAllows mounting cannons outside of boats for testing. = falseAdmin On / off Default
false -
cargoship.cargo_escape_boat_rhibGives the cargo ship a RHIB as its escape boat. Off, it carries the primitive boat instead. = trueAdmin On / off Default
true -
cargoship.debug_cargo_statusPrints the state of every cargo ship on the map.Admin
-
cargoship.debug_infoPrints the harbor positions and approach data the cargo ship works from.Admin
-
cargoship.dock_timeSeconds the cargo ship stays docked at a harbor. = 480Admin Decimal number Default
480 -
cargoship.docking_debugLogs the cargo ship's docking steps to the server console. = falseAdmin On / off Default
false -
cargoship.egressMakes every cargo ship on the map start leaving.Admin
-
cargoship.egress_duration_minutesMinutes the cargo ship takes to leave before it is removed. = 10Admin Decimal number Default
10 -
cargoship.event_duration_minutesMinutes a cargo ship event lasts. = 50Admin Decimal number Default
50 -
cargoship.event_enabledRuns the cargo ship event. Off, a cargo ship is removed a second after it spawns. = trueAdmin On / off Default
true -
cargoship.loot_round_spacing_minutesMinutes between two loot respawns on the cargo ship. = 10Admin Decimal number Default
10 -
cargoship.loot_roundsHow many times loot respawns on the cargo ship. = 3Admin Whole number Default
3 -
cargoship.refresh_loot_on_dockRespawns the cargo ship's loot when it docks at a harbor. = trueAdmin On / off Default
true -
cargoship.should_dockLets the cargo ship dock at harbors along its route. = trueAdmin On / off Default
true -
carvablepumpkin.texturerequestdistanceClient -
cassette.clearcassettesClears the saved audio recording from all cassette items currently on the server; returns count of cassettes clearedAdmin
-
cassette.clearcassettesbyuserClears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes clearedAdmin
-
cassette.maxcassettefilesizembLargest audio file, in megabytes, a cassette accepts. = 5Admin Decimal number Default
5Saved -
catapult.fireFire all catapultsAdmin
-
catapult.reloadReload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot playerAdmin Takes
whole number (default 1) -
cctv.camera_disable_secondsSeconds a CCTV camera stays off once it has been disabled. = 300Admin Decimal number Default
300 -
cctv.inputbudgetmsMilliseconds per frame the server may spend on CCTV camera input. = 0.05Admin Decimal number Default
0.05Saved -
ch47helicopteraicontroller.dropcrateCommands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediatelyAdmin
-
chat.addServer-to-client command that adds a chat message to the local chat UI, including the sender name, message text, and channel type Client -
chat.add2Adds a message to the chat UI. Usage: add2 <channelNum> <steamID> <text> <name> <nameColor> <volume> <nameFormatted>. Use 1 for volume. Client -
chat.cardgamesaySends a line to the chat of the card game you are seated at. Any playerTakes
text (default text) -
chat.clansaySends a line to your clan's chat. Any playerTakes
text (default text) -
chat.clearClears all messages from the chat history display, removing all visible chat lines from the UI Client -
chat.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session = trueAdmin On / off Default
true -
chat.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session Client -
chat.globalchatOpens global chat. Off, chat.say sends nothing. = trueAdmin On / off Default
trueSaved -
chat.hidechatintutorialKeeps players on the tutorial island out of chat. = trueAdmin On / off Default
trueSaved -
chat.historysizeNumber of messages to keep in memory for chat history = 1000Admin Whole number Default
1000 -
chat.localchatOpens local chat. Off, chat.localsay sends nothing. = falseAdmin On / off Default
falseSaved -
chat.localchatrangeMaximum distance in metres within which local chat messages are visible to nearby players; messages from beyond this range are not received = 100Admin Decimal number Default
100 -
chat.localsaySends a line to local chat, which reaches players within 100 meters by default. Any playerTakes
text (default text) -
chat.muteMutes a player by name or Steam ID, hiding all their chat messages from the local player Client -
chat.muteglobalWhen enabled, mutes all global chat messages for the local player so they no longer appear in the chat UI Client -
chat.mutelistPrints a list of all players currently muted by the local player, showing their display names and Steam IDs Client -
chat.openOpens the chat input box, focusing it so the local player can begin typing a message immediately Client -
chat.saySends a line to server chat. Any playerTakes
text (default text) -
chat.searchSearches the server's chat history. Takes the text to look for.Admin Takes
text -
chat.serverlogWhen enabled, all chat messages are written to the server log file in addition to being broadcast to players = trueAdmin On / off Default
true -
chat.tailReturns the last lines of the chat history, 200 unless you give another number.Admin Takes
whole number (default 200) -
chat.teamsaySends a line to team chat. Any playerTakes
text (default text) -
chat.unmuteUnmutes a previously muted player by name or Steam ID, restoring their chat messages in the local player UI Client -
chat.unmuteallRemoves all mutes, restoring chat messages from every previously muted player Client -
chicken.populationPopulation active on the server, per square km = 3Admin Decimal number Default
3 -
cinematicentity.demohideobjectsHides cinematic entities during demos (Use group numbers in HideObjects) Client -
cinematicentity.hideobjectsHides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)Admin Takes
text -
cinematicentity.removedemooverrideRevert cinematic entities in demo playback to their original recorded state Client -
clan.addtoclanAdds a player by SteamID64 to your current clanAdmin
-
clan.disbandDisbands your current clanAdmin
-
clan.editsrequireclantableIf enabled then players will need to be near a Clan Table to make changes to clans = trueAdmin On / off Default
trueSaved -
clan.enabledEnables the clan system if set to true (must be set at boot, requires restart) = trueAdmin On / off Default
true -
clan.infoPrints info about a clan given its ID or a steamID of a player in that clanAdmin
-
clan.maxmembercountMaximum number of members each clan can have (local backend only!) = 100Admin Whole number Default
100 -
clan.scorefordestroyingbradleyHow much score players earn for destroying bradley = 50Admin Whole number Default
50 -
clan.scorefordestroyingpatrolheliHow much score players earn for destroying patrol heli = 50Admin Whole number Default
50 -
clan.scoreforenablingwatertreatmentplantHow much score players earn for running the water treatment plant, per consumed item = 3Admin Whole number Default
3 -
clan.scoreforhackingcratesHow much score players earn for hacking crates = 5Admin Whole number Default
5 -
clan.scoreforinsertheavyfuseinpowerplantHow much score players earn for inserting a heavy fuse into powerplant = 5Admin Whole number Default
5 -
clan.scoreforlaunchingsatelliteHow much score players earn for launching a satellite = 25Admin Whole number Default
25 -
clan.scoreforlootingelitecrateHow much score players earn for looting an elite crate = 5Admin Whole number Default
5 -
clan.scoreforlootingsatelliteHow much score players earn for looting a crashed satellite's crates = 10Admin Whole number Default
10 -
clan.scoreforopeninghackedcratesHow much score players earn for opening hacked crates = 10Admin Whole number Default
10 -
clan.scoreforreachingcargoshipHow much score players earn for reaching cargo ship = 10Admin Whole number Default
10 -
clan.scoreforrunningexcavatorHow much score players earn for running the excavator, per diesel fuel consumed = 3Admin Whole number Default
3 -
clan.scoreforstartingoilrigfuelswitchHow much score players earn for starting the oil rig fuel switch = 5Admin Whole number Default
5 -
clan.scoreforswipingredkeycardHow much score players earn for swiping a red keycard = 5Admin Whole number Default
5 -
clan.scoretestAdds a generic score event to your clanAdmin
-
clan.showclantagsIf enabled then clan tags will be visible on player nameplates Client -
clan.toggleclanToggles the clan GUI Client -
clawmarkspawner.showclawmarksShows or hides claw marks. Takes true or false, and flips the current state when left out.Admin
-
client.allowcameratiltondpvFlatten out tilting camera on DPV Client -
client.allowdiscordprovisionalaccountAllows signing in with a Discord provisional account; disabling forces full Discord authentication and restarts the Discord connection Client -
client.allowteaminvitesremoteplayersAllow team invites from distant players Client -
client.autoconnectAutomatically connect to this server on every game launch. Has the same effect as if +connect … was supplied as a launch parameter. Client -
client.autosavepaintingintervalThe timer duration for painting autosaving in seconds, with a minimum of 2s. Client -
client.autosavepaintingsWill save painting progress occasionally if enabled. The timer duration is set by autoSavePaintingInterval. Client -
client.bag_unclaim_durationHow long to hold down the unclaim button on the map Client -
client.bagassignmodeControls sleeping bag assignment behaviour on respawn; maps to the BagAssignMode enum (0 = assign nearest bag by default) Client -
client.benchmarkRuns the client performance benchmark; optionally provide a scene name to bench a specific scene; not available while connected or loading Client -
client.benchmark_demoRuns a demo-based performance benchmark with the given demo file name; separate from normal benchmark to avoid breaking benchmark tooling Client -
client.blockplayvideoWhen true, prevents the client from playing any video sent by the server via the PlayVideo command Client -
client.browser_ping_estimateWhen enabled, shows estimated ping values in the server browser instead of querying each server directly; faster but less accurate Client -
client.browser_ping_estimate_buttonShows the ping estimate toggle button in the server browser UI Client -
client.browser_premium_tabShows a dedicated premium servers tab in the server browser UI Client -
client.building_guide_mode0 = off, 1 = during building, 2 = always Client -
client.buildingskinDefault building skin ID sent to the server for new building blocks placed by this player Client -
client.buildingskinmetalSkin ID applied to metal-tier building blocks placed by this player Client -
client.buildingskinstoneSkin ID applied to stone-tier building blocks placed by this player Client -
client.buildingskintoptierSkin ID applied to top-tier (armoured) building blocks placed by this player Client -
client.buildingskinwoodSkin ID applied to wood-tier building blocks placed by this player Client -
client.cached_browser_enabledEnables the cached server browser, which uses a locally stored server list for faster initial display Client -
client.cached_browser_parallelEnables parallel fetching of cached server list data, which can speed up browser refresh on multi-core machines Client -
client.cached_browser_print_tag_errorsWhen enabled, logs server browser tag parsing errors to the console for debugging custom server tag formatting Client -
client.cached_browser_refresh_cooldownMinimum seconds that must elapse before the full server browser list can be manually refreshed again Client -
client.camboneName of the skeleton bone the camera tracks in third-person or demo camera mode; leave empty to use the default position Client -
client.camdistDistance in metres behind the player the third-person camera is positioned Client -
client.camfovCamera field of view in degrees for the main game camera; default is 70 Client -
client.camlerpSmoothing factor for camera rotation interpolation; lower values produce smooth cinematic camera movement at the cost of responsiveness Client -
client.camlerptiltAllow camera tilt when lerping rotation Client -
client.camlookspeedSpeed multiplier for camera look and pan speed Client -
client.camoffsetPosition offset applied to the camera relative to the tracked bone; world-space or local-space depending on camoffset_relative Client -
client.camoffset_relativeWhen true, camoffset is applied in the camera's local coordinate space; when false it is applied in world space Client -
client.camphysicalEnables physical camera mode on the main camera, allowing film-style sensor size and focal length settings Client -
client.camphysicalfocallengthSets the physical camera focal length in millimetres when physical camera mode is enabled Client -
client.camphysicalsensorSelects the physical camera sensor preset by index when physical camera mode is active; use camPhysicalSensorTypes to list available options Client -
client.camphysicalsensortypesPrints a list of all available physical camera sensor type names and their indices for use with camPhysicalSensor Client -
client.camspeedSpeed multiplier for free camera movement in spectator or debug camera mode; higher values move faster Client -
client.camzoomlerpSmoothing factor for camera zoom transitions; lower values produce smoother zoom in/out Client -
client.camzoomspeedSpeed multiplier for camera zoom; higher values zoom faster Client -
client.clampscreenshakeLimits maximum screen shake intensity to prevent disorientation from high-intensity effects such as explosions Client -
client.connectConnects 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 -
client.connecthiddenConnects to a server with the IP address hidden from the UI; shorthand for connect with hideIpAddress=true for streamer use Client -
client.consoletoggleToggles the developer tools panel UI; optionally accepts a panel index to open a specific developer tab Client -
client.crosshairShows or hides the crosshair overlay; when disabled no crosshair is rendered regardless of the equipped weapon Client -
client.debug_grenade_predictionLog why a throwable was not predicted: a failed bake, or a throw the prediction skipped Client -
client.debugdragdropEnables debug logging for drag-and-drop item operations in the inventory UI Client -
client.debuglootsoundsEnables debug logging for loot container sound events Client -
client.disconnectDisconnects from the current server; if a demo is being recorded it is also stopped before disconnecting Client -
client.drawrangevolumesDraw the ranges of sprinklers, Heaters etc Client -
client.enablefriendsloggingWhen enabled, logs friend list events and Discord friend system messages to the console for debugging Client -
client.errortoasts_debugShow some additional debug information when something failed (building, item movement...) Client -
client.errortoasts_in_chatShow the red error toasts in chat instead (like before) Client -
client.fpsReturns the current client frame rate in frames per second Client -
client.hammerhealthinfodisplayingHolding a hammer always displays health information for looked-at entities. Client -
client.hascompletedtutorialTracks whether the player has completed the tutorial; sent as client info to the server to suppress future tutorial triggers Client -
client.hasdeclinedtutorialTracks whether the player has declined the tutorial; sent as client info to the server to prevent repeated tutorial prompts Client -
client.headbobEnables first-person head bob animation while walking and running Client -
client.headlerpSmoothing factor for head rotation interpolation; 1.0 = instant snap, lower values add lag-compensating smoothness Client -
client.headlerp_inertiaWhen enabled, applies momentum-based inertia to head rotation lerp, creating a natural follow-through effect Client -
client.hidedmsinstreamermodeWhen streamer mode is active, also hides incoming direct messages from the chat UI Client -
client.hitcrossShows a hit indicator mark when damage is successfully dealt to another player or entity Client -
client.hurtpunchEnables screen punch and shake effect when the local player takes damage Client -
client.ignoreversiontagAllow servers of every version to show in the browser Client -
client.invertthirdpersoncamzoomIf true, inverts the applied third-person camera distance to the target player when using the mouse scroll wheel Client -
client.io_arrow_important_onlyTrue = only show important ports, False = show every port Client -
client.io_arrow_mode0 = off, 1 = on, 2 = deployed only, 3 = preview only Client -
client.log_premium_statusWhen enabled, logs premium status check results to the console for debugging the premium verification flow Client -
client.lookatradiusThe radius of the sphere trace used to determine what you're looking at Client -
client.map_marker_autonamefalse = no name, true = numbered name Client -
client.map_marker_color-1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan Client -
client.maxdecryptqueuebytesMaximum total byte size of packets waiting for client-side decryption Client -
client.maxdecryptqueuelengthMaximum number of encrypted packets that can wait in the client decryption queue before being dropped Client -
client.maxdecryptthreadwaitMaximum milliseconds the decryption thread blocks before timing out on the client (clamped 1-1000) Client -
client.maxmainthreadwaitMaximum milliseconds the main game thread waits for a network operation before timing out (clamped 1-1000) Client -
client.maxpacketspersecond_effectMaximum effect (particle/sound) packets per second the client will process; caps visual effect spam from the server Client -
client.maxpacketspersecond_voiceMaximum voice chat packets per second the client will process; limits voice bandwidth consumption Client -
client.maxpeerspersecondMaximum peer-to-peer events the client processes per second; limits the impact of high-frequency voice and effect spam Client -
client.maxreadqueuebytesMaximum total byte size of the client incoming packet read queue; excess packets are dropped to prevent memory exhaustion Client -
client.maxreadqueuelengthMaximum number of packets that can be queued in the client incoming read queue; excess packets are dropped Client -
client.maxreadthreadwaitMaximum milliseconds the dedicated read thread blocks waiting for incoming data before timing out (clamped 1-1000) Client -
client.maxreceivetimeMaximum milliseconds the network receive thread is allowed to run per frame on the client (clamped 10-1000) Client -
client.maxunackMax amount of unacknowledged messages before we assume we're congested Client -
client.maxwritequeuebytesMaximum total byte size of the client outgoing packet write queue Client -
client.maxwritequeuelengthMaximum number of packets that can be queued in the client outgoing write queue; excess packets are dropped Client -
client.maxwritethreadwaitMaximum milliseconds the dedicated write thread blocks waiting to send data before timing out (clamped 1-1000) Client -
client.openuseroverlayOpens the Steam overlay for a given Steam ID using the specified overlay dialog type; intended for debugging Steam overlay integration Client -
client.orbitcamdistDistance in metres from the target that the orbit camera maintains Client -
client.orbitcamholdKeep the dev orbit camera (hold alt in third person) where you left it on releasing alt, instead of snapping back behind the player Client -
client.orbitcamlookspeedMouse sensitivity when orbiting with the orbit camera; higher values make the camera orbit faster Client -
client.pingReturns the client current round-trip ping to the server in milliseconds Client -
client.ping_testForces an immediate refresh of the ping estimator cache, triggering new ping measurements to nearby servers Client -
client.playerseedForces the local player's or a named player's character model to use the specified seed value; admin/developer only Client -
client.playvideoDownloads a video from the given HTTP URL and plays it in the in-game video player dialog; blocked if BlockPlayVideo is set Client -
client.predictionEnables client-side movement prediction; disabling causes rubber-banding on movement but can help isolate network desync issues Client -
client.premium_refresh_intervalInterval in seconds between automatic client-side premium status rechecks; clamped between 30 and 3600 seconds Client -
client.printdecryptqueuePrints the current client decryption queue depth including packet count and byte size Client -
client.printeyesPrint the current player eyes. Client -
client.printgridPrint the current player position. Client -
client.printheadPrint the current player head. Client -
client.printinputPrint the current player input. Client -
client.printposPrint the current player position. Client -
client.printposcenterPrint the current player center position. Client -
client.printreadqueuePrints the current client incoming network read queue depth including packet count and byte size Client -
client.printrotPrint the current player rotation. Client -
client.printspeedPrint the speed the current player is travelling in world space Client -
client.printwritequeuePrints the current client outgoing network write queue depth including packet count and byte size Client -
client.prioritize_favourite_serversWhen enabled, favourite servers are sorted to the top of the server browser list Client -
client.prioritize_premium_serversWhen enabled, premium servers are sorted to the top of the server browser list Client -
client.prioritize_secure_serversWhen enabled, EAC-secured servers are sorted above non-secure servers in the browser Client -
client.pushtotalkWhen enabled voice-chat will be in push-to-talk mode instead of always on Client -
client.qualify_premium_overrideOverrides the premium server qualification check; 0 = default check, non-zero forces a specific qualification result Client -
client.receivelatencySimulated read latency in milliseconds added to all incoming packets; useful for testing behaviour on high-latency connections Client -
client.recheck_premiumSetting to true triggers an immediate recheck of this client's premium status Client -
client.reportDumps a list of all client-side entities with their net IDs and prefab names to the console and a timestamped report file Client -
client.reportbugOpens the in-game bug report dialog Client -
client.reportplayerOpens the report player dialog; optionally pre-fills it with the provided Steam ID Client -
client.requesttutorialfromserverSends a server RPC requesting the tutorial to start for this player; resets the decline and completion flags first Client -
client.respawnloadoutSerialised respawn loadout string sent to the server; used for custom starting item sets in tutorial or developer contexts Client -
client.rockskinSkin ID applied to the player's rock tool Client -
client.selectedbuttoncolourPreferred colour index when placing buttons Client -
client.selectedindustrialdeployablecolourPreferred colour index when placing industrial deployables Client -
client.selectedshippingcontainerblockcolourPreferred colour index when placing shipping container building blocks Client -
client.server_restart_warnings_in_chatShow the server restart warning toasts in chat instead (like before) Client -
client.setlocalplayervisibleWhen 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 -
client.setunderwearSets the player's underwear model by item short name; updates the client skin var and notifies the server of the change Client -
client.shieldonbackShield stays on back while holding one handed weapons. Client -
client.showcaminfoShows a debug camera info overlay displaying the current sensor name, focal length, and effective field of view values Client -
client.showgrowableuiShows the growable plant management UI panel when looking at a planted seed or plant Client -
client.showmissionprovidersonmapWhen enabled, shows mission provider NPC location markers on the in-game map overlay Client -
client.showsashesWhen enabled, shows alliance or team sash decorations on player character models Client -
client.showsleepingbagsonmapWhen enabled, shows sleeping bag and bed location markers on the in-game map overlay Client -
client.showtogglegrowableuiShows the toggle button that opens and closes the growable plant management UI Client -
client.showvendingmachinesonmapWhen enabled, shows vending machine location markers on the in-game map overlay Client -
client.shuffleplayerseedRandomises the local player's character model seed, generating a new random appearance; admin/developer only Client -
client.skins_access-1 to disable all skin access, 0 for account skin access (default), 1 for all skin access Client -
client.sortskinsrecentlyusedWhen enabled, recently used skins appear at the top of the skin selector list for quicker reuse Client -
client.svForwards the given console command string to the connected server to be executed there; requires appropriate server-side permissions Client -
client.throwpredictionShow a client-predicted grenade the instant you throw it, instead of waiting for the server to spawn it Client -
client.throwprediction_handoriginPredicted grenades leave the hand and converge onto the real arc, instead of appearing at the eyes Client -
client.toggleshieldbackToggles whether to block with your shield or stow it on your back. Client -
client.torchskinSkin ID applied to the player's torch item Client -
client.underwearskinSkin ID of the player's underwear; saved client info sent to the server for character model rendering Client -
client.updaterendererswhenoffscreenUpdate Skin Renderers when offscreen. Client -
clothlod.clothloddistdistance cloth will simulate until = 20Admin Decimal number Default
20 -
codelock.lockoutcooldownDuration in seconds a player is locked out from attempting the code lock after exceeding maxFailedAttempts; default 900s (15 minutes) = 900Admin Decimal number Default
900 -
codelock.maxfailedattemptsMaximum number of failed code entry attempts on a code lock before the player is locked out; default 8 = 8Admin Decimal number Default
8 -
commandblock.commands_enabledCan command blocks execute commands = falseAdmin On / off Default
false -
commandblock.log_executionsPrint a log message when a command block is executed = trueAdmin On / off Default
true -
commandblock.use_playerIf enabled, commands from command blocks will run using the last player who set them, allowing for a wider range of commands to be used = falseAdmin On / off Default
false -
commands.echoPrints back the text you type after it.Admin
-
commands.echoClient -
commands.findLists the commands and variables whose name contains the text you give.Admin
-
commands.findClient -
communityentity.pietestOpens a sample pie menu, the developers' test for server-made radial menus.Admin
-
communityentity.pietest_nextOpens the next page of that sample pie menu.Admin
-
communityentity.pietest_prevOpens the previous page of that sample pie menu.Admin
-
console.clearClears all entries from the in-game console UI output window Client -
console.consolehistorysizeMaximum number of console history entries = 50Admin Whole number Default
50 -
console.copyCopies the entire contents of the in-game console UI output to the system clipboard Client -
console.erroroverlayClient -
console.searchSearches the server console history. Takes the text to look for.Admin Takes
text -
console.tailReturns the last lines of the server console, 200 unless you give another number.Admin Takes
whole number (default 200) -
construct.frameminutesDeclared in the code, but nothing on the server reads it. = 30Admin Decimal number Default
30 -
construction.alternativeloschecks_enabledLets building pieces that define alternative line-of-sight points use them when they are placed. = trueAdmin On / off Default
trueSaved -
convartimedprefabspawner.prefab_despawn_timeTime in seconds before spawned prefabs are despawned. Set to 0 to disable despawning. = 20Admin Decimal number Default
20Saved -
convartimedprefabspawner.prefab_spawn_intervalTime in seconds between prefab spawns. Set to 0 to disable spawning. = 0Admin Decimal number Default
0 -
convartimedprefabspawner.prefab_spawn_interval_varianceVariance in seconds to add/subtract from the spawn interval = 3Admin Decimal number Default
3Saved -
convartimedprefabspawner.prefab_spawn_random_position_offsetMaximum random offset (sphere radius) from the spawner's position when spawning prefabs = 0Admin Decimal number Default
0Saved -
convartimedprefabspawner.prefab_spawn_random_rotationIf true, spawned prefabs will have a random rotation = trueAdmin On / off Default
trueSaved -
copypaste.cancelCancels the current copy/paste selection by resetting both position markers to zero, clearing the selection bounds Client -
copypaste.copyboatCopies the boat or vehicle the player is looking at into a named paste file; functionally identical to copybuilding but semantically distinct for boats Client -
copypaste.copyboxCopies 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 -
copypaste.copybox_svServer-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client commandAdmin Takes
text -
copypaste.copybuildingCopies the entire building the player is looking at into a named paste file, using the connected building topology to determine what to include Client -
copypaste.copybuilding_svServer-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 commandAdmin Takes
text -
copypaste.copyradiusCopies all entities within the specified radius around the player into a named paste file; args: radius [name]; add --overwrite to replace existing Client -
copypaste.copyradius_svServer-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client commandAdmin Takes
text · number (default 0) -
copypaste.cutCopies 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 -
copypaste.deletepaste<name> Client -
copypaste.download_pasteAsks 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 -
copypaste.download_paste_svDownloads a paste file stored on the server (legacy server-side storage) by name and sends its entity data to the requesting client for local storageAdmin Takes
text -
copypaste.drawselectionWhen 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 -
copypaste.killboxDestroys 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 -
copypaste.killbox_svServer-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.)Admin
-
copypaste.list_pastesLists 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 -
copypaste.list_pastes_svLists all paste files stored in the legacy server-side copypaste directory and prints their names to the consoleAdmin
-
copypaste.listpastesLists all paste files stored in the local client copypaste directory and prints their names to the console Client -
copypaste.loadclipboardLoads 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 -
copypaste.pastePastes the clipboard (or named) paste at the player's current position, respecting all active paste filter flags (paste_npcs, paste_deployables, etc.) Client -
copypaste.paste_authShould the admin be automatically authed on every entity in the paste Client -
copypaste.paste_building_onlyWhen enabled, only building blocks are pasted and all other entity types (deployables, NPCs, vehicles) are excluded regardless of other paste flags Client -
copypaste.paste_deployablesWhen enabled, deployable items (doors, turrets, boxes, etc.) are included when pasting; disable to paste only building blocks Client -
copypaste.paste_foundations_onlyWhen enabled, only foundation building blocks are pasted; useful for quickly laying out a base footprint without pasting the full structure Client -
copypaste.paste_gridPastes 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 -
copypaste.paste_height_offsetVertical offset in metres applied to the paste position; positive values raise the pasted structure above the target point, negative values lower it Client -
copypaste.paste_linePastes the specified paste file multiple times in a straight line in the direction the player is facing; args: name count spacing_metres Client -
copypaste.paste_npcsWhen enabled, NPC entities are included when pasting a copied selection; disable to paste only the structure without any bots or animals Client -
copypaste.paste_playersWhen 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 -
copypaste.paste_resourcesWhen enabled, resource nodes (trees, ore rocks, etc.) are included when pasting a copied selection Client -
copypaste.paste_snap_terrainWhen enabled, the pasted structure is snapped vertically to the terrain height at the paste position rather than preserving its original world height Client -
copypaste.paste_vehiclesWhen enabled, vehicle entities are included when pasting a copied selection Client -
copypaste.pos1Sets position 1 of the copy/paste selection box to the player's current world position; use pos2 to set the opposite corner Client -
copypaste.pos2Sets 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 -
copypaste.printselection_clSends 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 -
copypaste.printselection_svServer-side handler that prints the names of all entities within the current selection bounds; used to preview what would be included in a copy operationAdmin
-
copypaste.renamepasteRenames 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 -
copypaste.saveclipboardSaves the current clipboard paste to a named file on disk; add --overwrite to replace an existing paste with the same name Client -
copypaste.setscreenshot<name> Takes a screenshot of what you're looking at and set it as the thumbnail of that file. Client -
copypaste.undopasteSends an undo request to the server to destroy all entities spawned by the calling player's most recent paste operation Client -
copypaste.undopaste_svUndoes 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 undoAdmin
-
copypaste.viewscreenshot<name> Client -
countryphrases.debug_browser_codesClient -
coverpointvolume.cover_point_sample_step_heightcover_point_sample_step_height defines the height of the steps we do vertically for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 2.0) = 2Admin Decimal number Default
2 -
coverpointvolume.cover_point_sample_step_sizecover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 6.0) = 6Admin Decimal number Default
6 -
cow.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
crabs.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
crabswarm.framebudgetmsHow many milliseconds to budget for simulating crab swarms per frame. Swarms that miss out still draw, they just catch up next time. Client -
craft.addPuts an item in your crafting queue. Any playerTakes
whole number (default 0) · whole number (default 1) · true or false (default false) -
craft.cancelCancels 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 playerTakes
whole number (default 0) -
craft.canceltaskCancels one job in your crafting queue and hands the ingredients back. Takes the task ID the game gave that job. Any playerTakes
whole number (default 0) -
craft.fasttracktaskMoves one job to the front of your crafting queue. Takes its task ID. Any playerTakes
whole number (default 0) -
craft.instantWhen enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in development = falseAdmin On / off Default
false -
creative.allusersApply creative mode to the entire server = falseAdmin On / off Default
falseSaved -
creative.alwaysonenabledFailsafe toggle that must be true before any alwaysOn commands work; prevents items from accidentally entering the always-on state outside of creative mode = falseAdmin On / off Default
falseSaved -
creative.bypassholdtoplacedurationBypasses bypassHoldToPlaceDuration when deploying items = falseAdmin On / off Default
falseSaved -
creative.freebuildBuild blocks for free = falseAdmin On / off Default
falseSaved -
creative.freeplacementBypasses all placement checks = falseAdmin On / off Default
falseSaved -
creative.freerepairBypass the 30s repair cooldown when repairing objects = falseAdmin On / off Default
falseSaved -
creative.togglealwaysonKeeps 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 playerTakes
true or false (default false) -
creative.togglealwaysonallSets 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 modeAdmin Takes
true or false (default false) -
creative.togglealwaysonradiusThe same for everything in a radius around you. Takes true or false, then the radius in meters, capped at 100. Any playerTakes
true or false (default false) · number (default 0) -
creative.togglecreativemodeuserEnables or disables creative mode for a specific player by name or Steam ID; creative mode removes resource costs and unlocks building freelyAdmin Takes
player name or Steam ID · true or false (default false) -
creative.unlimitedioBypasses limits on IO length and points = falseAdmin On / off Default
falseSaved -
crocodile.populationPopulation active on the server, per square km = 1Admin Decimal number Default
1 -
crosshair.color0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=black Client -
crosshair.dotsizeSize of center dot [0-5] Client -
crosshair.dynamic_spacingWhen holding a gun, crosshair reticle spacing changes depending on accuracy Client -
crosshair.dynamic_visibilityCrosshair gets hidden when aiming, alt-looking or not holding a gun Client -
crosshair.generate_codeGenerate a code from the current crosshair settings and copy it to clipboard Client -
crosshair.lengthLength of the outer lines [1-20] Client -
crosshair.load_codeLoad and apply crosshair settings from a code Client -
crosshair.outlineOutline enabled true/false Client -
crosshair.outlinecolor0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=white Client -
crosshair.reset_to_defaultApply the default crosshair configuration Client -
crosshair.spacingSpacing of the outer lines [0-3] Client -
crosshair.style0=default | 1=dot | 2=T-shape Client -
crosshair.widthWidth of the outer lines [1-8] Client -
cui.cui_testDraws the developers' test panel for server-made UI over your screen. Any player -
cui.cui_test_updateUpdates that test panel in place: another picture, another line of text, another icon. Any player -
cui.endtestCloses the test panel. Any player -
culling.debugdrawhizmipchainRender entire HiZ mip chain on screen Client -
culling.debugdrawhizoverlayRender overlay depth overlay. Pass -1 to disable, or pass up to 7 to draw specific layer Client -
culling.debugidIsolate visualization of culling.debug to a specific mesh Client -
culling.debuglookatTry to pick a renderer from physics raycast Client -
culling.debugmaskBitfield(1 dynamic, 2 static, 4 grid) to visualize occluder bounds Client -
culling.debugrangeFilters debug rendering for occludees outside the range Client -
culling.debugscreenboundsShows screen space bounds of registered occluders Client -
culling.debugshowoccluderidWhen debug is set to 1 or 2, renders out the ID of the occluder Client -
culling.debugshowstatsRender stats on screen continuously Client -
culling.dynamic_occlusion_pausing0 = parent only, 1 = check if parent can move, 2 = check if doors are opening Client -
culling.entitymaxdistMaximum distance to show any players in meters Client -
culling.entityminculldistEntity of any kind will always be visible closer than this Client -
culling.entityminshadowculldistMinimum distance at which we start disabling shadows for entities Client -
culling.entityupdaterateHow many times per second to check for visibility Client -
culling.envEnable environment culling Client -
culling.envmindistMinimum distance in meters to start culling environment Client -
culling.extralodstepsHow many extra steps of LOD checking to do when validating object visibility. Higher number is more accurate, but more expensive Client -
culling.log_dynamic_occlusionLog dynamic occlusion changes to console Client -
culling.nodatavisibleDefault visibility for unknown data during reprojection; e.g. rotating camera fast. Client -
culling.print_occlusionPrints current occlusion culling statistics from the CullingManager, including how many objects are currently culled vs visible Client -
culling.printstatsPrint buffer stats of occlusion system Client -
culling.safemodeCulling safe mode; VERY SLOW and LEAKY... for debugging purposes only Client -
culling.skinned_placeholderShould skinned renderers be replaced with static renderers when possible Client -
culling.toggleEnable/Disable occlusion culling Client -
dartsgame.accuracyadjustspeedDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 1Admin Decimal number Default
1Saved -
dartsgame.accuratevelocitythresholdDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.05Admin Decimal number Default
0.05Saved -
dartsgame.cooldownbetweenthrowsDarts timing setting the server only passes on to clients. Nothing on the server reads it. = 3Admin Decimal number Default
3Saved -
dartsgame.debugClient -
dartsgame.debugcanplayagainstselfLets one player take both sides of a darts game, for testing. = falseAdmin On / off Default
falseSaved -
dartsgame.holdfocusaddedfrictionDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.45Admin Decimal number Default
0.45Saved -
dartsgame.holdfocusdurationDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 2Admin Decimal number Default
2Saved -
dartsgame.idlekicksecondsSeconds after a player steps away from the darts board before their game times out. = 180Admin Whole number Default
180Saved -
dartsgame.maxaccuracyDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0Admin Decimal number Default
0Saved -
dartsgame.maxthrowtimerDarts timing setting the server only passes on to clients. Nothing on the server reads it. = 10Admin Decimal number Default
10Saved -
dartsgame.maxzoomDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.5Admin Decimal number Default
0.5Saved -
dartsgame.minaccuracyDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.1Admin Decimal number Default
0.1Saved -
dartsgame.needdoubletowinRequires a double to finish a darts game. = trueAdmin On / off Default
trueSaved -
dartsgame.reticlefrictionDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.5Admin Decimal number Default
0.5Saved -
dartsgame.reticleinputbufferapplicationDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 100Admin Decimal number Default
100Saved -
dartsgame.reticleinputspeedDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.01Admin Decimal number Default
0.01Saved -
dartsgame.reticlemaxvelocityDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 3Admin Decimal number Default
3Saved -
dartsgame.reticlerandomforcestrengthDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.5Admin Decimal number Default
0.5Saved -
dartsgame.reticlespawnpointradiusoffsetAdded to the dartboard's radius to set how far out the aiming reticle spawns. = 0.5Admin Decimal number Default
0.5Saved -
dartsgame.scoretargetSets the score target in Darts. Standard games are either 301 or 501. = 301Admin Whole number Default
301Saved -
data.exportExports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data pathAdmin Takes
text (default none) -
data.exportExports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path Client -
ddraw.arrowarrow {duration} {color} {start} {end} {headSize} {distanceFade} {zTest} {entityId} {id} Client -
ddraw.boxbox {duration} {color} {pos} {size} {rot} {distanceFade} {zTest} {entityId} {id} Client -
ddraw.capsulecapsule {duration} {color} {pos} {rot} {radius} {height} {distanceFade} {zTest} {entityId} {id} Client -
ddraw.clearClears all active DDraw debug shapes and text overlays from the client display Client -
ddraw.clearidClears active DDraw debug shapes and text overlays from the client display based on ID Client -
ddraw.ddrawotherSends 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 screenAdmin Takes
player name or Steam ID -
ddraw.hideddrawduringdemoWhen enabled, suppresses all DDraw debug overlay rendering during demo playback so debug shapes do not appear in recorded footage Client -
ddraw.lineline {duration} {color} {start} {end} {distanceFade} {zTest} {entityId} {id} Client -
ddraw.max_ddraw_countmax_draw_count {max value} (0 = unlimited) Client -
ddraw.spheresphere {duration} {color} {start} {radius} {distanceFade} {zTest} {entityId} {id} Client -
ddraw.texttext {duration} {color} {pos} {text} {distanceFade} {zTest} {scale} {entityId} {id} Client -
ddraw.use_instancingEnables GPU instancing for DDraw debug shapes, batching repeated geometry (spheres, boxes, lines) into fewer draw calls for better debug performance Client -
ddraw.use_instancing_for_textEnables GPU instancing for DDraw debug text labels; reduces draw call cost when many text overlays are visible simultaneously Client -
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 timerAdmin Takes
number (default 0) · number (default 100) -
debug.allowduplicatecommandsinconsolehistoryInputting the same command multiple times in the console will only add one instance to history Client -
debug.ambientvolumesWhether or not to update ambient light from environment volumes Client -
debug.animatorsubsystemdebugClient -
debug.applybuildingblockrandomisationSets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visualsAdmin Takes
whole number (default 0) -
debug.applypuzzleresettimeApplies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testingAdmin Takes
number (default 0) -
debug.bag_respawn_parentingWhether to parent players immediately on spawning to a boat if the bag is on a boat = trueAdmin On / off Default
true -
debug.bench_ioSpawn lots of IO entities to lag the serverAdmin Takes
whole number (default 50) · text (default water_catcher_small) -
debug.blockwearablematerialrandomisationWhen enabled, prevents the random material variant selection on wearable items, forcing them to always use the base material Client -
debug.breakheldBreak the current held objectAdmin
-
debug.breakheld_almostAlmost break the current held objectAdmin
-
debug.breakitemBreak all the items in your inventory whose name match the passed stringAdmin Takes
text -
debug.breakshieldBreaks the currently held shieldAdmin
-
debug.callbacksWhen enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains = falseAdmin On / off Default
false -
debug.callbacksWhen enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains Client -
debug.checkparentingtriggersWhen enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs = trueAdmin On / off Default
true -
debug.checktriggersWhen enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes = falseAdmin On / off Default
false -
debug.checktriggersWhen enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes Client -
debug.clear_bushesRemoves 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 -
debug.clear_treesSends 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 -
debug.clearallfogofwarClears all fog-of-war exploration data for the local player, fully revealing the map; admin-only client action Client -
debug.clearplayermodifiersRemoves all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testingAdmin
-
debug.cleartutorialforplayerIf a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)Admin Takes
player name or Steam ID -
debug.cmbrainforcedisableWhen true, forcibly disables the CameraMan brain component, preventing it from overriding camera control; useful for manual camera debugging Client -
debug.completemissionCompletes all incomplete objectives in the calling player active mission, triggering the mission completion flowAdmin
-
debug.completemissionstageCompletes 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) -
debug.completetutorialImmediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progressionAdmin
-
debug.console_print_colorPrints a message to the server console using the specified ConsoleColor index; useful for testing coloured console outputAdmin Takes
text (default This is a test colored message) · whole number (default 2) -
debug.console_spamLogs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speedAdmin Takes
whole number (default 100) · whole number (default 50) -
debug.conveyorstrictmodereportPrints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flowAdmin
-
debug.copydebugworldinfoCopies current world debug info (position, level name, world size, seed) to the system clipboard Client -
debug.debugboatissuePrints detailed info about the rowboat the local player is currently mounted in, including all child entity names, active states, and collider data Client -
debug.debugcameraEnable debug camera mode Client -
debug.debugcamera_autoloadAutomatically load the debug camera state whenever toggling it Client -
debug.debugcamera_autosaveAutomatically save the debug camera state whenever toggling it Client -
debug.debugcamera_bonerotationApply target bone rotation to debug camera Client -
debug.debugcamera_clearClears all saved debug camera positions from the current CameraMan instance Client -
debug.debugcamera_cycleboneKey binding that cycles the debug camera target to the next bone on the currently targeted entity Client -
debug.debugcamera_dollybackKey binding that moves the debug camera backward along its dolly axis Client -
debug.debugcamera_dollyforwardKey binding that moves the debug camera forward along its dolly axis Client -
debug.debugcamera_dollyspeedMovement speed multiplier applied when dollying the debug camera forward or backward Client -
debug.debugcamera_fovGet/Set debug camera FOV Client -
debug.debugcamera_guideGet/Set debug camera guide Client -
debug.debugcamera_guide_aspectratioGet/Set debug camera guide aspect ratio Client -
debug.debugcamera_guide_colorGet/Set debug camera guide color Client -
debug.debugcamera_listLists all saved debug camera positions stored in the current CameraMan instance Client -
debug.debugcamera_loadLoads a previously saved debug camera state by name and applies it to the active CameraMan instance Client -
debug.debugcamera_lockLocks the debug camera in place Client -
debug.debugcamera_lookatEnable/Disable 'lookat' mode when using debugcamera_unfreeze Client -
debug.debugcamera_lowerKey binding that lowers the debug camera vertically Client -
debug.debugcamera_offsetWorld-space positional offset applied to the debug camera position relative to its target; saved across sessions Client -
debug.debugcamera_preservePreserve the initial debug camera state through game restarts Client -
debug.debugcamera_raiseKey binding that raises the debug camera vertically Client -
debug.debugcamera_saveSaves the current debug camera position, rotation, and settings under the given name (defaults to the default save slot) Client -
debug.debugcamera_savetofileSaves the current debug camera state to a named file on disk (without extension); useful for sharing camera setups Client -
debug.debugcamera_shakeShake debug camera [amplitude, frequency, duration] Client -
debug.debugcamera_stopshakeStops all debug camera shaking Client -
debug.debugcamera_targetSet debug camera target entity Client -
debug.debugcamera_targetbindKey binding that sets the current debug camera target to the entity the player is looking at Client -
debug.debugcamera_targetprintPrints the name of the entity currently targeted by the debug camera, or reports if nothing is targeted Client -
debug.debugcamera_unfreezeUnfreeze the player when in debug camera mode Client -
debug.debugcamera_zoominKey binding that zooms the debug camera in (decreases FOV) Client -
debug.debugcamera_zoomoutKey binding that zooms the debug camera out (increases FOV) Client -
debug.debugclientmountmenuDDraw the reason the client mount menu of entities gets blocked Client -
debug.debugclippingchecksShows debug info for what objects are causing clipping checks to fail. = falseAdmin On / off Default
false -
debug.debugdismountdurationDuration in seconds to keep ddraw for dismount attempts visible Client -
debug.debugdismountsLogs every dismount position check to the server console. = falseAdmin On / off Default
false -
debug.debugdismountsShows some debug info for dismount attempts. Client -
debug.deleteentitiesbyshortname<shortname> (optional: <radius>) - Delete entities with the given short prefab nameAdmin Takes
text · number (default 0) -
debug.deleteentitybyidDelete entities by id. Supports multiple argumentsAdmin
-
debug.disablecameramovementwhilereceivingsnapshotPrevents the camera from moving while the initial world snapshot is being received, avoiding disorienting camera jumps during connect Client -
debug.disableconditionDo not damage any items = falseAdmin On / off Default
false -
debug.disablefoliageinstancingwhileloadingDisables GPU instancing for foliage during the initial world load to reduce memory and GPU pressure while loading Client -
debug.disablelootnavobstaclesindeepseaWhen true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas = trueAdmin On / off Default
true -
debug.disablewaterrenderingwhileloadingDisables the water rendering system during the initial world load to reduce GPU overhead and speed up the loading screen Client -
debug.dofexposerforcedisableWhen true, forcibly disables the depth-of-field exposer component on the client camera; useful for debugging DOF interaction issues Client -
debug.drawcollidersDraw colliders Client -
debug.drawcolliders_hide_preventbuildingPrevents prevent building volumes from being drawn with drawcolliders Client -
debug.drawcolliders_hide_triggersPrevents triggers from being drawn with drawcolliders Client -
debug.drawlootcountdownsDraws the remaining loot refresh countdown above nearby loot containers Client -
debug.drawlootcountdowns_radiusRadius around the player to show loot countdowns in when drawlootcountdowns is enabled Client -
debug.drinkAdds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanicsAdmin Takes
whole number (default 1) · whole number (default 1) -
debug.dropworlditemsDrops a specified number of the given item short name as world entities from just in front of the calling player; useful for item physics testingAdmin Takes
whole number (default 0) · text -
debug.eatAdds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanicsAdmin Takes
whole number (default 1) · whole number (default 1) -
debug.emptytankermoduleemptyTankerModule - Clears the contents of the tanker module(s) of the modular car you're looking atAdmin
-
debug.enable_player_movementSends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanicsAdmin Takes
true or false (default true) -
debug.ent_find_radiusGet a list of entity info in radius Client -
debug.fakespeechplayerFakes mouth movement of the supplied player (like they're speaking) Client -
debug.fillmountsfillmounts <radius> - Spawns and mounts a player on every mount point in radiusAdmin Takes
whole number (default 0) -
debug.filltankermodulefillTankerModule <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 -
debug.findgapFind 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) -
debug.flushgroupTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS againAdmin
-
debug.foodspoilingdeducttimehoursDeducts the given number of hours from all spoilable food on the serverAdmin Takes
number (default 0) -
debug.foodspoilinginventoryhoursApplies the given number of hours to all food in the players inventoryAdmin Takes
whole number (default 0) -
debug.foodspoilingspoilallSpoils all food on the serverAdmin
-
debug.forcechickensspawneggForces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logicAdmin Takes
number (default 50) -
debug.forcecrashIntentionally crash the process to verify the native crash handler. Optional category: accessviolation (default), fatalerror, abort, purevirtual, monoabort Client -
debug.healTo disable revival if player is downed, pass in --no-recover as the first argument.Admin Takes
text -
debug.hurtDeals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactionsAdmin Takes
whole number (default 1) -
debug.invisMake admin invisibleAdmin
-
debug.invokeperformancetrackingWhen enabled, activates the invoke profiler to track per-invoke execution time; sets the profiler mode to 2 for detailed timing Client -
debug.logWhen enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further outputAdmin On / off
-
debug.logWhen enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output Client -
debug.lookingatPrint info about what the player is currently looking at Client -
debug.lookingat_debugEnable debug mode on the entity we're currently looking at Client -
debug.noclipToggle admin no clipping Client -
debug.oninventorychangedWhen enabled, fires the client-side inventory changed callback whenever inventory contents update; disabling suppresses these callbacks for testing Client -
debug.print_topologiesPrints out the topologies at your positionAdmin
-
debug.printanimatorsPrints a breakdown of all Animator components in the scene, grouped by controller, showing total count, active, and inactive instances Client -
debug.printcullingvolumeinfoPrints the names of all CullingVolume trigger components overlapping the main camera position; helps debug which culling zones are active Client -
debug.printdebugworldinfoPrints current world debug info (position, level name, world size, seed) to the console; only works when fog-of-war is disabled Client -
debug.printgrouplayerPrints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignmentAdmin
-
debug.printgroupsLogs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignmentAdmin
-
debug.printmissionspeakinfoWhen enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire = falseAdmin On / off Default
false -
debug.printmonumentblockerPrints 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) -
debug.printqueuesPrints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution timeAdmin
-
debug.printqueuesClient -
debug.printterrainconfigPrints the name of the current terrain config asset loaded by TerrainMeta; useful for confirming which biome or terrain preset is active Client -
debug.puzzleresetReset all puzzles. Optionally provide a number to only reset puzzles within a radius.Admin Takes
whole number (default 2147483647) -
debug.puzzleresetinfoPrints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency statusAdmin
-
debug.puzzleresettimemultiplierMultiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower = 1Admin Decimal number Default
1 -
debug.quittutorialEnds the tutorial early, if you are on the tutorial island. Any player -
debug.refillvitalsRefills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.Admin Takes
text -
debug.refillvitalsallRefills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.Admin Takes
text -
debug.refrigeratedinventoryhoursAdds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waitingAdmin Takes
number (default 0) -
debug.removeoverlappingstaticspawnpointsScans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn pointsAdmin
-
debug.renderinfoGenerates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frameAdmin
-
debug.renderinfoClient -
debug.repair_inventoryRepair all items in inventoryAdmin
-
debug.repeatcommandRepeats the last command entered into the console window Client -
debug.resetfogofwarResets the local player fog-of-war exploration data, making the entire map unexplored again from the client perspective Client -
debug.resetsleepingbagtimersResets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bagsAdmin
-
debug.respawnvinetreesinradiusRespawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by playersAdmin Takes
number (default 0) -
debug.setcreative_uiSet/remove creative mode UI for your player (Does not activate creative mode!) Client -
debug.setdamageDeals enough bullet damage to bring the calling player or a named target to the specified health valueAdmin Takes
whole number (default 0) -
debug.setfoodSets the calling player or a named target player calorie level to the specified value directlyAdmin Takes
whole number (default 0) -
debug.sethealthSets the calling player or a named target player health to the specified value; useful for testing low-health or death scenariosAdmin Takes
number (default 0) -
debug.setinvis_uiSet/remove debug.invis UI for your player (Does not activate debug.invis!) Client -
debug.setmaxhealthOverrides the maximum health of the calling player or a named target; pass 0 to reset to the default valueAdmin Takes
whole number (default 0) -
debug.setradiationSets the calling player or a named target player radiation level to the specified value directlyAdmin Takes
whole number (default 0) -
debug.setthrowable0 = can't throw, 1 = can throw & melee, 2 = only throwableAdmin Takes
whole number (default 0) -
debug.setunloadablecarfillpercentSets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore levelAdmin Takes
number (default 0) -
debug.setwaterSets the calling player or a named target player hydration level to the specified value directlyAdmin Takes
whole number (default 0) -
debug.showallcullingvolumesWhen enabled, draws debug visualisations for all CullingVolume trigger colliders in the scene; useful for auditing culling zone coverage Client -
debug.showentities<entity_name> <radius> <duration> <client> - Draws gizmos over entities in a radius. Client -
debug.showviewmodelaimhelperWhen enabled, renders the viewmodel aim helper debug visualisation in the client viewport; used to tune weapon aiming assist hitboxes Client -
debug.showworldinfoinperformancereadoutWhen enabled, appends world position and seed info to the on-screen performance readout overlay Client -
debug.skyreflectionWhether or not to update the sky reflection probe Client -
debug.spawn_all_deployablesSpawns one of every deployable in a gridAdmin
-
debug.spawnovenstresstestSpawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking systemAdmin
-
debug.spawnparachutetesterSpawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copiedAdmin Takes
number (default 50) -
debug.stallStalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systemsAdmin Takes
number (default 0) -
debug.stallStalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems Client -
debug.starttutorialStarts the tutorial for you, on a server that has it enabled. Any player -
debug.test_custom_vitalsSends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI renderingAdmin Takes
whole number (default 1) · whole number (default 60) · text (default ss) -
debug.testerrorLogs a test error and exception for testing error display.Admin
-
debug.testerrorLogs a test error and exception for testing error display. Client -
debug.testtutorialcinematicTriggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to itAdmin
-
debug.tutorial_start_cooldownMinimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam = 60Admin Whole number Default
60 -
debug.tutorialstatusPrints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection stateAdmin
-
debug.viewmodelaimhelpwidthWidth in world units of the viewmodel aim helper debug visualisation; controls how wide the aim assistance region appears when showViewmodelAimHelper is on Client -
debug.vineswinginghighlightSends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placementAdmin
-
debug.vineswingingreportPrints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountableAdmin
-
debug.waterfactorprintoutWhen enabled, logs the current water factor value affecting the camera to the console each frame; useful for debugging underwater transition rendering Client -
decal.cacheEnables a decal cache that reuses identical decal instances rather than spawning new ones, reducing draw calls for repeated surface impacts Client -
decal.capacityMaximum number of decals allowed per surface at any one time; older decals are removed when this limit is reached to prevent surface clutter Client -
decal.clearImmediately removes all active decal instances from the scene, clearing all bullet holes, blood splats, and impact marks Client -
decal.instancingEnables GPU instancing for decals, batching identical decals into fewer draw calls for better GPU performance Client -
decal.limitGlobal maximum number of active decal instances across the entire scene; older decals are removed when the limit is reached Client -
decay.addfakeauthhistoryaddfakeauthhistory <count>, adds fake deauthed players to the auth history of the tool cupboard you are standing in, for testing group upkeep tiersAdmin Takes
whole number (default 1) -
decay.bracket_0_blockcountNumber of blocks in the 1st upkeep bracket = 15Admin Whole number Default
15 -
decay.bracket_0_costfractionBlocks in the 1st upkeep bracket will cost this value per day to maintain = 0.1Admin Decimal number Default
0.1 -
decay.bracket_0_doorcountNumber of doors in the 1st upkeep bracket = 15Admin Whole number Default
15 -
decay.bracket_0_doorfractionDoors in the 1st upkeep bracket will cost this value per day to maintain = 0.1Admin Decimal number Default
0.1 -
decay.bracket_1_blockcountNumber of blocks in the 2nd upkeep bracket = 50Admin Whole number Default
50 -
decay.bracket_1_costfractionBlocks in the 2nd upkeep bracket will cost this value per day to maintain = 0.15Admin Decimal number Default
0.15 -
decay.bracket_1_doorcountNumber of doors in the 2nd upkeep bracket = 50Admin Whole number Default
50 -
decay.bracket_1_doorfractionDoors in the 2nd upkeep bracket will cost this value per day to maintain = 0.15Admin Decimal number Default
0.15 -
decay.bracket_2_blockcountThe number of blocks in the 3rd upkeep bracket = 125Admin Whole number Default
125 -
decay.bracket_2_costfractionBlocks in the 3rd upkeep bracket will cost this value per day to maintain = 0.2Admin Decimal number Default
0.2 -
decay.bracket_2_doorcountThe number of doors in the 3rd upkeep bracket = 125Admin Whole number Default
125 -
decay.bracket_2_doorfractionDoors in the 3rd upkeep bracket will cost this value per day to maintain = 0.2Admin Decimal number Default
0.2 -
decay.bracket_3_costfractionBlocks in the 4th upkeep bracket will cost this value per day to maintain = 0.333Admin Decimal number Default
0.333 -
decay.bracket_3_doorfractionDoors in the 4th upkeep bracket will cost this value per day to maintain = 0.333Admin Decimal number Default
0.333 -
decay.build_twig_cost_multiplierCan players upgrade building blocks to wood = 1Admin Decimal number Default
1Saved -
decay.clearauthhistoryClears the deauthed player history on the tool cupboard you are standing in, dropping its group upkeep back to the number of authed playersAdmin
-
decay.debugWhen enabled, logs decay tick details to the console including which entities took damage and how much = falseAdmin On / off Default
false -
decay.delay_metalHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.delay_overrideWhen set to a value above 0 everything will decay with this delay = 0Admin Decimal number Default
0 -
decay.delay_stoneHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.delay_toptierHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.delay_twigHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.delay_woodHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.drawnearbybuildingsdrawnearbybuildings <duration> <radius>, shows building ID of entitiesAdmin Takes
number (default 15) · number (default 30) -
decay.duration_metalHow long should this building grade take to decay when not protected by upkeep, in hours = 8Admin Decimal number Default
8 -
decay.duration_overrideWhen set to a value above 0 everything will decay with this duration = 0Admin Decimal number Default
0 -
decay.duration_stoneHow long should this building grade take to decay when not protected by upkeep, in hours = 5Admin Decimal number Default
5 -
decay.duration_toptierHow long should this building grade take to decay when not protected by upkeep, in hours = 12Admin Decimal number Default
12 -
decay.duration_twigHow long should this building grade take to decay when not protected by upkeep, in hours = 1Admin Decimal number Default
1 -
decay.duration_woodHow long should this building grade take to decay when not protected by upkeep, in hours = 3Admin Decimal number Default
3 -
decay.forcedecaytickCall the decay tick on every single entity on the server (for testing decay works)Admin
-
decay.high_wall_upkeepUpkeep scale for external walls and gates = 0.2Admin Decimal number Default
0.2Saved -
decay.outside_test_rangeMaximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings = 50Admin Decimal number Default
50 -
decay.scaleMultiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decay = 1Admin Decimal number Default
1 -
decay.tickInterval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently = 600Admin Decimal number Default
600 -
decay.upgrade_hqm_cost_multiplierCan players upgrade building blocks to hqm = 1Admin Decimal number Default
1Saved -
decay.upgrade_hqm_enabledCan players upgrade building blocks to hqm = trueAdmin On / off Default
trueSaved -
decay.upgrade_metal_cost_multiplierCan players upgrade building blocks to metal = 1Admin Decimal number Default
1Saved -
decay.upgrade_metal_enabledCan players upgrade building blocks to metal = trueAdmin On / off Default
trueSaved -
decay.upgrade_stone_cost_multiplierCan players upgrade building blocks to stone = 1Admin Decimal number Default
1Saved -
decay.upgrade_stone_enabledCan players upgrade building blocks to stone = trueAdmin On / off Default
trueSaved -
decay.upgrade_wood_cost_multiplierCan players upgrade building blocks to wood = 1Admin Decimal number Default
1Saved -
decay.upgrade_wood_enabledCan players upgrade building blocks to wood = trueAdmin On / off Default
trueSaved -
decay.upkeepIs upkeep enabled = trueAdmin On / off Default
true -
decay.upkeep_grief_protectionHow many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours) = 1440Admin Decimal number Default
1440 -
decay.upkeep_group_count_locksShould 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 = trueAdmin On / off Default
true -
decay.upkeep_group_history_maxMaximum number of players a tool cupboard remembers in the group window, oldest are dropped first = 256Admin Whole number Default
256 -
decay.upkeep_group_max_multiplierUpper limit on the group size upkeep multiplier = 3Admin Decimal number Default
3 -
decay.upkeep_group_scalingShould upkeep cost scale with the number of players authed on the tool cupboard = trueAdmin On / off Default
true -
decay.upkeep_group_tier_0_increaseEach player in the 1st upkeep group tier increases upkeep cost by this fraction = 0Admin Decimal number Default
0 -
decay.upkeep_group_tier_0_playercountNumber of players in the 1st (free) upkeep group tier = 4Admin Whole number Default
4 -
decay.upkeep_group_tier_1_increaseEach player in the 2nd upkeep group tier increases upkeep cost by this fraction = 0.02Admin Decimal number Default
0.02 -
decay.upkeep_group_tier_1_playercountNumber of players in the 2nd (small group) upkeep group tier = 6Admin Whole number Default
6 -
decay.upkeep_group_tier_2_increaseEach player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited = 0.04Admin Decimal number Default
0.04 -
decay.upkeep_group_window_hoursPlayers who authed within this many hours still count towards the group size, even if they have since deauthed = 24Admin Decimal number Default
24 -
decay.upkeep_heal_scaleScale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay = 1Admin Decimal number Default
1 -
decay.upkeep_inside_decay_scaleScale at which objects decay when they are inside, default of 0.1 = 0.1Admin Decimal number Default
0.1 -
decay.upkeep_lock_min_usersIf a code lock has <= this number of users it won't count its users towards group upkeep tax = 2Admin Whole number Default
2 -
decay.upkeep_period_minutesHow many minutes does the upkeep cost last? default : 1440 (24 hours) = 1440Admin Decimal number Default
1440 -
decay.use_door_upkeep_bracketsShould doors have their own upkeep brackets separate from building blocks = falseAdmin On / off Default
false -
decayentity.debuggetprivilegeWhen enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculations = falseAdmin On / off Default
false -
decayentity.demolish_secondsTime window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes) = 600Admin Whole number Default
600 -
decor.qualityControls draw distance and density of decorative foliage and props (0-100); lower values reduce decoration rendering for better performance Client -
deepsea.allow_all_vehiclesAllow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles = falseAdmin On / off Default
false -
deepsea.allow_swimmersAllow players to swim to the deep sea = falseAdmin On / off Default
false -
deepsea.block_buildingBlocks building in deep sea water, except for pieces made for it. = trueAdmin On / off Default
trueSaved -
deepsea.closeInitiates the deep sea closing sequenceAdmin
-
deepsea.createdeepseaCreates the deep sea manager entity on the serverAdmin
-
deepsea.debug_portal_spawnattemptsWhen enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or failed = falseAdmin On / off Default
false -
deepsea.debug_portals_visibleWhen enabled, renders debug visualisers for all deep sea portal positions on the client; useful for verifying portal placement during development Client -
deepsea.enabledToggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startup = trueAdmin On / off Default
trueSaved -
deepsea.enterdeepseaTeleports the player (or their mounted vehicle) into the deep seaAdmin
-
deepsea.entities_spawnintervalWhen 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. = 5Admin Decimal number Default
5 -
deepsea.floatingcity_countNumber of floating cities to spawn in the deep sea = 1Admin Whole number Default
1 -
deepsea.floatingcity_edgemarginMinimum distance in metres floating cities must be from the deep sea boundary edge when spawning = 1500Admin Decimal number Default
1500 -
deepsea.floatingcity_mindistMinimum distance in metres required between floating city = 1500Admin Decimal number Default
1500 -
deepsea.floatingcity_radiusExclusion radius in metres around floating cities = 500Admin Decimal number Default
500 -
deepsea.forceentranceportaldirection0 Random, 1 North, 2 East, 3 South, 4 West = 0Admin Whole number Default
0 -
deepsea.ghostship_countNumber of ghost ship to spawn in the deep sea zone = 4Admin Whole number Default
4 -
deepsea.ghostship_edgemarginMinimum distance in metres ghost ships must be from the deep sea boundary edge when spawning = 450Admin Decimal number Default
450 -
deepsea.ghostship_mindistMinimum distance in metres required between ghost ships = 400Admin Decimal number Default
400 -
deepsea.ghostship_radiusExclusion radius in metres around ghost ship = 80Admin Decimal number Default
80 -
deepsea.hackablecrate_countNumber of hackable crates to spawn in the deep sea = 1Admin Whole number Default
1 -
deepsea.island_countNumber of islands to spawn in the deep sea zone = 6Admin Whole number Default
6 -
deepsea.island_edgemarginMinimum distance in metres islands must be from the deep sea boundary edge when spawning = 750Admin Decimal number Default
750 -
deepsea.island_mindistMinimum distance in metres required between islands = 600Admin Decimal number Default
600 -
deepsea.island_portal_terrain_distanceDistance in metres from the main island shore at which deep sea entrance portals are placed = 750Admin Decimal number Default
750 -
deepsea.island_radiusExclusion radius in metres around islands = 300Admin Decimal number Default
300 -
deepsea.islands_billboard_scaleScale multiplier for the deep sea island billboards Client -
deepsea.leavedeepseaTeleports the player (or their mounted vehicle) back to the main island from the deep sea.Admin
-
deepsea.logsWhen enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debugging = falseAdmin On / off Default
false -
deepsea.loot_respawn_scalePopulation multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double = 1Admin Decimal number Default
1 -
deepsea.loot_scalePopulation multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double = 1Admin Decimal number Default
1 -
deepsea.mainisland_billboard_scaleScale multiplier for the main island billboard seen from the deep sea Client -
deepsea.navmesh_spawnintervalWhen generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening. = 5Admin Decimal number Default
5 -
deepsea.openInitiates the deep sea opening sequenceAdmin
-
deepsea.openonserverwipeShould the deep sea open as soon as the server wiped? = falseAdmin On / off Default
false -
deepsea.printboatteleportsPrints what players on the player's boat will be teleported to the deep seaAdmin
-
deepsea.printentitycountPrints a breakdown of all entities currently in the deep seaAdmin
-
deepsea.printlootPrints a breakdown of all loot containers, trees, and ore nodes currently in the deep seaAdmin
-
deepsea.printtimetowipePrints the current time remaining until the deep sea wipesAdmin
-
deepsea.rhib_countNumber of RHIB boat groups to spawn in the deep sea = 4Admin Whole number Default
4 -
deepsea.rhib_edgemarginMinimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning = 1150Admin Decimal number Default
1150 -
deepsea.rhib_mindistMinimum distance in metres required between RHIB groups = 300Admin Decimal number Default
300 -
deepsea.rhib_radiusExclusion radius in metres around each RHIB group = 10Admin Decimal number Default
10 -
deepsea.settimetonextopeningSets the time in seconds until the deep sea re-opens after a wipeAdmin Takes
number (default 0) -
deepsea.settimetowipeSets the time in seconds until the deep sea wipe triggersAdmin Takes
number (default 0) -
deepsea.spawnfloatingcityhereSpawns a random floating city prefab at the player positionAdmin
-
deepsea.spawnghostshiphereSpawns a random ghost ship prefab at the player positionAdmin
-
deepsea.spawngroups_spawnintervalWhen 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. = 0.15Admin Decimal number Default
0.15 -
deepsea.spawnislandhereSpawns a random deep sea island prefab at the player positionAdmin
-
deepsea.spawnrhibgrouphereSpawns a RHIB patrol boat group at the player positionAdmin
-
deepsea.statusPrints the current deep sea statusAdmin
-
deepsea.stricttransitionrepositionEnsure all players on a mounted boat are repositioned after a transition, if this is false we rely on parenting exclusively = trueAdmin On / off Default
true -
deepsea.terrain_everywhereApplies the deep sea terrain config and foliage to the whole map, not just inside the deep sea = falseAdmin On / off Default
falseSaved -
deepsea.testportalspawnlocationTests 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 secondsAdmin Takes
number (default 25) · number (default 10) -
deepsea.wipecooldownmaxMaximum seconds before a deep sea re-opens after closing = 5400Admin Decimal number Default
5400 -
deepsea.wipecooldownminMinimum seconds before a deep sea re-opens after closing = 5400Admin Decimal number Default
5400 -
deepsea.wipedurationDuration in seconds of the deep sea wipe = 10800Admin Decimal number Default
10800 -
deepsea.wipeendphasedurationDuration in seconds of the final wipe phase, bad weather kicking in etc = 1800Admin Decimal number Default
1800Saved -
deepsea.wiperadiationphasedurationSeconds before radiation starts to ramp in before the deep sea wipe = 300Admin Decimal number Default
300 -
demo.autodebugcamAutomatically switch to the debug cam when loading a demo Client -
demo.browserOpens demo browser Client -
demo.cinematicshakeUse the cinematic multi-layer camera shake in demos. Client -
demo.cinematicshake_amplitudeClient -
demo.cinematicshake_frequencyClient -
demo.compatibilitylayerEnable demo compatibility layer to resolve renamed/moved prefabs from older recordings Client -
demo.compressshotkeyframesCompresses demo shot keyframes, saving space at the cost of fidelity Client -
demo.dollyaddkeyAdds a dolly camera keyframe at the current camera position while in the demo dolly editor Client -
demo.dollypreviewShows a picture in picture preview of the dolly camera while the demo dolly editor is open Client -
demo.dollypreview_fpsHow many times a second the demo dolly editor preview re-renders Client -
demo.dollypreview_heightVertical resolution of the demo dolly editor preview Client -
demo.dollyremovekeyRemoves the dolly camera keyframe the camera is looking at while in the demo dolly editor Client -
demo.forcepowergridstageWhen >= 0, forces powergrid stage to return as this value during demo playback. -1 for whatever the saved value is in the demo timeline. Client -
demo.jumpJump to a set time within the demo Client -
demo.newuiEnables the new demo UI, can be toggled while in a demo Client -
demo.pausePauses a running demo (same as setting timescale to 0) Client -
demo.playPlays back a previously recorded demo file by filename, loading the demo world and starting playback from the beginning Client -
demo.playernamesPrints all player names in the demo Client -
demo.readcfgReads the cfg for the current playing demo. This is run when starting a demo Client -
demo.recordStarts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connectedAdmin Takes
player name or Steam ID -
demo.recordStarts recording a client-side demo to a file with the given name in the demos/ folder; requires being connected to a server Client -
demo.recorderShow/hide demo recorder UI Client -
demo.recordlistComma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recording = ""Admin Text Default
""Saved -
demo.recordlistmodeControls the behavior of recordlist, 0=whitelist, 1=blacklist = 0Admin Whole number Default
0Saved -
demo.redocurrentshotDuring demo playback, resets the current camera shot back to its start, replaying it from the beginning Client -
demo.resumeResumes a running demo Client -
demo.showcommunityuiWhen enabled, shows community UI elements (clan tags, badges) during demo playback Client -
demo.showlocalplayernametagWhen enabled, shows the local player name tag above their head during demo playback; useful for identifying the recorded player in third-person shots Client -
demo.skipSkip forward or backwards by a set amount of seconds. Use negative numbers to go backwards. Client -
demo.splitmegabytesMaximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large = 200Admin Decimal number Default
200 -
demo.splitsecondsMaximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour) = 3600Admin Decimal number Default
3600 -
demo.stopStops the active server-side demo recording for the specified player and finalises the demo fileAdmin Takes
player name or Steam ID -
demo.stopStops any active client-side demo recording or playback and finalises the file Client -
demo.timeline_max_zoomMaximum demo timeline zoom multiplier, default to 0 for auto. Client -
demo.timescalePlayback speed multiplier for demo replay; 1.0 = real-time, 2.0 = double speed, 0.5 = half speed; clamped to 0-50 Client -
demo.togglehudToggles the demo playback HUD on or off, equivalent to toggling demo.ui Client -
demo.togglenvgToggles NVG screen effect (only works in demos) Client -
demo.toggleplayToggles demo playback between play and pause; bind a key to this for the demo editor Client -
demo.togglerecordToggles camera path recording on or off while in the demo record camera mode Client -
demo.uiWhen enabled, shows the demo playback control UI overlay during demo playback; disabling hides all playback controls Client -
drone.altitudespeedoverrideIf greater than zero, overrides the drone's vertical movement speed = 0Admin Decimal number Default
0 -
drone.disablesamtargetingStops SAM sites from targeting drones. = falseAdmin On / off Default
false -
drone.maxcontrolrangeHow far drones can be flown away from the controlling computer station = 600Admin Decimal number Default
600Saved -
drone.movementspeedoverrideIf greater than zero, overrides the drone's planar movement speed = 0Admin Decimal number Default
0 -
drone.samproximityfuseradiusRadius at which a SAM missile's proximity fuse detonates against drones, capped by the missile's 20m trigger sphere = 10Admin Decimal number Default
10 -
drone.windlerpspeedClient -
drone.windpositiondivisorClient -
drone.windpositionscaleClient -
drone.windrotationmultiplierClient -
drone.windtimedivisorClient -
droppeditem.broadcast_debug_ddrawWill broadcast debug ddraw information on ALL dropped items to ALL players = falseAdmin On / off Default
false -
droppeditem.remove_rb_on_sleepWhether Rigidbody components are removed from DroppedItems when sleeping = falseAdmin On / off Default
false -
droppeditem.underwater_drag_budget_msHow many milliseconds to spend on updating underwater drag levels = 0.05Admin Decimal number Default
0.05 -
dungeonnavmesh.use_baked_terrain_meshDeclared with the dungeon navmesh, but nothing in the server code reads it. = trueAdmin On / off Default
true -
dynamicnavmesh.use_baked_terrain_meshHas the dynamic navmesh use the baked terrain mesh when it rebuilds. = falseAdmin On / off Default
false -
effects.antialiasingAnti-aliasing mode: 0 = None, 1 = FXAA, 2 = SMAA, 3 = TSSAA (temporal); higher modes reduce jagged edges at increasing GPU cost Client -
effects.aoEnables ambient occlusion post-processing; adds contact shadows in corners and crevices, improving depth perception at a moderate GPU cost Client -
effects.bloomEnables bloom post-processing; causes bright light sources and emissive surfaces to bleed glow onto surrounding pixels Client -
effects.clearallgibsDestroys all currently active gib (debris) objects in the world and reports the count removed; useful for recovering performance after a large battle Client -
effects.creationeffectsWhen enabled, plays visual effects (sparks, dust, etc.) when objects are built or placed in the world Client -
effects.currentgibcountPrints the current number of gib objects active in the world; compare against maxgibs to see how close the budget is to being reached Client -
effects.footstepsWhen enabled, plays footstep sounds for the local player; disabling silences footsteps without affecting other audio Client -
effects.hurtoverlayEnables the blood/damage overlay displayed on-screen when the player takes damage; disable to reduce visual clutter when injured Client -
effects.hurtoverleyapplylightingWhen 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 -
effects.lensdirtEnables lens dirt overlay; adds a subtle dirt/smudge texture to the camera lens bloom, simulating a dirty camera sensor Client -
effects.maxgibdistMaximum distance in metres at which gib objects are visible and simulated; gibs beyond this range are culled to save CPU and GPU Client -
effects.maxgiblifeMaximum lifetime in seconds a gib object is kept alive before being automatically removed, regardless of the gib budget Client -
effects.maxgibsMaximum number of gib (debris) objects that can exist in the world simultaneously; excess gibs are culled oldest-first to stay within this budget Client -
effects.mingiblifeMinimum lifetime in seconds a gib object persists before it can be destroyed by the gib budget cull Client -
effects.motionblurEnables motion blur post-processing; blurs fast-moving objects and camera rotations to simulate camera shutter exposure Client -
effects.otherplayerslightflaresWhen 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 -
effects.shaftsEnables god ray / light shaft effects; renders volumetric light beams through foliage and openings, increasing atmospheric quality Client -
effects.sharpenEnables sharpening post-processing pass; enhances fine detail and edge contrast, particularly useful when TSSAA softens the image Client -
effects.showoutlinesShow outlines of objects when applicable i.e. dropped items Client -
effects.vignetEnables vignette post-processing; darkens the screen edges to draw focus toward the centre of the view Client -
effectscalewithcameradistance.onWhen enabled, effects that use EffectScaleWithCameraDistance will scale their size based on the distance from the camera; disable to use fixed size Client -
egghuntevent.includebotsWill spawn eggs for bots, only for debug purposes - don't enable it! = falseAdmin On / off Default
false -
electricbattery.battery'charge' (default to full), 'deplete' Client -
electricbattery.batteryidCharges or drains a battery by entity ID. Takes charge or deplete, then the ID, then an optional amount.Admin Takes
text -
electricbattery.dischargebudgetmsMilliseconds per frame the server may spend on battery discharge. = 0.05Admin Decimal number Default
0.05Saved -
entity.countbyCount all entities created by provided users (separate users by space)Admin
-
entity.debug_lookatPrints debug info about the entity the local player is currently looking at, including net ID, prefab name, and component list Client -
entity.debug_toggleToggles the debug info overlay for an entity by net ID, showing position, velocity, health, and network state in the worldAdmin
-
entity.deletebyDestroy all entities created by provided users (separate users by space)Admin
-
entity.deletebytextblockDestroy all entities created by users in the provided text block (can use with copied results from ent auth)Admin Takes
text -
entity.downloadsignDownloads the sign currently being looked at to disk with the supplied filename Client -
entity.find_entityLists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on clientAdmin Takes
text -
entity.find_entityLists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client Client -
entity.find_groupLists all networked entities belonging to the given network group ID in a formatted table; admin-only on clientAdmin Takes
whole number (default 0) -
entity.find_groupLists all networked entities belonging to the given network group ID in a formatted table; admin-only on client Client -
entity.find_idLists the networked entity with the given network entity ID in a formatted table; admin-only on clientAdmin
-
entity.find_idLists the networked entity with the given network entity ID in a formatted table; admin-only on client Client -
entity.find_parentLists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on clientAdmin
-
entity.find_parentLists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client Client -
entity.find_radiusLists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on clientAdmin Takes
whole number (default 10) -
entity.find_radiusLists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client Client -
entity.find_selfLists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on clientAdmin
-
entity.find_selfLists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client Client -
entity.find_statusLists all networked entities whose status string contains the given filter text in a formatted table; admin-only on clientAdmin Takes
text -
entity.find_statusLists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client Client -
entity.nudgeApplies a small positional nudge to an entity by net ID, useful for unsticking entities that are clipping into geometryAdmin
-
entity.set_battery_chargeSets the charge level of an electric battery entity by net ID to the given percentage (0-100)Admin Takes
number (default 0) -
entity.spawnSpawns a server entity by prefab name at a given world position and direction; returns the spawned entity net IDAdmin
-
entity.spawnSpawns a client-side entity by prefab name or path at the position the local player is looking at; admin/developer only Client -
entity.spawnatspawnat <entityName> <worldPos> [worldRotationAngles] Client -
entity.spawngridSpawns a grid of server entities by prefab name centred at a position; useful for stress-testing entity countsAdmin
-
entity.spawnherespawnhere <entityName> [distance] [worldRotationAngles] Client -
entity.spawnitemSpawns a dropped item entity server-side by item short name at a given world positionAdmin
-
entity.spawnitemSpawns a dropped item entity client-side by item short name at the local player look position; admin/developer only Client -
entity.spawnlootfromSpawns a copy of the loot table from one container prefab into the world at the calling player positionAdmin Takes
whole number (default 1) -
entity.spawnplantsSpawn every stage of every plant inside it's own planter, with an optional filterAdmin Takes
text -
entity.spawnvendorSpawns 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 atAdmin
-
entity.spawnviewSpawns the entity at the position and orientation of the camera - spawnview <entityName> [distance] [worldRotationAngles] Client -
entity.uploadsignSets a sign to display the given PNG image Client -
env.addtimeAdvances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testingAdmin
-
env.cloudmovementWhen enabled, cloud layers move across the sky over time; disabling freezes clouds in place for consistent lighting or screenshots Client -
env.cloudrotationCurrent rotation angle of the cloud layer in degrees; can be set to reposition clouds for lighting tests or screenshots Client -
env.dayGets or sets the current in-game day of the month; used for calendar-driven events and date displayAdmin Whole number
-
env.daylengthHow 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 insteadAdmin Decimal number
-
env.monthGets or sets the current in-game month (1-12); used for seasonal event triggers and calendar displayAdmin Whole number
-
env.nightlight_brightnessNight light setting the server only passes on to clients. Nothing on the server reads it. = 0.008Admin Decimal number Default
0.008Saved -
env.nightlight_debugcamera_enabledToggles nightlight screen effect when using debug camera Client -
env.nightlight_distanceNight light setting the server only passes on to clients. Nothing on the server reads it. = 5Admin Decimal number Default
5Saved -
env.nightlight_enabledWhen enabled, ambient night lighting is applied at night; disabling makes nights pitch-black for horror or specific event scenarios Client -
env.nightlight_fadefractionNight light setting the server only passes on to clients. Nothing on the server reads it. = 0.65Admin Decimal number Default
0.65Saved -
env.oceanlevelHeight of the sea surface, in meters. = 0Admin Decimal number Default
0Saved -
env.progresstimeWhen enabled, the server advances the in-game time of day automatically; disabling freezes time at its current valueAdmin On / off
-
env.redmoonSky setting the server only passes on to clients. Nothing on the server reads it. = falseAdmin On / off Default
falseSaved -
env.skyrotationRotates the entire sky environment (including sun and moon positions) by the given angle; useful for controlling light direction without changing time of day Client -
env.timeGets 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 pointAdmin Decimal number
-
env.yearGets or sets the current in-game year; used for date display and long-running server event trackingAdmin Whole number
-
espcanvas.colourcodeteamsAdmin-only: when enabled, ESP player info elements are coloured by team membership using the configured team colour IDs Client -
espcanvas.disableocclusionchecksAdmin-only: when enabled, occlusion checks are skipped for ESP player info elements so they are always visible regardless of walls Client -
espcanvas.maxnameplatesMax amount of nameplates to show at once Client -
espcanvas.nameplateautosizeAdmin-only: Should the nameplates size dynamically change based on distance? Client -
espcanvas.nameplateautosize_falloffAdmin-only: Nameplate falloff distance for autosizing (smaller values cause the text to shrink at closer distances). Client -
espcanvas.overridemaxdisplaydistanceAdmin-only: overrides the maximum distance at which ESP player info elements are shown; 0 = use default distance Client -
espcanvas.showhealthAdmin-only: when enabled, player health values are shown in ESP player info elements above each player Client -
espcanvas.showvoipAdmin-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 -
espcanvas.userandomteamcoloursAdmin-only: when enabled, ESP player info team colours are randomised per team rather than using the configured team ID colour mapping Client -
espplayerinfo.blueteamidTeam ID value used to colour-code ESP player info elements in blue for admin team identification; saved and server-settable Client -
espplayerinfo.framebudgetmsClient -
espplayerinfo.grayteamidTeam ID value used to colour-code ESP player info elements in gray for admin team identification; saved and server-settable Client -
espplayerinfo.greenteamidTeam ID value used to colour-code ESP player info elements in green for admin team identification; saved and server-settable Client -
espplayerinfo.lavenderteamidTeam ID value used to colour-code ESP player info elements in lavender for admin team identification; saved and server-settable Client -
espplayerinfo.mintteamidTeam ID value used to colour-code ESP player info elements in mint for admin team identification; saved and server-settable Client -
espplayerinfo.orangeteamidTeam ID value used to colour-code ESP player info elements in orange for admin team identification; saved and server-settable Client -
espplayerinfo.pinkteamidTeam ID value used to colour-code ESP player info elements in pink for admin team identification; saved and server-settable Client -
espplayerinfo.purpleteamidTeam ID value used to colour-code ESP player info elements in purple for admin team identification; saved and server-settable Client -
espplayerinfo.redteamidTeam ID value used to colour-code ESP player info elements in red for admin team identification; saved and server-settable Client -
espplayerinfo.yellowteamidTeam ID value used to colour-code ESP player info elements in yellow for admin team identification; saved and server-settable Client -
events.print_server_eventsPrints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger timeAdmin
-
events.set_event_enabledEnables or disables a specific server event by name; disabled events will not trigger automatically until re-enabledAdmin Takes
text · true or false (default false) -
events.set_event_max_delaySets the maximum delay in seconds between automatic triggers of the named server eventAdmin Takes
text · number (default 0) -
events.set_event_min_delaySets the minimum delay in seconds between automatic triggers of the named server eventAdmin Takes
text · number (default 0) -
eventschedule.killalleventsKills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killalleventsAdmin
-
eventschedule.triggereventTriggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguousAdmin Takes
text -
eventschedulewipeoffset.event_hours_before_wipeNumber of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe = 24Admin Decimal number Default
24 -
excavatorsignalcomputer.automaticchargeneededforsuppliesAmount of charge required for the excavator to automatically trigger supply drop delivery without player activation = 600Admin Decimal number Default
600 -
excavatorsignalcomputer.chargeneededforsuppliesAmount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop = 600Admin Decimal number Default
600 -
farmableanimal.simhoursSimulates the provided number of hours on all farm animals within 10mAdmin Takes
whole number (default 0) -
file.debugEnables verbose debug logging for the file system abstraction layer, logging all file read/write operations to the console Client -
file.timeWhen enabled, measures and logs the time taken for each file system operation, helping identify slow asset or config file loading Client -
fishing.debugoverfishingLogs the overfishing checks to the server console. = falseAdmin On / off Default
false -
fishing.disableoverfishingTurns overfishing off, so a fishing spot never runs dry. = falseAdmin On / off Default
falseSaved -
fishing.overfishedareadurationminutesMinutes a fishing spot stays overfished. = 30Admin Decimal number Default
30Saved -
fishing.overfishedarearadiusRadius, in meters, of an overfished area. = 16Admin Decimal number Default
16Saved -
fishing.successesuntiloverfishedCatches in one spot before it becomes overfished. = 25Admin Whole number Default
25Saved -
fps.build_infoShow build information in the F8 performance overlay if available Client -
fps.frame_timingShow detailed frame timing bars in the F8 performance overlay Client -
fps.graphControls the FPS graph overlay mode; 0 = off, higher values show increasingly detailed frame time graphs and performance metrics Client -
fps.limitCaps the server's frame rate.Admin Whole number Saved
-
fps.limitTarget application frame rate cap; 0 = unlimited; on client clamped to 240; on server limits tick dispatch rate; saved between sessions Client -
fps.limitinbackgroundWhen 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 -
fps.limitinmenuWhen enabled, applies the fps.limit cap while in the main menu, preventing unnecessary GPU usage on the menu screen Client -
fps.rainbowShow the old rainbow bar in the F8 performance overlay Client -
fps.startloggingThis is going to log your FPS into a file, call stoplogging to stop the logging Client -
fps.stoploggingStops an active FPS logging session started with fps.StartLogging and writes the collected frame data to disk Client -
fps.world_infoShow world information in the F8 performance overlay Client -
frankensteinbrain.movetowardsrateSeconds between two destination updates while the Frankenstein pet walks to a point. = 1Admin Decimal number Default
1 -
frankensteinpet.decayminutesHow long before a Frankenstein Pet dies un controlled and not asleep on table = 180Admin Decimal number Default
180 -
frog.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
fuzzysearch.search_similarity_modifierHow 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 -
gamemode.setSets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore)Admin Takes
text -
gamemode.setteamPuts 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 playerTakes
whole number (default 0) -
gamemodesoftcore.allow_tc_corpse_no_buildingLets a destroyed tool cupboard leave its contents behind as a lootable corpse even with no building attached. = trueAdmin On / off Default
true -
gamemodesoftcore.gather_rateGlobal multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yield = 2Admin Decimal number Default
2Saved -
gamemodesoftcore.reclaim_building_authWhen enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base = falseAdmin On / off Default
false -
gamemodesoftcore.reclaim_fraction_beltFraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%) = 0.5Admin Decimal number Default
0.5 -
gamemodesoftcore.reclaim_fraction_mainFraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%) = 0.5Admin Decimal number Default
0.5 -
gamemodesoftcore.reclaim_fraction_wearFraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%) = 1Admin Decimal number Default
1 -
gamemodesoftcore.reclaim_suicideWhen enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill) = falseAdmin On / off Default
false -
gamephysics.defaultmaxresultsperqueryHow many results to collect per command - DONT set this too low or you'll risk missing results = 48Admin Whole number Default
48 -
gametip.hidegametipHides the game tip HUD element, fading it out over 1 second; can be called from server Client -
gametip.listgametipsReturns the array of all registered game tip definitions for console inspection Client -
gametip.server_event_tipsWhether server events will show on the client as toast notifications Client -
gametip.showgametipDisplays a game tip message on the HUD using the game tip canvas, fading it in over 1 second; can be called from server Client -
gametip.showgametipsWhen enabled, game tips can be displayed on the HUD; disable to suppress all game tip messages; saved between sessions Client -
gametip.showtoastWill show a game tip on the player screen <style> <text> Client -
gametip.showtoast_translatedWill show a translated game tip on the player screen <style> <key> <english> <overlay> <args> Client -
gc.allocAllocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughputAdmin Takes
whole number (default 1048576) -
gc.allocAllocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput Client -
gc.bufferRaw size in bytes of the GC buffer allocation; do not set directly - use gc.buffer_enabled and let the system manage allocation Client -
gc.buffer_enabledEnables the managed memory GC buffer, which pre-allocates a buffer to delay GC collections and reduce GC-induced frame hitches Client -
gc.collectTriggers an immediate full managed garbage collection pass; useful after large allocations for memory profilingAdmin
-
gc.collectTriggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling Client -
gc.debuglevelControls the verbosity of GC debug output; higher values print more details about collection frequency and memory pressure Client -
gc.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current sessionAdmin On / off
-
gc.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session Client -
gc.incremental_enabledRead-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtimeAdmin On / off
-
gc.incremental_enabledRead-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime Client -
gc.incremental_millisecondsTime slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more framesAdmin Whole number
-
gc.incremental_millisecondsTime slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames Client -
gc.unloadCalls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAMAdmin
-
gc.unloadCalls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM Client -
geolocation.auto_detect_countryClient -
geolocation.geo_statusPrint current GeoLocation state Client -
geolocation.phrases_countPrint how many country phrases are loaded Client -
geolocation.searchSimulate a country search query and log matching results Client -
geolocation.window_statePrint UI_CountrySelection window state Client -
gesturecollection.showadmincinematicgesturesinbindingsWhen enabled, admin-only cinematic gestures are shown in the gesture binding UI for assignment Client -
gesturecollection.slot0ring0bindSaved gesture binding for radial menu ring 0, slot 0; default clap Client -
gesturecollection.slot0ring1bindSaved gesture binding for radial menu ring 1, slot 0; empty by default Client -
gesturecollection.slot10ring0bindSaved gesture binding for radial menu ring 0, slot 10; default raiseroof Client -
gesturecollection.slot10ring1bindSaved gesture binding for radial menu ring 1, slot 10; empty by default Client -
gesturecollection.slot11ring0bindSaved gesture binding for radial menu ring 0, slot 11; default cabbagepatch Client -
gesturecollection.slot11ring1bindSaved gesture binding for radial menu ring 1, slot 11; empty by default Client -
gesturecollection.slot12ring0bindSaved gesture binding for radial menu ring 0, slot 12; default twist Client -
gesturecollection.slot12ring1bindSaved gesture binding for radial menu ring 1, slot 12; empty by default Client -
gesturecollection.slot1ring0bindSaved gesture binding for radial menu ring 0, slot 1; default surrender Client -
gesturecollection.slot1ring1bindSaved gesture binding for radial menu ring 1, slot 1; empty by default Client -
gesturecollection.slot2ring0bindSaved gesture binding for radial menu ring 0, slot 2; default hurry Client -
gesturecollection.slot2ring1bindSaved gesture binding for radial menu ring 1, slot 2; empty by default Client -
gesturecollection.slot3ring0bindSaved gesture binding for radial menu ring 0, slot 3; default ok Client -
gesturecollection.slot3ring1bindSaved gesture binding for radial menu ring 1, slot 3; empty by default Client -
gesturecollection.slot4ring0bindSaved gesture binding for radial menu ring 0, slot 4; default point Client -
gesturecollection.slot4ring1bindSaved gesture binding for radial menu ring 1, slot 4; empty by default Client -
gesturecollection.slot5ring0bindSaved gesture binding for radial menu ring 0, slot 5; default shrug Client -
gesturecollection.slot5ring1bindSaved gesture binding for radial menu ring 1, slot 5; empty by default Client -
gesturecollection.slot6ring0bindSaved gesture binding for radial menu ring 0, slot 6; default thumbsdown Client -
gesturecollection.slot6ring1bindSaved gesture binding for radial menu ring 1, slot 6; empty by default Client -
gesturecollection.slot7ring0bindSaved gesture binding for radial menu ring 0, slot 7; default thumbsup Client -
gesturecollection.slot7ring1bindSaved gesture binding for radial menu ring 1, slot 7; empty by default Client -
gesturecollection.slot8ring0bindSaved gesture binding for radial menu ring 0, slot 8; default victory Client -
gesturecollection.slot8ring1bindSaved gesture binding for radial menu ring 1, slot 8; empty by default Client -
gesturecollection.slot9ring0bindSaved gesture binding for radial menu ring 0, slot 9; default wave Client -
gesturecollection.slot9ring1bindSaved gesture binding for radial menu ring 1, slot 9; empty by default Client -
global.add_wallpaper_radius<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> randomAdmin Takes
text · number (default 0) -
global.addcctvcodeAdds a cctv code to a Computer Station, look at the station when running the command Client -
global.adminambientmultiplierif >= 0 the ambient light intensity will be forced to this Client -
global.admincloudsif >= 0 the clouds amount will be forced to this value Client -
global.adminfogif >= 0 the fog amount will be forced to this value Client -
global.adminlightif >= 0 the sky light intensity will be forced to this Client -
global.adminrainif >= 0 the rain amount will be forced to this value Client -
global.adminreflectionmultiplierif >= 0 the reflection probe intensity will be forced to this Client -
global.admintimeif >= 0 the time of day (hour) will be forced to this Client -
global.adminui_deleteugccontentClears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity componentAdmin
-
global.adminui_fullrefreshTriggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at onceAdmin
-
global.adminui_receivecommandsClient-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 -
global.adminui_receiveplayerlistClient-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 -
global.adminui_receiveserverinfoClient-side handler that receives serialised server info from the server and passes it to the admin UI; called server-to-client, not manually Client -
global.adminui_receiveugclistClient-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 -
global.adminui_requestfireworkpatternSends the firework pattern design data for the specified pattern firework entity to the requesting admin clientAdmin
-
global.adminui_requestplayerlistServer-side handler that serialises and sends the current player list to the requesting admin client for display in the admin UIAdmin
-
global.adminui_requestserverconvarsServer-side handler that collects all ServerAdmin+ShowInAdminUI convars and sends them to the admin client for editing via the admin UIAdmin
-
global.adminui_requestserverinfoServer-side handler that serialises and sends current server info (name, players, FPS, etc.) to the requesting admin clientAdmin
-
global.adminui_requestugccontentServer-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin clientAdmin Takes
whole number (default 0) · whole number (default 0) · whole number (default 0) -
global.adminui_requestugclistServer-side handler that scans all entities for UGC content (images, patterns, vending names) and sends a serialised list to the admin clientAdmin
-
global.adminwindif >= 0 the wind amount will be forced to this value Client -
global.allowadminuiControls whether the in-game admin UI is displayed to admins = trueAdmin On / off Default
trueSaved -
global.applygenes<gene string> - Applies the given genes (e.g. "YYYGGG") to the clone/seed in your handsAdmin Takes
text (default YYYGGG) -
global.aquaticvehicledismounttimeHow long you need to hold Jump for in order to dismount a water based vehicle Client -
global.authcountReturns all entities that the provided player is authed to (TC's, locks, etc), supports --jsonAdmin Takes
player name or Steam ID · text -
global.authradiusAuthorises the specified player (or caller if none given) to all tool cupboards within the given radius around themAdmin Takes
number (default -1) · player name or Steam ID -
global.authradius_multiAuthorises multiple specified players to all tool cupboards within the given radius around the calling adminAdmin Takes
number (default -1) -
global.authradius_radiusFinds all players within playerRadius of the caller, then authorises each of them to TCs within authRadius of themselvesAdmin Takes
number (default -1) · number (default -1) -
global.banban <player> <reason> [optional duration]Admin Takes
player name or Steam ID · text (default No Reason Given) -
global.banidbanid <steamid> <username> <reason> [optional duration]Admin Takes
text (default unnamed) · text (default no reason) -
global.banlistList of banned users (sourceds compat)Admin
-
global.banlistexList of banned users - shows reasons and usernamesAdmin
-
global.bansList of banned usersAdmin
-
global.blockemojiBlocks any emoji from appearing Client -
global.blockemojianimationsDisables any emoji animations Client -
global.blockserveremojiBlocks emoji provided by servers from appearing Client -
global.breakclothingBreaks all equipped clothing items currently worn by the calling player, reducing their condition to zeroAdmin
-
global.breakitemReduces the condition of all items in the calling player inventory whose short name matches the given string to zero, breaking themAdmin
-
global.buildinfoGet information about this buildAdmin
-
global.carstatsGet information about all the cars in the worldAdmin
-
global.censornudityControls the nudity censorship level: 0 = none, 1 = censorship cubes, 2 = underwear shown; automatically forced to 2 in Chinese region builds Client -
global.censorrecordingsWhen enabled, silences and hides audio cassette recordings to prevent playback of user-recorded content Client -
global.censorsignsWhen enabled, blurs or hides player-painted signs, photos, spray paint art, and sculptures to censor user-generated imagery Client -
global.change_wallpaper_radius<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> randomAdmin Takes
text · number (default 0) -
global.cinematicgingerbreadcorpsesWhen enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's = falseAdmin On / off Default
false -
global.cinematicgingerbreadcorpsesClient -
global.clear_wallpaper_radiusclear_wallpaper_radius <radius>Admin Takes
number (default 0) -
global.clearallspraysRemoves all spray paint entities from the server world; useful for cleaning up excessive player spray artAdmin
-
global.clearallspraysbyplayerRemoves all spray paint entities created by a specific player, identified by Steam ID or nameAdmin
-
global.clearcctvcodesClears all cctv codes from a Computer Station, look at the station when running the command Client -
global.clearcontainerclearcontainer: Removes all items inside the container you're looking atAdmin
-
global.clearcontainer_radiusclearcontainer_radius <radius>: Removes all items inside a container within a radiusAdmin
-
global.cleardroppeditemsRemoves all dropped item entities from the server, cleaning up every piece of loot on the groundAdmin
-
global.clearspraysatpositioninradiusRemoves all spray paint entities within a given radius of the specified world position (X Y Z)Admin Takes
number (default 0) -
global.clearspraysinradiusRemoves all spray paint entities within the given radius of the calling admin current positionAdmin Takes
number (default 16) -
global.clearugcbyplayerClears UGC content from all entities that have the specified player (by name or Steam ID) in their editing historyAdmin Takes
player name or Steam ID -
global.clearugcentitiesinrangeClears UGC content from all entities within the given radius of a world position; reports how many entities were clearedAdmin Takes
number (default 0) -
global.clearugcentityClears all UGC content from a single entity by network ID; reports success or failureAdmin
-
global.clearvendingmachinenamescontainingClears the custom name UGC from all vending machines whose content string contains the given search text (case/symbol insensitive)Admin Takes
text -
global.clientperfRequests a performance report from every connected client; supports legacy and JSON formats; used for monitoring client frame rates and memory usageAdmin Takes
text (default legacy) -
global.collidersPrints the count of enabled versus disabled Collider components currently in the sceneAdmin
-
global.collidersPrints the count of enabled versus disabled Collider components currently in the scene Client -
global.consolescaleFont size for the console window, 8-24 (default is 12) Client -
global.copy_changesetCopies the current client and server changeset info to the clipboard Client -
global.ddraw_netupdateWhen enabled, draws debug visualisations of network update positions for all nearby entities; admin-only; useful for debugging network interpolation Client -
global.deauthradiusRemoves authorisation for the specified player (or caller) from all tool cupboards within the given radiusAdmin Takes
number (default -1) · player name or Steam ID -
global.deauthradius_multiRemoves authorisation for multiple specified players from all tool cupboards within the given radius around the calling adminAdmin Takes
number (default -1) -
global.deauthradius_radiusFinds all players within playerRadius of the caller, then deauthorises each of them from TCs within authRadius of themselvesAdmin Takes
number (default -1) · number (default -1) -
global.debuglanguage0 - Disabled, 1 - Display localization key, 2 - Display randomly generated strings Client -
global.developerDeveloper mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging = 0Admin Whole number Default
0 -
global.developerDeveloper mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging Client -
global.disable_cloudsClient -
global.disablebagdroppingDisables the backpacks that appear after a corpse times out = falseAdmin On / off Default
false -
global.dumpDumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash.Admin
-
global.dumpDumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash. Client -
global.dumpanimatorsDumps a diagnostic snapshot of animators into a diagnostics subfolderAdmin
-
global.dumpanimatorsDumps a diagnostic snapshot of animators into a diagnostics subfolder Client -
global.dumpentitiesDumps a diagnostic snapshot of entities into a diagnostics subfolderAdmin
-
global.dumpentitiesDumps a diagnostic snapshot of entities into a diagnostics subfolder Client -
global.dumplodgroupsDumps a diagnostic snapshot of LOD Groups into a diagnostics subfolderAdmin
-
global.dumplodgroupsDumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder Client -
global.dumpnetworkDumps a diagnostic snapshot of network info into a diagnostics subfolderAdmin
-
global.dumpnetworkDumps a diagnostic snapshot of network info into a diagnostics subfolder Client -
global.dumpobjectsDumps a diagnostic snapshot of objects into a diagnostics subfolderAdmin
-
global.dumpobjectsDumps a diagnostic snapshot of objects into a diagnostics subfolder Client -
global.dumpphysicsDumps a diagnostic snapshot of physics into a diagnostics subfolderAdmin
-
global.dumpphysicsDumps a diagnostic snapshot of physics into a diagnostics subfolder Client -
global.dumppreprocessDump list of prefabs pre-processed into a diagnostics subfolderAdmin
-
global.dumppreprocessDump list of prefabs pre-processed into a diagnostics subfolder Client -
global.dumprootobjectsDumps 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
-
global.dumprootobjectsDumps 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 -
global.dumpsysteminformationDumps a diagnostic snapshot of system information into a diagnostics subfolderAdmin
-
global.dumpsysteminformationDumps a diagnostic snapshot of system information into a diagnostics subfolder Client -
global.dumpwarmupDumps a diagnostic snapshot of warmup info into a diagnostics subfolderAdmin
-
global.dumpwarmupDumps a diagnostic snapshot of warmup info into a diagnostics subfolder Client -
global.enable_marker_teleportWhen enabled, right clicking on the map teleports you instead of placing a marker Client -
global.entSends a command to the server followed by the ID of the entity we're looking at Client -
global.entcountReturns all entities that the provided player has placed, supports --jsonAdmin Takes
player name or Steam ID · text -
global.entidRuns an admin command (kill, lock, unlock, etc.) on a specific entity by network ID; blocks operation on players and point entitiesAdmin Takes
text · whole number (default 1) · number (default 0) -
global.execExecutes a named cfg script file from the cfg directory; useful for applying batches of console commands stored in text files Client -
global.fillcontainerfillcontainer <optional: category> - Fills the container you are looking at with random items, can also specify a category (ammunition, weapon etc.)Admin
-
global.fillcontainer_radiusfillcontainer_radius <radius> <optional: category> - Fills containers with random items within a radius, can also specify a categoryAdmin
-
global.fillinventoryfillinventory <optional: category> - Fills your inventory with random items, can also specify a category (ammunition, weapon etc.)Admin
-
global.flyingvehicledismounttimeHow long you need to hold Jump for in order to dismount a flying vehicle Client -
global.forceoffadminstatusoverlayMedia: Forcefully disables all status overlays (god, creative, invis) Client -
global.forceunloadbundlesWhen enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident = trueAdmin On / off Default
true -
global.forceunloadbundlesWhen enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident Client -
global.freeClears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer onlyAdmin
-
global.freeClears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only Client -
global.getugcinfoReturns a JSON object containing the UGC info (CRCs, type, player history) for the entity with the given network IDAdmin
-
global.godIf you're an admin this will enable god mode Client -
global.groundvehicledismounttimeHow long you need to hold Jump for in order to dismount a car/snowmobile Client -
global.hideinteracttextwhileadsHide interact text when aiming down sights Client -
global.hideteamleadermapmarkersHides all team leader map markers on the compass and map Client -
global.horsedismounttimeHow long you need to hold Jump for in order to dismount a horse Client -
global.hudcomponentToggles or sets the active state of a named HUD component by searching the UIHUD hierarchy; supports special-casing the error text object Client -
global.injurePuts the calling player or a named target into the wounded/downed state, simulating the critical injury bleed-out stateAdmin
-
global.injureplayerPuts the specified player into the wounded/downed state immediately without killing them; useful for testing the crawl/revive mechanicsAdmin Takes
player name or Steam ID -
global.job_system_threadsNumber of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUsAdmin Whole number
-
global.job_system_threadsNumber of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs Client -
global.kickKicks the specified player from the server with an optional reason; broadcasts the kick to chat and places them through the queue on reconnectAdmin Takes
player name or Steam ID · text (default no reason given) -
global.kickallKicks all currently connected players from the server with an optional reason; useful for forcing a restart or clearing the serverAdmin Takes
text (default No Reason Given) -
global.killKills you. Any player -
global.killallplayersDeals lethal damage to every non-NPC player currently connected to the server; reports the number of players killedAdmin
-
global.killallplayersradiusKill all players within the given radius Client -
global.killbeesKills all bee swarmsAdmin
-
global.killplayerDeals 1000 damage to the specified player (by name/SteamID/bot) killing them immediately; useful for testing death logic without console kill commandsAdmin Takes
player name or Steam ID -
global.killplayerinviewKill the player you're looking at Client -
global.languageSets the client display language by locale code (e.g. en, de, fr); forces all UI text to reload using the new localisation strings Client -
global.limitflashingLimits the flashing frequency of music driven lights Client -
global.listidList of banned users, by ID (sourceds compat)Admin
-
global.maxspraysperplayerIf a player sprays more than this, the oldest spray will be destroyed. 0 will disable = 40Admin Whole number Default
40Saved -
global.maxthreadsMaximum number of Unity job system worker threads; controls the background thread pool size for job dispatching = 8Admin Whole number Default
8 -
global.maxthreadsMaximum number of Unity job system worker threads; controls the background thread pool size for job dispatching Client -
global.moderatoridAdds the specified Steam64 ID as a server moderator with optional name and reason; grants admin flag to the player if connectedAdmin Takes
text (default unnamed) · text (default no reason) -
global.muteMutes the specified connected player preventing them from using chat; optionally accepts a mute expiry timestamp for temporary mutesAdmin Takes
player name or Steam ID -
global.mutelistPrint a list of currently muted playersAdmin
-
global.objectsPrints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytesAdmin
-
global.objectsPrints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes Client -
global.overrideoceanenvironmentlerpControls how the ocean environment variables, -1=no override, 0=bottom of the ocean, 1=surface conditions Client -
global.owneridAdds the specified Steam64 ID as a server owner (auth level 2) with optional name and reason; requires the caller to also be auth level 2Admin Takes
text (default unnamed) · text (default no reason) -
global.perfControls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage = 0Admin Whole number Default
0Saved -
global.perfControls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage Client -
global.perf_disable_gc_notifMedia: This can be used to disable the performance text info when GC gets triggered Client -
global.playerlistGet a list of playersAdmin
-
global.playerlistidsGet a list of player's IDsAdmin
-
global.playersPrint out currently connected clients etcAdmin
-
global.print_wallpaper_skinsLists all wallpaper skinsAdmin
-
global.printallscenesinbuildPrints all scenes registered in the build settings with their build index and asset pathAdmin
-
global.printallscenesinbuildPrints all scenes registered in the build settings with their build index and asset path Client -
global.processmidiinputEnables MIDI controller input for in-game instruments; disabling suppresses MIDI events even when a MIDI device is connected Client -
global.queuePrints the current state of server-side stability check and surroundings update queues; reports nothing useful on clientAdmin
-
global.queuePrints the current state of server-side stability check and surroundings update queues; reports nothing useful on client Client -
global.quitQuits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play modeAdmin
-
global.quitQuits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode Client -
global.readcfgLoads and applies the default graphics config, then reads cfg/client.cfg and cfg/keys.cfg to restore previously saved settings and bindings Client -
global.recoverRevives the calling player or a named target from the wounded state, restoring them to standing with a small amount of healthAdmin
-
global.recoverplayerRecovers the specified player from the wounded state, standing them back up at minimum healthAdmin Takes
player name or Steam ID -
global.redownload_signsClears the local cache for all signs within the given radius (default: sign texture request distance) and re-downloads their images from the server Client -
global.removecctvcodeRemoves a cctv code to a Computer Station, look at the station when running the command Client -
global.removemoderatorRemoves moderator status from the specified Steam64 ID; removes admin flag from the player if currently connectedAdmin
-
global.removeownerRemoves owner status from the specified Steam64 ID; removes admin flag from the player if currently connectedAdmin
-
global.removeskipqueueRemoves skip queue permission from a SteamIDAdmin
-
global.reportRuns a server performance diagnostic report covering entity counts, memory usage, and active invokes, outputting results to the server consoleAdmin
-
global.respawnRespawns you when you are dead, without a sleeping bag. Any player -
global.respawn_sleepingbagRespawns you at one of your sleeping bags when you are dead. Takes the bag's network ID, not its name. Any playerTakes
text -
global.respawn_sleepingbag_favouriteMarks 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 playerTakes
whole number (default 0) -
global.respawn_sleepingbag_removeGives up one of your sleeping bags: it leaves your respawn list and stops being yours. Takes the bag's network ID. Any playerTakes
text -
global.restartSchedules a server restart; optionally accepts a countdown in seconds and a broadcast message sent to all players before the restart occursAdmin Takes
whole number (default 300) -
global.richpresenceEnables Steam Rich Presence, which broadcasts the current game activity (server name, player count) to Steam friends Client -
global.saySends a message in chatAdmin Takes
the rest of the line -
global.serverinfoGet a list of information about the serverAdmin
-
global.setinfoStores 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 playerTakes
text · text -
global.setrccodeSets the code for a CCTV camera or any remote controllable with an identifier, look at the object when running the command Client -
global.show_hidden_itemsWhen enabled, hidden/developer-only items are shown in item picker and drop menus in the admin UI; admin-only Client -
global.showbloodEnables blood particle effects and blood splatter visuals when players or entities are damaged; disabling hides gore for accessibility or streaming Client -
global.showbotsinplayerlistInclude bots in the admin UI player list (debugging purpose only) = falseAdmin On / off Default
false -
global.showdeathmarkeroncompassShows a skull icon at the player last death position on the compass bar after they respawn, helping them navigate back to their body Client -
global.showemojierrorsDisplays any emoji rendering errors in the console Client -
global.showitemcountsonpickupShow how many of a given item is in the inventory when picking up a stackable item Client -
global.showitempickupnoticesShows small UI notification banners when the local player picks up items; disabling hides these pickup popup messages Client -
global.signundobufferHow many changes to save for undo/redo purposes Client -
global.skickSilently kicks the specified player without broadcasting to chat; the kick is logged to RCON onlyAdmin Takes
player name or Steam ID · text (default no reason given) -
global.skin_looking<skin>Admin Takes
text · number (default 0) -
global.skin_radiusskin_radius 'skin' 'radius'Admin Takes
text · number (default 0) -
global.skipqueueMoves the specified Steam64 ID to the front of the connection queue so they connect immediately on next joinAdmin
-
global.skipqueueidAdds skip queue permissions to a SteamIDAdmin Takes
text (default unnamed) · text (default no reason) -
global.sleepPuts the calling player into the sleeping state, disconnecting their control and making them a sleeping entity on the serverAdmin
-
global.sleepingusersShow user info for players on server.Admin
-
global.sleepingusersinrangeShow user info for sleeping players on server in range of the player.Admin Takes
number (default 0) -
global.sleeptargetPuts the player that the calling admin is looking at into the sleeping state; useful for testing sleeping player interactionsAdmin
-
global.spectateEnters spectator mode; optionally accepts a player name or Steam ID to spectate that specific player from a third-person cameraAdmin Takes
text -
global.spectatebotsIf true, can spectate bots Client -
global.spectateidEnters spectator mode targeting the entity or player with the given network entity IDAdmin
-
global.spraydurationBase time (in seconds) that sprays last = 10800Admin Decimal number Default
10800Saved -
global.sprayoutofauthmultiplierMultiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f) = 0.5Admin Decimal number Default
0.5Saved -
global.statsPrint out stats of currently connected clientsAdmin Takes
text -
global.statusPrint out currently connected clientsAdmin Takes
text · text -
global.status_clPrints client-side connection status information including connected state, ping, player entity ID, and current map to the client console Client -
global.status_svPrints what the server holds on your player: entity, name, SteamID and every player flag. Any player -
global.steamconnectiontimeoutConnection timeout of the Steam networking layer. It lives in the networking library, not in the game's own code.Admin Whole number
-
global.steamconnectiontimeoutClient -
global.steamnagleflushNagle flush switch of the Steam networking layer. It lives in the networking library, not in the game's own code.Admin On / off
-
global.steamnagleflushClient -
global.steamnagletimeNagle time, in microsecondsAdmin Whole number
-
global.steamnagletimeClient -
global.steamnetdebugTurns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything)Admin Whole number
-
global.steamnetdebugTurns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything) Client -
global.steamnetdebug_ackrttSteam networking debug level for acknowledgements and round-trip times.Admin Whole number
-
global.steamnetdebug_ackrttClient -
global.steamnetdebug_messageSteam networking debug level for messages.Admin Whole number
-
global.steamnetdebug_messageClient -
global.steamnetdebug_p2prendezvousSteam networking debug level for peer-to-peer rendezvous.Admin Whole number
-
global.steamnetdebug_p2prendezvousClient -
global.steamnetdebug_packetdecodeSteam networking debug level for packet decoding.Admin Whole number
-
global.steamnetdebug_packetdecodeClient -
global.steamnetdebug_packetgapsSteam networking debug level for packet gaps.Admin Whole number
-
global.steamnetdebug_packetgapsClient -
global.steamnetdebug_sdrrelaypingsSteam networking debug level for relay pings.Admin Whole number
-
global.steamnetdebug_sdrrelaypingsClient -
global.steamrelayinitStarts access to Steam's relay network.Admin
-
global.steamrelayinitClient -
global.steamsendbufferUpper limit of buffered pending bytes to be sentAdmin Whole number
-
global.steamsendbufferClient -
global.steamsendratemaxMaxminum send rate clamp, 0 is no limitAdmin Whole number
-
global.steamsendratemaxClient -
global.steamsendrateminMinimum send rate clamp, 0 is no limitAdmin Whole number
-
global.steamsendrateminClient -
global.steamstatusPrints the status of the server's Steam networking.Admin
-
global.steamstatusClient -
global.streamermodeEnables streamer mode, which hides sensitive player information such as Steam names and coordinates from on-screen elements to protect privacy Client -
global.subscriptionsPrints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flagAdmin
-
global.subscriptionsPrints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag Client -
global.sysinfoPrints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platformAdmin
-
global.sysinfoPrints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform Client -
global.sysuidPrints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifierAdmin
-
global.sysuidPrints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier Client -
global.teaminfoPrints 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 --jsonAdmin Takes
player name or Steam ID -
global.teleportTeleports the calling admin to a player by name or partial name match; if two arguments are given, moves the first-named player to the secondAdmin Takes
player name or Steam ID · player name or Steam ID -
global.teleport2autheditem<steamID/name> <optional: filter> - Teleport to a random entity the player is authed onAdmin Takes
player name or Steam ID · text -
global.teleport2deathTeleports the calling admin to their own most recent death locationAdmin
-
global.teleport2entityidTeleport to the entity with the specified network IDAdmin
-
global.teleport2gridTeleports the calling admin to the centre of the named map grid square (e.g. A1, B3)Admin Takes
text -
global.teleport2markerTeleports the calling admin to the map marker they have placed on their in-game mapAdmin Takes
text -
global.teleport2meTeleports the named player to the calling admin current positionAdmin Takes
player name or Steam ID -
global.teleport2missionTeleports the calling admin to the target location of their currently active mission objectiveAdmin
-
global.teleport2nearestTeleports you to the nearest entity matching a name. Takes the name.Admin Takes
text · whole number (default 0) -
global.teleport2owneditemTeleports the calling admin to an entity owned by a specified player, identified by Steam ID or nameAdmin Takes
player name or Steam ID · text -
global.teleport2satellitecrashsiteTeleports the calling admin to the currently locked-in satellite crash site. Does nothing if no satellite is descending.Admin
-
global.teleportanyTeleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filterAdmin Takes
text -
global.teleportboat2gridTeleports the calling admin and their player boat to the centre of the named map grid square (e.g. A1, B3)Admin Takes
text -
global.teleportboat2markerTeleports the calling admin and their player boat to the map marker they have placed on their in-game mapAdmin Takes
text -
global.teleportboatposTeleports the calling admin and their player boat to exact world coordinates specified as X Y Z argumentsAdmin Takes
the rest of the line -
global.teleporteveryone2meTeleports all connected players to the calling admin current positionAdmin
-
global.teleportlosTeleports the calling admin to the point in the world that their line of sight is currently hittingAdmin Takes
whole number (default 1000) -
global.teleportnonsleepers2meTeleports all connected active (non-sleeping) players to the calling admin current positionAdmin
-
global.teleportposTeleports the calling admin or a named player to exact world coordinates specified as X Y Z argumentsAdmin Takes
the rest of the line -
global.teleportsleepers2meTeleports all sleeping player entities to the calling admin current positionAdmin
-
global.teleporttargetteam2meTeleports all members of the named player team to the calling admin current positionAdmin
-
global.teleportteam2meTeleports all members of the calling player team to the calling admin current positionAdmin
-
global.texturesPrints a list of all live Texture objects with their name and estimated runtime memory sizeAdmin
-
global.texturesPrints a list of all live Texture objects with their name and estimated runtime memory size Client -
global.togglespectateteaminfoToggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator modeAdmin Takes
true or false (default false) -
global.unbanRemoves the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnectAdmin
-
global.underwater_cinematicWhen enabled, enables additional cinematic underwater visual effects for cinematography use; admin-only Client -
global.underwater_effectWhen enabled, applies the underwater post-processing effect (distortion, colour grade) when the camera is submerged; admin-only client setting Client -
global.underwater_scatterMultiplier for underwater light scatter intensity; 1.0 = default, 0 = no scatter; admin-only cinematic control Client -
global.unlockradiusClears 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 metresAdmin Takes
number (default 20) -
global.unmuteRemoves the chat mute from the specified connected player, allowing them to send messages againAdmin Takes
player name or Steam ID -
global.updatemanifestImmediately update the manifestAdmin
-
global.updatenetworkpositionwithdebugcamerawhilespectatingWhen 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 = falseAdmin On / off Default
false -
global.upgrade_looking<grade>Admin Takes
text · number (default 0) -
global.upgrade_radiusupgrade_radius 'grade' 'radius'Admin Takes
text · number (default 0) -
global.usersShow user info for players on server.Admin
-
global.usersinrangeShow user info for players on server in range of the player.Admin Takes
number (default 0) -
global.usersinrangeofplayerShow 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) -
global.usesingleitempickupnoticeuse a single item pickup notice instead of spawning multiple for each resource picked up Client -
global.versionPrints the current game version string to the console, including build number and branch Any player -
global.versionPrints the current game version string to the console, including build number and branch Client -
global.woundedfreecamIf true, can use F3 camera changes while in wounded state Client -
global.writecfgSaves all current client console variable values to cfg/client.cfg and all key bindings to cfg/keys.cfg for persistence across game restarts Client -
graphics.afAnisotropic filtering level 1-16; higher values improve texture sharpness at oblique angles at a minor GPU cost; 1 = disabled Client -
graphics.aggressiveshadowlodWhen enabled, shadow LOD switching is more aggressive, reducing shadow detail at shorter distances to improve GPU shadow rendering performance Client -
graphics.aggressiveshadowlodwearableWhen enabled, wearable item renderers use the aggressive shadow LOD mode, disabling their shadow casting at shorter distances than normal Client -
graphics.allowthreadedtexturecreationWhen enabled, textures can be created on background threads; disable to force all texture creation to the main thread for debugging Client -
graphics.biomefogdensityscaleAdmin-only: global density multiplier for biome-specific ground fog; 1.0 = default, 0 = no fog Client -
graphics.biomefogterrainmapcacheWhen enabled, the biome fog terrain map is cached between frames; disable to force a fresh terrain map read every frame for debugging Client -
graphics.brandingWhen enabled, shows the Facepunch/Rust branding watermark on screen Client -
graphics.chatWhen enabled, the chat window is displayed; also gated by global.canChat Client -
graphics.collapserenderersCollapse objects on renderer LODs for memory savings. Game needs to be restarted after changing. Client -
graphics.compassCompass display mode: 0 = hidden, 1 = always visible, 2 = visible whilst Compass keybind is held, 3 = visible when Compass keybind is toggled Client -
graphics.contactshadowsWhen enabled, renders screen-space contact shadows to add fine-detail shadows at object contact points not covered by shadow maps Client -
graphics.detailed_postprocessing_profilingWhen enabled, outputs detailed per-pass profiling data for the post-processing stack to the profiler; useful for identifying expensive post-processing passes Client -
graphics.disableanimatorlodDisable all animator LODs. This will seriously degrade performance! Client -
graphics.disablelightlodDisable all light LODs. This will seriously degrade performance! Client -
graphics.disableparticlelodDisable all particle LODs. This will seriously degrade performance! Client -
graphics.dlaaWhen enabled, activates NVIDIA DLAA (Deep Learning Anti-Aliasing) instead of DLSS upscaling; requires a DLSS-capable GPU Client -
graphics.dlssNVIDIA DLSS upscaling quality preset: -1 = off, 0 = ultra performance, 1 = performance, 2 = balanced, 3 = quality, 4 = ultra quality Client -
graphics.dofWhen enabled, activates the depth-of-field post-processing effect, blurring objects outside the focal distance Client -
graphics.dof_aperDepth-of-field aperture (f-stop); lower values produce a shallower depth of field with more background blur Client -
graphics.dof_barrelAdmin/cinematic: barrel distortion amount applied to the depth-of-field effect Client -
graphics.dof_blurDepth-of-field blur intensity multiplier; higher values produce a stronger blur on out-of-focus areas Client -
graphics.dof_debugAdmin/cinematic: when enabled, draws a debug overlay showing the depth buffer and circle of confusion for DoF tuning Client -
graphics.dof_focus_distdistance from camera to focus on Client -
graphics.dof_focus_lookingatAdmin cinematic: sets the depth-of-field focus to the point the CameraMan is currently looking at; only works when CameraMan is active Client -
graphics.dof_focus_targetSets 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 -
graphics.dof_focus_timeTime in seconds for the depth-of-field focus distance to lerp to a new target when auto or dynamic mode is active Client -
graphics.dof_kernel_countGoes from 0 - 3, higher = more dof samples but slower perf Client -
graphics.dof_mode0 = auto 1 = manual 2 = dynamic based on target Client -
graphics.dof_nudgeAdjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer Client -
graphics.dof_squeezeAdmin/cinematic: anamorphic squeeze factor applied to DoF bokeh shapes; 0 = circular, positive values = oval/anamorphic Client -
graphics.drawdistanceMaximum camera draw distance in metres; objects beyond this distance are culled; lower values improve GPU performance at the cost of view distance Client -
graphics.fogdensityscaleDensity multiplier for atmosphere fog Client -
graphics.fovCamera field of view in degrees, clamped between 70 and 90; higher values provide a wider view but can cause edge distortion Client -
graphics.global_mip_bias_offsetManual offset (-2..+2) added to the automatic global mip bias. Should only be set when debugging visual issues. Client -
graphics.graphics_jobs_sync_point0 = EndOfFrame, 1 = AfterScriptUpdate (default), 2 = AfterScriptLateUpdate, 3 = WaitForPresent Client -
graphics.grassshadowsenabledDeveloper-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering Client -
graphics.hlodWhen enabled, hierarchical LOD (HLOD) meshes are used for distant geometry; automatically disabled when indirect instancing is active; toggling triggers a full LOD refresh Client -
graphics.hudWhen enabled, the in-game HUD is visible; disable to hide all HUD elements (health bar, hotbar, etc.) for screenshots Client -
graphics.impostorshadowsWhen enabled, imposter (distant LOD billboard) objects cast shadows; improves visual quality of distant tree and building shadows at GPU cost Client -
graphics.itemskinsWhen enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance Client -
graphics.itemskintimeoutTimeout in seconds before a workshop skin download is considered failed and abandoned Client -
graphics.itemskinunloadWhen enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses Client -
graphics.itemskinunloaddelayThe time in seconds before a unreferenced skin is unloaded. Client -
graphics.lodbiasGlobal multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked. Client -
graphics.maxqueuedframesMaximum number of frames queued up by graphics driver. Client -
graphics.parallaxTerrain parallax mapping mode: 0 = off, 1 = parallax offset, 2 = parallax occlusion; higher modes improve terrain depth at GPU cost Client -
graphics.printlodqueuesPrints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs Client -
graphics.reflexintervalusMinimum interval in microseconds for frame synchronization. 0 = no frame rate limit Client -
graphics.reflexlatencymarkerWhen enabled, inserts Reflex latency markers into the render pipeline for accurate latency measurement in FrameView/FCAT Client -
graphics.reflexmodeNVIDIA Reflex low-latency mode: 0 = off, 1 = on, 2 = on + boost; reduces render latency on supported GPUs Client -
graphics.renderscaleInternal 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 -
graphics.reportparticlesystemsPrints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects Client -
graphics.reportshadowcastersPrints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls Client -
graphics.resolutionThe current screen resolution index. Client -
graphics.resolutionsDisplay a list of available resolutions. Client -
graphics.runallshadowpresetsperformancetestsDeveloper-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results Client -
graphics.runshadowpresetperformancetestDeveloper-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results Client -
graphics.screenmodeThe current screen mode. Client -
graphics.shadowfilterqualityDeveloper-only: shadow PCF filtering quality 0-3; higher values use more shadow map samples for softer edges; also updates shadowmode and shader keywords Client -
graphics.shadowlightsMaximum 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 -
graphics.shadowmodeShadow quality mode: 1 = hard, 2 = soft (PCF), 3 = high quality (PCSS), 4 = very high quality; higher modes are more expensive Client -
graphics.showtexeldensityTexture density visualization tool: 0=disabled, 1=256, 2=512, 3=1024 texel/meter Client -
graphics.spatiallyawareenvironmentvolumesEnables spatially aware environment volumes. Client -
graphics.uiscaleUI scale multiplier clamped between 0.5 and 1.0; lower values shrink all UI elements to fit more on screen Client -
graphics.upscalemodeSet Upscaling Mode (0: Nearest, 1: Bilinear, 2: Bicubic, 3: Biquadratic, 4: Catmull-Rom) Client -
graphics.usemarkerstooptimizeWhen enabled, uses Reflex pipeline stage markers to drive CPU/GPU synchronisation optimisations Client -
graphics.vclouds_reprojectAdmin-only: when enabled, volumetric clouds use temporal reprojection to amortise the rendering cost across multiple frames Client -
graphics.viewmodeldepthWhen enabled, the view model (held weapon/item) uses a separate depth buffer pass to prevent clipping into geometry Client -
graphics.vm_fov_scaleWhether to scale vm models with fov Client -
graphics.vm_horizontal_flipFLips viewmodels horizontally (for left handed players) Client -
graphics.volumetric_cloudsVolumetric cloud quality level mapped to VolumeClouds.Quality enum: 0 = off, 1 = low, 2 = medium, 3 = high Client -
graphics.vram_reportReturns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory Client -
graphics.vsyncRepresents the number of vertical syncs that should pass between each frame. An integer in the range of 0-4. Client -
graphics.wait_for_present_sync_point0 = BeginFrame (default), 1 = EndFrame Client -
graphics.wavesDisable larger ocean waves to test performance. Client/Rendering-side only. Client -
graphicssettings.anisotropicfilteringGlobal anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures. Client -
graphicssettings.billboardsfacecamerapositionIf enabled, billboards will face towards camera position rather than camera orientation. Client -
graphicssettings.enablelodcrossfadeEnables or disables LOD Cross Fade. Client -
graphicssettings.globaltexturemipmaplimitIndicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. Client -
graphicssettings.numshadowcascadesNumber of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four Client -
graphicssettings.particleraycastbudgetBudget for how many ray casts can be performed per frame for approximate collision testing. Client -
graphicssettings.pixellightcountThe maximum number of pixel lights that should affect any object. Client -
graphicssettings.shadowdistanceShadow drawing distance Client -
graphicssettings.shadowmapresolutionThe default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High Client -
graphicssettings.shadowqualitypresetThe preset that determines all shadow settings. Low for performance, Max for the best visuals. Client -
graphicssettings.softparticlesShould soft blending be used for particles? Client -
grass.displacementEnables GPU-driven grass displacement, which pushes grass aside when players and vehicles move through it Client -
grass.distanceMaximum draw distance in metres for grass instances; lower values cull grass sooner, reducing GPU vertex cost in open areas Client -
grass.maxthreadsMaximum number of CPU threads used for grass placement calculations; higher values speed up grass refresh at the cost of thread contention Client -
grass.print_foliagePrints statistics about the current foliage system state, including active grass instance counts and memory usage Client -
grass.qualityControls overall grass rendering quality (0-100); lower values reduce grass density and draw distance for significant GPU performance gains Client -
grass.refresh_budgetMaximum milliseconds per frame allocated to refreshing grass placement data; lower values spread refresh cost over more frames to avoid hitches Client -
grass.refresh_foliageForces an immediate refresh of all foliage and grass placement, reprocessing the entire visible grass field Client -
growableentity.framebudgetmsMilliseconds per frame the server may spend on growing plants. = 0.25Admin Decimal number Default
0.25 -
growableentity.growallServer admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantlyAdmin
-
growableentity.killallServer admin: kills all growable entities within 6m of the calling player, removing them from the planterAdmin
-
guntrap.gun_trap_budget_msHow many milliseconds to spend on target scanning per frame = 0.5Admin Decimal number Default
0.5 -
hackablelockedcrate.decaysecondsHow many seconds until the crate is destroyed without any hack attempts = 7200Admin Decimal number Default
7200 -
hackablelockedcrate.requiredhacksecondsHow many seconds for the crate to unlock = 900Admin Decimal number Default
900 -
halloween.enabledEnables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics = trueAdmin On / off Default
true -
halloween.murdererpopulationPopulation active on the server, per square km = 0Admin Decimal number Default
0 -
halloween.scarecrow_beancan_vs_player_dmg_modifierModified damage from beancan explosion vs players (Default: 0.1). = 0.1Admin Decimal number Default
0.1 -
halloween.scarecrow_body_dmg_modifierModifier to how much damage scarecrows take to the body. (Default: 0.25) = 0.25Admin Decimal number Default
0.25 -
halloween.scarecrow_chase_stopping_distanceStopping distance for destinations set while chasing a target (Default: 0.5) = 0.5Admin Decimal number Default
0.5 -
halloween.scarecrow_throw_beancan_global_delayThe delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds). = 8Admin Decimal number Default
8 -
halloween.scarecrowpopulationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
halloween.scarecrows_throw_beancansScarecrows can throw beancans (Default: true). = trueAdmin On / off Default
true -
halloweendungeon.lifetimeHow long each active dungeon should last before dying = 600Admin Decimal number Default
600 -
halloweendungeon.populationPopulation active on the server = 1Admin Decimal number Default
1 -
handcuffs.maxconditionrepairlossonpushMaximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push = 0.4Admin Decimal number Default
0.4 -
handcuffs.restrainedpushdamageDamage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5 = 5Admin Decimal number Default
5 -
handcuffs.togglecuffslockedToggles the locked state of the handcuffs held by the calling admin player, switching between locked and unlockedAdmin
-
harmony.loadLoads and applies a Harmony patch assembly by file name, enabling server-side code patching without restartingAdmin Takes
text -
harmony.unloadUnloads a previously loaded Harmony patch assembly by file name, reverting any code modifications it appliedAdmin Takes
text -
hbhfsensor.debugdrawWhen enabled, broadcasts debug drawing for HBHFSensor visibility checks (eye position, forward, range, per-player LOS rays). = falseAdmin On / off Default
false -
heli.bulletaccuracyCone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate = 2Admin Decimal number Default
2 -
heli.bulletdamagescaleMultiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage = 1Admin Decimal number Default
1 -
heli.callSpawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another playerAdmin
-
heli.calltomeOrders the active patrol helicopter to fly to the calling admin position and attack thereAdmin
-
heli.deathForces the active patrol helicopter to die immediately, triggering its death explosion and crash sequenceAdmin
-
heli.dropSpawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testingAdmin
-
heli.fleeOrders the active patrol helicopter to immediately flee to a random distant location and disengageAdmin
-
heli.gunsNumber of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it = 1Admin Whole number Default
1 -
heli.lifetimeminutesHow many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes = 30Admin Decimal number Default
30 -
heli.moveMoves the active patrol helicopter to the calling admin current position without entering combat modeAdmin
-
heli.orbitOrders the active patrol helicopter to orbit around the calling admin current positionAdmin
-
heli.orbitstrafeOrders the active patrol helicopter to orbit and strafe the calling admin position simultaneouslyAdmin
-
heli.patrolOrders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the mapAdmin
-
heli.strafeOrders the active patrol helicopter to perform a strafing run on the calling admin current positionAdmin
-
heli.testpuzzleTriggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzleAdmin
-
hero.actionCall-to-action button label shown on the hero DLC promotional banner (e.g. Out Now, Coming Soon) Client -
hero.identIdentifier string for the currently active hero/DLC promotional banner; determines which promotional banner set is displayed in the main menu Client -
hero.showTriggers the hero DLC promotional banner to display in the main menu UI Client -
hero.titleTitle text displayed on the hero DLC promotional banner in the main menu Client -
hero.urlURL or Steam appid link opened when the player clicks the hero DLC banner call-to-action button Client -
hero.videoURL of the promotional video shown in the hero DLC banner in the main menu Client -
hexagongridgenerator.generategrid<gridSize> 5 <tileSpacing> 1.35Admin Takes
whole number (default 5) · number (default 1.350000023841858) -
hierarchy.cdChanges the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objectsAdmin Takes
the rest of the line -
hierarchy.delDeletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the objectAdmin Takes
the rest of the line -
hierarchy.lsLists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the consoleAdmin Takes
text -
hitnotify.headshotClient -
hitnotify.notification_levelClient -
hotairballoon.minimumaltitudeterrainLowest ground height, in meters, the flight ceiling is measured from. Shared by hot air balloons, drones and helicopters. = 25Admin Decimal number Default
25 -
hotairballoon.outsidedecayminutesHow long before a HAB loses all its health while outside = 180Admin Decimal number Default
180 -
hotairballoon.populationPopulation active on the server = 1Admin Decimal number Default
1 -
hotairballoon.serviceceilingHow high above the ground, in meters, hot air balloons, drones and helicopters can climb. = 175Admin Decimal number Default
175 -
indirect_instancing.batches_per_workerHow many batches each worker should process. This just controls how chunked the jobs are and how often the scheduler can intervene Client -
indirect_instancing.buffer_upload_modeHow graphics data buffers should be uploaded to the GPU: 0 = direct to render thread, 1 = indirect via graphics worker Client -
indirect_instancing.cull_frustumDisable to skip frustum culling Client -
indirect_instancing.cull_lodDisable to skip distance/LOD culling. This may cause all instances to be culled Client -
indirect_instancing.cull_terrainDisable to skip terrain culling. (Currently disabled by default due to accuracy issues) Client -
indirect_instancing.damage_bitscan_jobDisable to perform scanning the damage bitmap synchronously on the main thread Client -
indirect_instancing.debugShow on-screen debug info about the indirect instancing system Client -
indirect_instancing.debug_motionMake the debug overlay highlight all moving instances with a yellow ball Client -
indirect_instancing.debug_raycastMake the debug overlay include information about the object directly in front Client -
indirect_instancing.enabledEnable/disable the indirect instancing system Client -
indirect_instancing.fallbackDisable to forcefully stop the fallback renderer from updating and submitting graphics commands Client -
indirect_instancing.motion_listDisable to skip updating the motion list Client -
indirect_instancing.multi_drawDisable to never use multi-draw and never update monster meshes Client -
indirect_instancing.remove_null_transformsEnable to run an additional pass to remove null entries from the transform memory. Client -
indirect_instancing.remove_queueDisable to skip processing the remove queue Client -
indirect_instancing.renderDisable to forcefully prevent the instancing system from submitting any graphics commands Client -
indirect_instancing.reorder_commandsDisable to prevent reordering the contents of the command args buffer Client -
indirect_instancing.reorder_instances_jobDisable to prevent reordering the contents of the instance data buffer Client -
indirect_instancing.schedule_jobsDisable to forcefully prevent the instancing system from scheduling any jobs Client -
indirect_instancing.schedule_mode_aggregationHow to schedule culling result aggregation jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client -
indirect_instancing.schedule_mode_allSet scheduling behavior for all jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client -
indirect_instancing.schedule_mode_frustumHow to schedule frustum culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client -
indirect_instancing.schedule_mode_lodHow to schedule distance/LOD culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client -
indirect_instancing.schedule_mode_reorderingHow to schedule reordering jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated Client -
indirect_instancing.schedule_mode_streamingHow to schedule texture streaming jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client -
indirect_instancing.schedule_mode_terrainHow to schedule terrain culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid Client -
indirect_instancing.schedule_mode_transformsHow to schedule transform jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated Client -
indirect_instancing.shadowsDisable before joining a server to force all instanced objects to not have shadows Client -
indirect_instancing.single_drawDisable to forcefully prevent per-mesh draw calls from being submitted Client -
indirect_instancing.streamingDisable to completely skip calculating and applying streaming texture mip levels Client -
indirect_instancing.streaming_fallback_fixed_distanceIf non-zero, this will enforce a fixed distance for all mip level calculations in the fallback renderer. Client -
indirect_instancing.streaming_force_mip_levelIf != -1, this will force a fixed mip level as a result of all mip level calculations. It skips the actual calculation. Client -
indirect_instancing.streaming_instancing_fixed_distanceIf non-zero, this will enforce a fixed distance for all mip level calculations in the instancing renderer. Client -
indirect_instancing.streaming_use_all_instancesDisable to only consider culling survivors for mip level calculations Client -
indirect_instancing.streaming_use_mesh_uv_distribution_metricsDisable to force all mesh UV distributions metrics to be 1 Client -
indirect_instancing.streaming_use_min_mip_levelDisable to set mip levels as requested mip levels, potentially overwriting results of Unity's streaming system. Client -
indirect_instancing.streaming_use_unity_hardcoded_camera_paramsEnable to use hardcoded 60° FOV camera parameters that normally only get used when there are no cameras. Client -
indirect_instancing.streaming_use_vertex_area_scalesDisable to force all vertex area scales to be 1 Client -
indirect_instancing.tc_max_iterationsSet max iterations for terrain culling. Controls how far the raycasts will walk across the terrain height map Client -
indirect_instancing.transform_apply_jobDisable to apply transforms of moving instances synchronously on the main thread Client -
indirect_instancing.update_buffersDisable to forcefully prevent the instancing system from updating any GPU buffers Client -
indirect_instancing.use_min_mip_levelWhen enabled, applies a minimum mip level floor to instanced renderer texture streaming calculations; prevents over-sharpening of instance textures at close range Client -
indirect_instancing.use_pre_culled_maskDisable to ignore pre-culling of underground objects or culling volumes. Client -
input.ads_sensitivityMouse sensitivity multiplier applied when aiming down sights (ADS); typically set lower than base sensitivity for precise aiming Client -
input.alwayssprintWhen enabled, the player always moves at sprint speed without needing to hold the sprint key Client -
input.autocrouchWhen enabled, the player automatically crouches when moving under low ceilings or through tight spaces Client -
input.bindbind <key> <commands> - runs commands whenever the given key (or key combo) is pressed, prefix command lists with ~ to cycle instead Client -
input.bind_defaultbind_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 -
input.clearbindsResets all key bindings to their defaults, removing any custom bind configurations Client -
input.flipyWhen enabled, inverts the vertical mouse axis so moving the mouse forward looks down and pulling back looks up Client -
input.holdtimeSeconds 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 -
input.map_modeControls how the in-game map is opened; 0 = hold to view, 1 = toggle open/close Client -
input.printbindsPrints all current key bindings to the console, listing each action and the key or button assigned to it Client -
input.radial_menu_modeControls how the radial action menu is opened; 0 = hold, 1 = toggle; affects crafting and interaction quick menus Client -
input.sensitivityGlobal mouse sensitivity multiplier applied to all look input; higher values make the camera rotate faster Client -
input.toggleadsWhen enabled, pressing the aim button toggles ADS on/off rather than requiring the button to be held Client -
input.toggleduckWhen enabled, pressing crouch once toggles crouching on/off rather than requiring the key to be held down Client -
input.vehicle_flipyWhen enabled, inverts the vertical control axis for vehicles; moving the mouse forward pitches the vehicle nose down Client -
input.vehicle_sensitivityMouse sensitivity multiplier applied when operating vehicles such as helicopters and boats Client -
instruments.clearautoplayoverrideClears the overriden autoplay recording of the current instrument Client -
instruments.clearmidibindsClears any binds for the current instrument Client -
instruments.debugmidiPrints incoming midi notes to the console while using an instrument Client -
instruments.debugnotesPrints notes being played Client -
instruments.midiinfoPrints out all the notes that can accept midi inputs on the current instrument Client -
instruments.overrideautoplayOverride the autoplay recording of the current instrument Client -
instruments.playnotePlays a note on the current instrument. Eg. playnote c#7, playnote d, playnote f# Client -
instruments.playrecordingPlays a saved Instrument recording. Arg0 is filename (no extension) Client -
instruments.printmidibindsPrints all current rebinds for the current instrument Client -
instruments.printrecordingPrints a debug readout of a recording Client -
instruments.printrecordingpathPrints the path of the autoplay recording for this instrument Client -
instruments.processsustainpedalEnables support for sustain pedals Client -
instruments.rebindmidiRebinds signal A into signal B. eg. rebindMidi 67 48 Client -
instruments.startrecordingStarts an instrument recording. Must supply a filename (no extension) Client -
instruments.stoprecordingStops the current instrument recording Client -
inventory.addownershipAdd ownership to itemAdmin Takes
text · text · whole number (default 1) -
inventory.clearinventoryClears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: --belt --wear --backpackAdmin Takes
player name or Steam ID -
inventory.convertownershipReduce ownership to item to allow new ownership to be addedAdmin Takes
text · text · whole number (default 1) -
inventory.copytoCopies the players inventory to the player in front of themAdmin Takes
text -
inventory.defsPrints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition stateAdmin
-
inventory.defsPrints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state Client -
inventory.deleteloadoutDeletes a named admin loadout file from the server; requires admin or developer permissions; loadout name is passed as the first argumentAdmin Takes
text -
inventory.deployloadoutDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jimAdmin Takes
text · text -
inventory.deployloadoutinrangeDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30Admin Takes
text · number (default 0) -
inventory.disableattirelimitationsDisables all attire limitations, so NPC clothing and invalid overlaps can be equipped = falseAdmin On / off Default
falseSaved -
inventory.disablewearablereplaceoverlayDisables the red overlay shown on the client when equipping a wearable that replaces another. Client -
inventory.drawsecondhotbarDraws a second hotbar above the main one, previewing the last row of the main inventory; only takes effect for admins (see inventory.swaphotbar) Client -
inventory.endlootCloses whatever box or body you have open. Any player -
inventory.equipslotEquips the belt/hotbar item at the given slot index for the calling admin or a named target player; requires admin or developer permissionsAdmin Takes
whole number (default 0) · player name or Steam ID -
inventory.equipslottargetEquips the belt/hotbar slot at the given index for the player the admin is currently looking at; requires admin or developer permissionsAdmin Takes
whole number (default 0) -
inventory.examineheldTriggers 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 -
inventory.give{item} {amount} {condition} {skin} {container} {slot}Admin Takes
text · whole number (default 1) · number (default 1) · text · whole number (default -1) -
inventory.giveallGives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chatAdmin Takes
text · whole number (default 1) -
inventory.givearm{itemid} {amount}Admin Takes
whole number (default 0) · whole number (default 1) -
inventory.givebpGives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developerAdmin Takes
text -
inventory.giveequip{item}Admin Takes
text · whole number (default 1) · number (default 1) -
inventory.giveid{itemid} {amount}Admin Takes
whole number (default 0) · whole number (default 1) -
inventory.giveto{item} {player} {amount} {skin}Admin Takes
text · text · whole number (default 1) -
inventory.lighttoggleToggles your lights on and off. Any player -
inventory.listcraftcountsPrints 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 -
inventory.listloadoutsPrints all saved inventory loadoutsAdmin
-
inventory.loadoutui_markdirtyClient -
inventory.loadoutui_receiveloadoutlistReceives 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 -
inventory.loadoutui_requestloadoutlistReads 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 UIAdmin
-
inventory.pipetteSelects the item you're looking at, gives it to you if you don't have it in your inventory Client -
inventory.pipetteidChecks whether the calling player has the specified item ID with the given skin ID in their inventory; used to validate pipette/skin matching server-sideAdmin Takes
whole number (default 0) -
inventory.quickcraft_button_delayHow 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 -
inventory.quickcraft_rebuild_delayHow 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 -
inventory.reduceownershipReduce ownership to item to allow new ownership to be addedAdmin Takes
whole number (default 1) -
inventory.reloaddefsForces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store updateAdmin
-
inventory.reloaddefsForces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update Client -
inventory.resetbpResets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipesAdmin Takes
player name or Steam ID -
inventory.resetcraftcountsResets the per-item craft counters on the local player back to zero; admin-only; useful for resetting craft tracking during testing Client -
inventory.saveloadoutSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutnameAdmin Takes
text -
inventory.selectitemSelects the item you're looking at, if in your inventory Client -
inventory.set_item_imageSets 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 iconsAdmin Takes
whole number (default 0) -
inventory.setwornarmorslotsSet worn items to have maximum armor slots supportedAdmin Takes
whole number (default 4) -
inventory.show_item_ownershipWhen enabled, shows which player owns each item in container UIs; disable to hide ownership information from the local client's view Client -
inventory.stackable_item_ownershipWhen enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing = falseAdmin On / off Default
false -
inventory.swaphotbarActs as a second hotbar by swapping the last row of your main inventory with your belt; requires inventory.drawsecondhotbar and admin Client -
inventory.toggleToggles the player inventory screen open or closed; blocked if any keyboard-consuming UI (e.g. text input) is currently active Client -
inventory.togglecraftingToggles the crafting panel open or closed; blocked if any keyboard-consuming UI is active Client -
inventory.unlockallUnlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediatelyAdmin Takes
player name or Steam ID -
ioentity.allow_on_boatsAllows the deployment and usage of IO entities on player boats and tugboats. = trueAdmin On / off Default
trueSaved -
ioentity.backtrackingNumber of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed = 8Admin Whole number Default
8 -
ioentity.debugbudgetPrint out what is taking so long in the IO frame budget = falseAdmin On / off Default
false -
ioentity.debugbudgetthresholdIgnore frames with a lower ms than this while debugBudget is active = 2Admin Decimal number Default
2 -
ioentity.debugqueuePrints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-onlyAdmin
-
ioentity.framebudgetelectrichighprioritymsMilliseconds per frame the server may spend on high-priority electrical updates. = 1Admin Decimal number Default
1 -
ioentity.framebudgetelectriclowprioritymsMilliseconds per frame the server may spend on low-priority electrical updates. = 0.5Admin Decimal number Default
0.5 -
ioentity.framebudgetfluidmsMilliseconds per frame the server may spend on fluid updates. = 0.25Admin Decimal number Default
0.25 -
ioentity.framebudgetgenericmsMilliseconds per frame the server may spend on generic IO updates. = 1Admin Decimal number Default
1 -
ioentity.framebudgetindustrialmsMilliseconds per frame the server may spend on industrial updates. = 0.25Admin Decimal number Default
0.25 -
ioentity.framebudgetkineticmsMilliseconds per frame the server may spend on kinetic updates. = 1Admin Decimal number Default
1 -
ioentity.infiniteiopowerAll player placed electrical entities will receive full power without needing to be plugged into anything = falseAdmin On / off Default
falseSaved -
ioentity.responsetimeMinimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network = 0.1Admin Decimal number Default
0.1 -
itemmanager.enablepoolingWhen enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction = trueAdmin On / off Default
true -
jellyfish.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
jellyfishswarm.framebudgetmsHow many milliseconds to budget for simulating jellyfish swarms per frame. Swarms that miss out still draw, they just catch up next time. Client -
junkpile.destroyifspawnonsleepingbagRemoves a junk pile that spawns on top of a sleeping bag. = trueAdmin On / off Default
true -
junkpile.destroyifspawnonsleepingbagdistanceRadius, in meters, searched for sleeping bags around a new junk pile. = 3Admin Decimal number Default
3 -
junkpile.destroyifspawnonsleepingbagtimeSeconds after a junk pile spawns before that sleeping bag check runs. = 4Admin Decimal number Default
4 -
junkpilewater.destroyablebyplayerboatsLets player-built boats smash floating junk piles. = trueAdmin On / off Default
true -
junkpilewater.framebudgetmsMilliseconds per frame the server may spend checking for players near floating junk piles. = 0.05Admin Decimal number Default
0.05 -
junkpilewater.minimumplayerboatmasstobedestroyedLightest a player boat can be and still smash a floating junk pile. = 2000Admin Decimal number Default
2000 -
junkpilewater.minimumplayerboatvelocitytobedestroyedSlowest a player boat can go and still smash a floating junk pile. = 5Admin Decimal number Default
5 -
keyboardmidi.midikeymapThe map file to use to convert keyboard keys to midi notes (located in StreamingAssets/keymidi) Client -
keyboardmidi.reloadreload the mappings, useful when editing in the background Client -
laserbeam.debugcollisionsClient -
laserbeam.framebudgetmsClient -
laserbeam.laserculldistanceClient -
laserbeam.printqueueClient -
laserbeam.usejobsClient -
layer.cullingPrints the current camera culling mask as a list of all visible and hidden Unity layers Client -
layer.hideHides the specified Unity layer from the camera by removing it from the culling mask; accepts a layer name or index Client -
layer.showMakes the specified Unity layer visible by restoring it to the camera culling mask; accepts a layer name or index Client -
layer.toggleToggles visibility of the specified Unity layer in the camera culling mask; accepts a layer name or index Client -
legacyshelter.max_sheltersHow many legacy shelters one player can have. = 1Admin Whole number Default
1Saved -
legs.enablelegsIf true we'll draw the player's body in first person Client -
lerp.debugEnables verbose debug logging for the position lerp smoothing system, printing interpolation and extrapolation state each tick Client -
lerp.enabledEnables interpolation and extrapolation of network positions Client -
lerp.extrapolationHow many seconds ahead to lerp Client -
lerp.inertiaHow many seconds after starting to move the interpolation delay reaches it max Client -
lerp.interpolationHow many seconds behind to lerp Client -
lerp.smoothingHow many seconds to smoothen velocity Client -
lerp.timeoffsetintervalHow many ticks to calculate the client / server time offset over Client -
livestock.agescaleMultiplier applied to livestock grow and old-age times; 0.5 = grow up twice as fast, 0 = disable aging entirely = 1Admin Decimal number Default
1 -
livestock.ageupImmediately 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) -
livestock.allowmountingWhether livestock can be mounted into vehicle flatbeds = trueAdmin On / off Default
trueSaved -
livestock.baselinenameweightHow 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 = 5Admin Whole number Default
5 -
livestock.breedcooldownHow 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 = 600Admin Decimal number Default
600 -
livestock.breedingenabledWhether livestock look for a mate on their own; disabling it leaves livestock.makepregnant working = trueAdmin On / off Default
true -
livestock.breedonlyathomeWhether livestock breed only while a cupboard is their home = falseAdmin On / off Default
false -
livestock.breedpauseconditionCondition at or below which a livestock animal stops being willing to breed = 0.6Admin Decimal number Default
0.6Saved -
livestock.breedresumeconditionCondition at or above which a livestock animal that stopped breeding is willing again = 0.7Admin Decimal number Default
0.7Saved -
livestock.breedsearchradiusHow far (in metres) a male livestock animal looks for a mate = 30Admin Decimal number Default
30 -
livestock.calmedtrustfloorThe seconds a livestock animal credits to a player under a livestock handling effect; kept inside the tolerated band on purpose = 60Admin Decimal number Default
60 -
livestock.calvingcooldownscaleScales how long a mother waits after calving before she can carry again. 1 is one calf grown up per birth = 1Admin Decimal number Default
1 -
livestock.censusCounts 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) -
livestock.censusresetZeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now.Admin
-
livestock.cleargrazingGrows 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) -
livestock.completepregnancyMakes 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) -
livestock.conditionfallsecondsHow many seconds a totally neglected livestock animal takes to go from full health to dead = 3600Admin Decimal number Default
3600 -
livestock.conditionfullcontentmentContentment at or above which a livestock animal is healthy and heals towards full = 0.5Admin Decimal number Default
0.5 -
livestock.conditionrisesecondsHow many seconds a well kept livestock animal takes to heal from nothing back to full health = 3600Admin Decimal number Default
3600 -
livestock.cullexcessKills 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
-
livestock.curiousbreakdistanceHow far (in metres) a player can get before a curious livestock animal gives up following them = 20Admin Decimal number Default
20 -
livestock.curiouschanceThe share of livestock born curious, so they follow a player they know without needing a lead; 0 disables curious animals = 0.2Admin Decimal number Default
0.2 -
livestock.debugconditionAdds the condition and its breeding band to a livestock animal's ai.showState read-out = falseAdmin On / off Default
false -
livestock.debugdaybudgetAdds the day budget shares to a livestock animal's ai.showState read-out = falseAdmin On / off Default
false -
livestock.debuggaitAdds walk speed and gait penalty to a livestock animal's ai.showState read-out = falseAdmin On / off Default
false -
livestock.debuggenesAdds an animal's genes to its ai.showState read-out = falseAdmin On / off Default
false -
livestock.debugovergrazingLogs livestock overgrazing as it happens = falseAdmin On / off Default
false -
livestock.debugspecialsLogs each special livestock animal as it spawns = falseAdmin On / off Default
false -
livestock.defendreactiontimeHow 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 = 5Admin Decimal number Default
5 -
livestock.devnamechanceThe 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 = 0Admin Decimal number Default
0 -
livestock.dungMakes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20).Admin Takes
number (default 20) -
livestock.dungconditionfloorCondition below which a livestock animal stops dunging at all. A starving animal never dungs whatever this says = 0.15Admin Decimal number Default
0.15 -
livestock.dungconditionfullCondition at or above which a livestock animal dungs at its full authored rate = 0.8Admin Decimal number Default
0.8 -
livestock.dungslowestscaleHow much longer a livestock animal at the condition floor waits between dung drops than one in its prime = 3Admin Decimal number Default
3 -
livestock.dynasticnamesWhether 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 = trueAdmin On / off Default
true -
livestock.emptyfullnessEmpties the nearest livestock animal's fullness, so it goes looking for food. Optional search radius in metres (default 20).Admin
-
livestock.emptyhydrationEmpties the nearest livestock animal's hydration, so it goes looking for water. Optional search radius in metres (default 20).Admin
-
livestock.emptysocialEmpties the nearest livestock animal's social need, as if it had been on its own. Optional search radius in metres (default 20).Admin
-
livestock.familiaritydistresspenaltyHow many seconds of familiarity a player loses with the herd around an animal they hurt = 30Admin Decimal number Default
30 -
livestock.familiarityforgetscaleHow 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 = 3Admin Decimal number Default
3 -
livestock.familiarityhurtpenaltyHow many seconds of familiarity a player loses with a livestock animal they hurt = 60Admin Decimal number Default
60 -
livestock.familiarityradiusHow 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 = 20Admin Decimal number Default
20 -
livestock.familiarityrateMultiplies how fast livestock familiarity builds up; 20 makes a five minute bond take fifteen seconds. For testing, leave at 1 for play = 1Admin Decimal number Default
1 -
livestock.fillfullnessFills the nearest livestock animal's fullness, as if it had just eaten its fill. Optional search radius in metres (default 20).Admin
-
livestock.fillhydrationFills the nearest livestock animal's hydration, as if it had just drunk its fill. Optional search radius in metres (default 20).Admin
-
livestock.fillsocialFills 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
-
livestock.forcebreedSends 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) -
livestock.friskythresholdHow 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 = 0.85Admin Decimal number Default
0.85 -
livestock.genebadchanceThe chance each allele of a wild livestock animal is rolled Bad; the rest come out Ok = 0.3Admin Decimal number Default
0.3 -
livestock.genedungbadHow often a Bad Dung livestock animal drops dung, as a share of an average one = 0.6Admin Decimal number Default
0.6 -
livestock.genedunggoodHow often a Good Dung livestock animal drops dung, as a multiple of an average one = 1.6Admin Decimal number Default
1.6 -
livestock.genefertilitybadHow often a Bad Fertility livestock animal breeds, as a share of an average one; litter size never falls below one = 0.65Admin Decimal number Default
0.65 -
livestock.genefertilitygoodHow often a Good Fertility livestock animal breeds, and how many young it carries, as a multiple of an average one = 1.6Admin Decimal number Default
1.6 -
livestock.genegoodchanceThe chance each allele of a wild livestock animal is rolled Good = 0.2Admin Decimal number Default
0.2 -
livestock.genehardinessbadHow well a Bad Hardiness livestock animal tolerates going short of food, water or room, as a share of an average one = 0.7Admin Decimal number Default
0.7 -
livestock.genehardinessgoodHow well a Good Hardiness livestock animal tolerates going short of food, water or room, as a multiple of an average one = 1.5Admin Decimal number Default
1.5 -
livestock.genelongevitybadHow long a Bad Longevity livestock animal lives, as a share of an average one = 0.65Admin Decimal number Default
0.65 -
livestock.genelongevitygoodHow long a Good Longevity livestock animal lives, as a multiple of an average one = 1.5Admin Decimal number Default
1.5 -
livestock.genemutationchanceThe 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 = 0Admin Decimal number Default
0 -
livestock.genesenabledWhether livestock genes do anything; off makes every animal an average one without touching the genomes they carry = trueAdmin On / off Default
true -
livestock.geneyieldbadHow much milk or wool a Bad Yield livestock animal gives, as a share of an average one = 0.6Admin Decimal number Default
0.6 -
livestock.geneyieldgoodHow much milk or wool a Good Yield livestock animal gives, as a multiple of an average one = 1.6Admin Decimal number Default
1.6 -
livestock.grazesuntilovergrazedHow many times livestock can graze one patch of grass before it is eaten bare = 2Admin Whole number Default
2 -
livestock.grudgedurationHow 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 = 45Admin Decimal number Default
45 -
livestock.grudgerangeHow close (in metres) a remembered aggressor has to get before a wary livestock animal moves off = 8Admin Decimal number Default
8 -
livestock.inbredscaleWhat 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 = 0.5Admin Decimal number Default
0.5Saved -
livestock.leadbreakdistanceHow far (in metres) a player can get from an animal they are leading before the lead breaks. 0 never breaks it = 7Admin Decimal number Default
7 -
livestock.localenamesWhether livestock names follow the languages of whoever is connected; off names every animal from the English pool, as before the packs existed = trueAdmin On / off Default
true -
livestock.makepregnantMakes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20).Admin Takes
number (default 20) -
livestock.maxlittersizeThe most young one livestock birth can ever produce, however good the mother's Fertility is = 3Admin Whole number Default
3 -
livestock.maxperspeciesHow 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 = 300Admin Whole number Default
300 -
livestock.maxtrustThe 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 = 900Admin Decimal number Default
900 -
livestock.motherlydurationHow 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 = 300Admin Decimal number Default
300 -
livestock.namelocaleThe 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" -
livestock.overgrazedareacooldownminutesHow long (in minutes) an overgrazed patch of grass takes to grow back = 30Admin Decimal number Default
30 -
livestock.overgrazedarearadiusHow far (in metres) an overgrazed patch of grass reaches from its centre = 5Admin Decimal number Default
5 -
livestock.overgrazehereMarks the grass where the caller is standing as overgrazed, without waiting for a herd to eat it.Admin
-
livestock.overgrazingenabledWhether grass a herd has eaten bare stops feeding them until it grows back = trueAdmin On / off Default
true -
livestock.panelageWhether a farm animal's status panel says whether it is young or grown = trueAdmin On / off Default
trueSaved -
livestock.panelallelesWhether both copies of every livestock gene are shown rather than only the one the animal expresses. Reveals what an animal carries without breeding it = falseAdmin On / off Default
falseSaved -
livestock.paneldungWhether a farm animal's status panel shows how often it dungs, after its genes = falseAdmin On / off Default
falseSaved -
livestock.panelgenderWhether the male and female symbols are shown next to a farm animal's name on its status panel = falseAdmin On / off Default
falseSaved -
livestock.panelgenesWhether the gene discs are shown on the livestock status panel, along with the inbred warning that explains them = falseAdmin On / off Default
falseSaved -
livestock.paneltrustWhether a farm animal's status panel shows how much it trusts you, as one segment per band of the trust ladder = falseAdmin On / off Default
falseSaved -
livestock.panelyieldWhether a farm animal's status panel shows what it produces and how often, after its genes = falseAdmin On / off Default
falseSaved -
livestock.priceageprimeHow far through its life a livestock animal stays worth its full price, from 0 in its prime to 1 at death by old age = 0.5Admin Decimal number Default
0.5 -
livestock.priceconditionfloorCondition at or below which a livestock animal sells for the least a vendor will pay = 0.15Admin Decimal number Default
0.15 -
livestock.priceconditionfullCondition at or above which a livestock animal sells for the vendor's full price = 0.8Admin Decimal number Default
0.8 -
livestock.pricefullqualityscaleThe livestock sale value that counts as full quality, which is a full budget for the vendor's sale table = 1.5Admin Decimal number Default
1.5 -
livestock.pricegeneweightHow 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 = 1Admin Decimal number Default
1 -
livestock.priceoldestscaleWhat a livestock animal at the very end of its life sells for, as a share of the vendor's full price = 0.5Admin Decimal number Default
0.5 -
livestock.pricewildpenaltyHow 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 = 0.85Admin Decimal number Default
0.85 -
livestock.priceworstscaleWhat a livestock animal at the condition floor sells for, as a share of the vendor's full price = 0.4Admin Decimal number Default
0.4 -
livestock.profileTimes how long livestock spend in their needs queue and FSM tick, for livestock.census. Off by default because the measurement itself costs = falseAdmin On / off Default
false -
livestock.readytomilkMakes the nearest cow ready to milk now, without waiting out its cooldown. Optional search radius in metres (default 20).Admin Takes
number (default 20) -
livestock.readytoshearMakes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20).Admin Takes
number (default 20) -
livestock.renameRenames 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) -
livestock.sendhomeMoves 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) -
livestock.setconditionSets 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) -
livestock.setcuriousMakes 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) -
livestock.setfamiliaritySets 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) -
livestock.setfamiliarityallSets 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) -
livestock.setgeneSets 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 GoodAdmin Takes
number (default 20) -
livestock.setinbredMakes 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) -
livestock.showcoatPrints 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) -
livestock.showgenesPrints 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) -
livestock.showhomeDraws 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) -
livestock.spawnspecialSpawns 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 oneAdmin Takes
text · text -
livestock.specialchanceThe chance each wild livestock spawn is one of the named special animals; births, purchases, age-ups and saves never roll for one = 0.005Admin Decimal number Default
0.005 -
livestock.specialsLists the special livestock animals this server has already produced, and counts the rest without naming themAdmin
-
livestock.swapgenderSwaps the gender of the nearest livestock animal. Optional search radius in metres (default 20).Admin Takes
number (default 20) -
livestock.trustfloorThe 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 = 60Admin Decimal number Default
60 -
livestock.trusttofollowHow many seconds near a livestock animal before a curious one follows you without a lead = 5Admin Decimal number Default
5 -
livestock.trusttoleadHow many seconds near a livestock animal before you can lead it, after which it also ages, can starve and gives dung, milk or wool = 300Admin Decimal number Default
300 -
livestock.trusttotolerateHow many seconds near a livestock animal before a bull stops squaring up at you = 30Admin Decimal number Default
30 -
livestock.vendorannoyedtimeHow many seconds a livestock vendor refuses to look at goods whose every offer was turned down = 900Admin Decimal number Default
900 -
livestock.vendorgenerouschanceThe 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 = 0.05Admin Decimal number Default
0.05 -
livestock.vendorgenerousmaxThe most a generous livestock offer lifts an animal's quality by = 0.25Admin Decimal number Default
0.25 -
livestock.vendorgenerousminThe least a generous livestock offer lifts an animal's quality by = 0.1Admin Decimal number Default
0.1 -
livestock.vendoroffercountHow many offers a livestock vendor makes for one animal before he is annoyed and stops buying = 3Admin Whole number Default
3 -
livestock.vendorofferitemsHow many items a livestock vendor picks for one offer before paying the rest of its value in the sale table's fallback = 2Admin Whole number Default
2 -
livestock.vendoroffervarianceHow far a livestock vendor's offer can swing either side of what an animal is really worth = 0.05Admin Decimal number Default
0.05 -
livestock.vendorwoollotsizeHow much wool counts as a full lot, which is a full budget for the vendor's wool table = 400Admin Whole number Default
400 -
livestock.vendorwoolminimumHow much wool a player must be carrying before a livestock vendor will haggle over it at all = 25Admin Whole number Default
25 -
livestock.wildconditionfloorLowest condition a livestock animal nobody can lead falls to from neglect, so wildlife never dies of it = 0.5Admin Decimal number Default
0.5 -
lod.grid_refresh_budgetMaximum time budget in milliseconds per frame allocated to refreshing the LOD grid; lower values reduce LOD pop-in cost but may delay transitions Client -
log.levelSets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integerAdmin Takes
text -
log.levelSets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer Client -
lookattooltip.crosshairmodeChanges the interaction crosshair visuals (0 = default, 1 = no texts, 2 = no texts and no icon) Client -
manifest.download_server_listClient -
manifest.printmanifestPrints the Facepunch application manifest in a formatted summary showing app name, version, and platform detailsAdmin
-
manifest.printmanifestPrints the Facepunch application manifest in a formatted summary showing app name, version, and platform details Client -
manifest.printmanifestrawPrints the raw contents of the Facepunch manifest file as an unformatted stringAdmin
-
manifest.printmanifestrawPrints the raw contents of the Facepunch manifest file as an unformatted string Client -
maplayerrenderer.debuglabsWhen enabled, draws debug visualisations on the map for underwater lab entrance locations and floor boundaries; admin-only Client -
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 = 1Admin Whole number Default
1 -
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 -
marchingcubesmanager.debuglogLogs when a marching cubes generator frees memory. = falseAdmin On / off Default
false -
marchingcubesmanager.debuglogClient -
marchingcubesmanager.generatorpoolcount[1-16] - each generator has constant memory overhead, but will allow more to process at once = 4Admin Whole number Default
4 -
marchingcubesmanager.generatorpoolcount[1-16] - each generator has constant memory overhead, but will allow more to process at once Client -
megaphone.ignorepushtotalkWhen enabled, the megaphone broadcasts voice audio without requiring push-to-talk to be held; saved between sessions Client -
megaphone.megaphonevoicerangeMegaphone setting the server only passes on to clients. Nothing on the server reads it. = 100Admin Decimal number Default
100Saved -
memsnap.fullTakes 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
-
memsnap.fullTakes 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 -
memsnap.managedTakes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folderAdmin
-
memsnap.managedTakes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder Client -
memsnap.nativeTakes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folderAdmin
-
memsnap.nativeTakes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder Client -
mesh.list_skinnedDumps all active SkinnedMeshRenderers to a file. [Filter] [VisibleOnly] Client -
mesh.qualityControls 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 -
mesh.reducebonecountonlowlodReduce rendering calculations on lower LOD clothing/skin Client -
meshpaintable3d.brushscaleScale multiplier for the mesh paint brush size when painting on a 3D paintable surface Client -
meshpaintable3d.uvbufferscaleScale multiplier for the UV buffer texture used when projecting paint onto a 3D surface; higher values improve paint resolution Client -
meta.addadd <convar> <amount> - adds amount to convarAdmin Takes
text · number (default 0.10000000149011612) -
meta.execexec [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 -
meta.if_falseif_false <command> <condition> - runs a command if the condition is false Client -
meta.if_trueif_true <command> <condition> - runs a command if the condition is true Client -
meta.reset_cyclereset_cycle <key> - resets a cycled bind to the beginning Client -
metaldetectorflag.timeoutdurationSeconds before a metal detector flag disappears, give or take 20%. = 10800Admin Decimal number Default
10800 -
metaldetectorsource.attemptspersubsourcespawnTries the server makes to place each buried metal source. = 5Admin Whole number Default
5 -
metaldetectorsource.draweditorgizmosClient -
metaldetectorsource.mindistancebetweensubsourcesClosest two buried metal sources can sit, in meters. = 1.5Admin Decimal number Default
1.5 -
metaldetectorsource.populationPopulation active on the server, per square km = 1200Admin Decimal number Default
1200 -
metaldetectorsource.servercountsourcesLogs how many buried metal sources the server holds.Admin
-
metaldetectorsource.timeoutdurationSeconds before a buried metal source disappears, give or take 20%. = 7200Admin Decimal number Default
7200 -
midiconvar.bindkeyoffBinds a note key being released to a convar eg. BindMidiKeyOff NOTE CHANNEL kill Client -
midiconvar.bindkeyonBinds a note key being pressed to a convar eg. BindMidiKeyOn NOTE CHANNEL kill Client -
midiconvar.bindknobBinds a given knob to a convar with min/max eg. BindMidiKnob NOTE CHANNEL graphics.fov 70 90 Client -
midiconvar.bindknobrelativeBinds a given knob to a convar with a relative rate for endless scrolling eg. BindMidiKnob NOTE CHANNEL graphics.fov 1 Client -
midiconvar.bufferprotectionOny allow a midi note to fire once per frame, may help some MIDI issues in W11 Client -
midiconvar.clearallbindingsClears all registered MIDI input-to-convar bindings; admin-only; requires MidiConvar instance to be active Client -
midiconvar.debugmodePrints out all incoming midi codes Client -
midiconvar.enabledMust be enabled for midi convars to work Client -
midiconvar.printbindingsPrints all current MIDI-to-convar bindings to the console; admin-only; requires MidiConvar instance to be active Client -
midiconvar.reloadbindingsReloads midi bindings from disk Client -
minicopter.populationPopulation active on the server = 0Admin Decimal number Default
0 -
missionshud.blockdisplayWhen enabled, suppresses all missions HUD display updates, preventing the missions overlay from showing or updating Client -
mlrs.brokendownminutesHow many minutes before the MLRS recovers from use and can be used again = 20Admin Decimal number Default
20 -
modularcar.outsidedecayminutesHow many minutes before a ModularCar loses all its health while outside = 864Admin Decimal number Default
864 -
modularcar.populationPopulation active on the server = 3Admin Decimal number Default
3 -
monumentnavmesh.use_baked_terrain_meshHas monument navmeshes use the baked terrain mesh when they are built. = trueAdmin On / off Default
true -
mortar.debugdistanceuiClient -
motorrowboat.decaystartdelayminutesHow long until decay begins after the boat was last used = 45Admin Decimal number Default
45 -
motorrowboat.deepwaterdecayminutesHow long before a boat loses all its health while in deep water = 120Admin Decimal number Default
120 -
motorrowboat.outsidedecayminutesHow long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used = 180Admin Decimal number Default
180 -
motorrowboat.populationPopulation active on the server = 1Admin Decimal number Default
1 -
mountedweapon.antihack_levelStrictness of the aim checks on mounted weapons, from 0 (off) to 3. Level 2 adds the snap limit, level 3 the turn-speed limit. = 0Admin Whole number Default
0 -
mountedweapon.antihack_max_degrees_per_second_pitchFastest a mounted weapon may pitch, in degrees per second, at check level 3. = 720Admin Decimal number Default
720 -
mountedweapon.antihack_max_degrees_per_second_yawFastest a mounted weapon may turn, in degrees per second, at check level 3. = 720Admin Decimal number Default
720 -
mountedweapon.antihack_max_snap_degreesLargest jump in aim, in degrees, a mounted weapon accepts in one update from check level 2. = 35Admin Decimal number Default
35 -
mountedweapon.debugDraws debug information for mounted weapons. = falseAdmin On / off Default
falseSaved -
mountedweapon.enable_client_authorityLets the gunner's client drive the aim of a mounted weapon. = trueAdmin On / off Default
trueSaved -
music.enabledEnables the in-game dynamic music system; disabling stops all background music tracks from playing Client -
music.infoPrints the name of the currently playing music track and its playback position to the console Client -
music.songgapmaxMaximum seconds of silence between background music tracks; a random gap between songGapMin and songGapMax is chosen between songs Client -
music.songgapminMinimum seconds of silence between background music tracks; the game waits at least this long before starting the next song Client -
nametags.enabledWhen enabled, player name tags are shown above other players; disable to hide all name tags on the client; saved between sessions Client -
nametags.showindemosWhen enabled, name tags are also shown while watching a demo; demos hide name tags by default Client -
navstress.benchRun the full benchmark suite: args agentCount (default 200)Admin Takes
whole number (default 200) -
navstress.benchresultsPrint the last benchmark resultsAdmin
-
navstress.build_envBuild the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50)Admin Takes
number (default -140) · number (default 140) · number (default 50) -
navstress.chaseChase a sliding virtual target: args targetSpeed setDestinationHzAdmin Takes
number (default 5.5) · number (default 10) -
navstress.clearDespawn dummies and remove the fieldAdmin
-
navstress.envreportPrint the last environment build reportAdmin
-
navstress.idleStop giving destinations and reset pathsAdmin
-
navstress.killforeignKill every NPC with a RustNavMeshAgent that is not a navstress dummyAdmin
-
navstress.rebuildstormAsync tile rebuilds under the field: args rebuildsPerSecond (0 stops)Admin Takes
number (default 1) -
navstress.refcompareReplay the scenario and compare against a recording: args nameAdmin Takes
text (default baseline) -
navstress.refrecordRecord the reference trajectory scenario: args nameAdmin Takes
text (default baseline) -
navstress.refresultsPrint the last refpath resultAdmin
-
navstress.setmodeFlip all dummies between steering and normal mode without respawningAdmin Takes
text (default steering) -
navstress.spawnSpawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoorsAdmin Takes
whole number (default 100) · text (default steering) · true or false (default false) · true or false (default false) -
navstress.statsPrint and reset tick statisticsAdmin
-
navstress.wanderRandom destinations forever: args intervalSeconds unreachableFractionAdmin Takes
number (default 4) · number (default 0) -
net.debugEnables verbose client-side network debug logging, printing all incoming and outgoing message types and their byte sizes Client -
net.global_network_debugToggle printing time taken to send all global entities to client when they connect = falseAdmin On / off Default
false -
net.global_networked_basesWhen enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius = trueAdmin On / off Default
true -
net.limit_global_update_broadcast(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless = trueAdmin On / off Default
true -
net.network_group_debugToggle checking network group bounds whenever an entity changes its network group = falseAdmin On / off Default
false -
net.visdebugWhen enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius = falseAdmin On / off Default
false -
net.visibilityradiusdeepseaNetwork visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead = 10Admin Whole number Default
10 -
net.visibilityradiusfaroverrideOverrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients = -1Admin Whole number Default
-1 -
net.visibilityradiusnearoverrideOverrides the near (high-priority) network visibility radius in grid cells; -1 = use default = -1Admin Whole number Default
-1 -
netgraph.enabledShows the network graph overlay displaying real-time incoming/outgoing packet rates, queue sizes, and bandwidth usage Client -
netgraph.entityfilterFilters the network graph to only show packets related to the given entity short prefab name; leave empty to show all entities Client -
netgraph.typefilterFilters the network graph to only show packets matching the given message type name; leave empty to show all packet types Client -
netgraph.updatespeedHow many times per second the network graph display refreshes; higher values give more responsive readings but use slightly more CPU Client -
networkprofiler.packet_capturenetworkprofiler.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) -
networkprofiler.profilenetworkprofiler.profile [time to profile(in seconds), min(0.1), max(1000), float] Client -
networkprofiler.serverprofilenetworkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]Admin Takes
number (default 0) -
networkprofiler.stop_packet_capturenetworkprofiler.stop_packet_capture - ends the running packet capture earlyAdmin
-
nexus.broadcast_pingSends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip timesAdmin
-
nexus.clanclatbatchdurationMaximum duration in seconds to batch clan chat messages to send to other servers on the nexus = 1Admin Decimal number Default
1 -
nexus.defaultzonecontactradiusDefault distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates) = 0.33Admin Decimal number Default
0.33 -
nexus.endpointURL endpoint to use for the Nexus API = "https://gw.facepunch.com/nexus/"Admin Text Default
"https://gw.facepunch.com/nexus/"Saved -
nexus.hidefullislandsHide islands that we know are full, preventing players from being transferred to them = falseAdmin On / off Default
false -
nexus.hidezonesHide individual nexus zones from the server list (only show the combined nexus) Client -
nexus.islandspawndistanceHow far away islands should be spawned, as a factor of the map size = 1.5Admin Decimal number Default
1.5 -
nexus.loadingtimeoutTime in seconds to keep players in the loading state before going to sleep = 900Admin Decimal number Default
900 -
nexus.loggingWhen enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers = trueAdmin On / off Default
true -
nexus.mapimagescaleScale of the map to render and upload to the nexus = 0.5Admin Decimal number Default
0.5 -
nexus.messagelockdurationTime in seconds to allow the server to process nexus messages before re-sending (requires restart) = 5Admin Whole number Default
5 -
nexus.pingSends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivityAdmin Takes
text -
nexus.pingintervalTime in seconds to wait between server status pings = 30Admin Decimal number Default
30 -
nexus.playermanifestintervalInterval in seconds to broadcast the player manifest to other servers on the nexus = 30Admin Decimal number Default
30 -
nexus.playeronlineChecks whether the named or Steam-ID-specified player is currently online on any server in the Nexus clusterAdmin
-
nexus.protectiondurationMaximum time in seconds to keep transfer protection enabled on entities = 300Admin Decimal number Default
300 -
nexus.redirectDisconnect and connect to a new server. Can be run from the server. Usage: nexus.redirect <address> [port] [protocol] Client -
nexus.refreshislandsForces a refresh of the Nexus island layout, re-querying the zone controller for current island assignmentsAdmin
-
nexus.rpctimeoutmultiplierMultiplier for nexus RPC timeout durations in case we expect different latencies = 1Admin Decimal number Default
1 -
nexus.secretkeyShared secret key used to authenticate Nexus inter-server communication; must match across all servers in the same Nexus cluster = ""Admin Text Default
"" -
nexus.serverlistendpointNexus API endpoint to use for the server browser Client -
nexus.serverlistrealmRealm of servers to show on the server list (-1 for auto) Client -
nexus.timeoffsetTime offset in hours from the nexus clock = 0Admin Decimal number Default
0 -
nexus.transferInitiates a Nexus transfer of the specified player to a named destination server or zone in the clusterAdmin Takes
text -
nexus.transferflushtimeMaximum amount of time in seconds that transfers should be cached before auto-saving = 60Admin Whole number Default
60 -
nexus.uploadmapReupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!Admin
-
nexus.zonecontrollerName 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" -
nobuildzonematerialcontroller.setheight[0.0-10] Client -
nobuildzonematerialcontroller.setstrengthday[0.0-1.0] Client -
nobuildzonematerialcontroller.setstrengthnight[0.0-1.0] Client -
note.craft_addServer-to-client notification that adds a new crafting task to the client crafting queue UI, showing the item, amount, and skin being crafted Client -
note.craft_doneServer-to-client notification that a crafting task has finished; updates the queue UI and triggers success or failure feedback Client -
note.craft_fasttrackedServer-to-client notification that a crafting task has been fast-tracked (instant completed), immediately removing it from the queue display Client -
note.craft_startServer-to-client notification that marks a crafting task as started with a completion time, updating the crafting queue timer display Client -
note.invServer-to-client notification that displays an item pickup notice and increments the relevant Steam stat counters for harvesting and pickup achievements Client -
note.updateWrites the text of a note you carry. Takes the note's item ID, then the text, cut at 1,024 characters. Any playerTakes
text -
npc.vendor_attack_heli_enabledKeeps the attack helicopter on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_hab_enabledKeeps the hot air balloon on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_minicopter_enabledKeeps the minicopter on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_rhib_enabledKeeps the RHIB on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_rowboat_enabledKeeps the rowboat on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_scrap_heli_enabledKeeps the scrap transport helicopter on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_sub_duo_enabledKeeps the duo submarine on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_sub_solo_enabledKeeps the solo submarine on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npcanimcontroller.lookinterpspeedClient -
npcanimcontroller.spineinterpspeedClient -
npcautoturret.forcedamageblockedsleepersIf an npc turret is firing at a sleeping player and the player is blocked, still apply damage = trueAdmin On / off Default
true -
npcautoturret.sleeperhostiledelayHow many seconds until a sleeping player is considered hostile = 1200Admin Decimal number Default
1200Saved -
npcvendingmachine.addhoursSimulates the provided number of hours passing in the vending machine systemAdmin Takes
whole number (default 0) -
npcvendingmachine.dynamicpricingenabledWhether to run the the dynamic pricing system = trueAdmin On / off Default
trueSaved -
npcvendingmachine.maximumpricemultiplierThe maximum point that a price can increase to (2 = 200%) = 2Admin Decimal number Default
2Saved -
npcvendingmachine.minimumpricemultiplierThe Minimum point that the price can drop to (0.5 = 50% off) = 0.5Admin Decimal number Default
0.5Saved -
npcvendingmachine.pricedecreaseamountHow much to decrease the price for if it is underselling (0.05 = 5%) = 0.05Admin Decimal number Default
0.05Saved -
npcvendingmachine.priceincreaseamountHow much to increase the price by if it is selling a lot (0.05 = 5%) = 0.1Admin Decimal number Default
0.1Saved -
npcvendingmachine.priceupdatefrequencybiweeklyHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 2Admin Decimal number Default
2Saved -
npcvendingmachine.priceupdatefrequencydefaultHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 3Admin Decimal number Default
3Saved -
npcvendingmachine.priceupdatefrequencyweeklyHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 1Admin Decimal number Default
1Saved -
npcvendingmachine.printallpricechangesPrint out all current price changes on the serverAdmin
-
npcvendingmachine.resetdynamicpricingResets the state of all discounts and surcharges from NPC vending machinesAdmin
-
npcvendingmachine.resetfrequencytagsRecalculates how often NPC vending machines refill and prints the result in hours.Admin
-
npcvendingmachine.startingpricemultiplierWhat discount surcharge should be applied to items when the server starts = 2Admin Decimal number Default
2Saved -
npcwalkanimation.framebudgetmsClient -
paint.brushopacityGets or sets the brush opacity in the sign painter Client -
paint.brushsizeGets or sets the brush size in the sign painter Client -
paint.brushspacingGets or sets the brush spacing factor in the sign painter (0 to 1, default 0.25) Client -
paint.favcoloursFavourite Colours, in a CSV Hexadecimal format (#FFFFFF) Client -
paint.hidemousecursorHide the mouse pointer while the brush outline is projected onto the model being painted, so it doesn't cover the outline Client -
paint.leftsidedChange the paint UI to be on the left side of the screen Client -
paint.maxbrushsizeSets the maximum brush size in the painting menu, re-open the menu to apply changes. Client -
paint.neutrallightingLight the painting preview with a fixed neutral studio light instead of the surrounding scene lighting. Only works with rrp enabled. Client -
paint.outlineinvertColour the brush outline by inverting the artwork underneath it, instead of tinting it with the brush colour Client -
paint.selectedbrushGets or sets the current brush in the sign painter by index (0 is first, wraps around) Client -
paint.selectedtoolGets or sets the current tool in the sign painter by index (0 is first, wraps around) Client -
paint.showbrushoutlineProject an outline of the brush footprint onto the surface of the model being painted Client -
panther.populationPopulation active on the server, per square km = 0.5Admin Decimal number Default
0.5 -
parachute.bypassrepackHands the parachute back ready to use after a landing, with no repacking. = falseAdmin On / off Default
falseSaved -
parachute.landinganimationsPlays the heavy landing animation when a player lands under a parachute. = falseAdmin On / off Default
falseSaved -
particle.ikEnables inverse kinematics solving on character rigs; disabling IK reduces CPU cost but removes foot planting and hand placement corrections Client -
particle.qualityControls global particle system quality (0-100); lower values reduce particle counts and disable expensive effects to improve performance Client -
particle.simulationspaceWhen enabled, particle systems simulate in world space rather than local space; affects how particles trail when the emitter moves Client -
party.connectpartyConnects the local player to the same server as the rest of their party if a party server is set Client -
party.createpartyCreates a new party for the local player, generating a unique party ID and making the player the party leader Client -
party.fakepartyinviteDebug command that simulates receiving a party invite from a fake player, used to test the party invite UI flow Client -
party.invitepartySends a party invite to the named player or Steam ID, requesting they join the local player party Client -
party.joinpartyJoins an existing party using the given party ID or invite token Client -
party.kickpartyKicks the specified party member by name or Steam ID from the current party; party leader only Client -
party.leavepartyRemoves the local player from their current party, disbanding it if they are the last member Client -
party.maxpartyspawnattemptsMaximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping = 50Admin Whole number Default
50 -
party.maxpartyspawndistanceMaximum distance in metres between party member spawn points when spawning a group together on wake-up = 100Admin Whole number Default
100 -
party.nearbypartyspawnsWhen enabled, party members respawn near each other rather than at random map locations when joining a server together = trueAdmin On / off Default
true -
party.party_invite_expiryTotal seconds after which a party invite is fully removed from the system even if shown in UI Client -
party.party_invite_timeoutSeconds a party invite remains active before automatically expiring if the recipient has not responded Client -
party.party_invites_enabledWhen enabled, players can send and receive party invites; disabling blocks all new party invite functionality Client -
party.printpartyPrints the current party state to the console, listing all members, their Steam IDs, and the party ID Client -
patrolhelicopterai.flee_damage_percentageFraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%) = 0.35Admin Decimal number Default
0.35 -
patrolhelicopterai.monument_crashWhen enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain = trueAdmin On / off Default
true -
patrolhelicopterai.use_danger_zonesWhen enabled, the patrol helicopter avoids designated danger zones during its patrol route = trueAdmin On / off Default
true -
petbrain.controldistanceFarthest a pet can be from its owner, in meters, and still follow orders. = 100Admin Decimal number Default
100Saved -
petbrain.drownindeepwaterMakes pets take drowning damage in deep water. = trueAdmin On / off Default
true -
petbrain.drowntimerSeconds a pet lasts in deep water before it drowns. = 15Admin Decimal number Default
15 -
petbrain.idlewhenownermountedSends a pet idle while its owner is mounted. = trueAdmin On / off Default
true -
petbrain.idlewhenownerofflineordeadSends a pet idle while its owner is offline, asleep or dead. = trueAdmin On / off Default
true -
physics.allowhorsetempragdollWhen enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions = trueAdmin On / off Default
true -
physics.allowplayertempragdollWhen enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing = trueAdmin On / off Default
true -
physics.autosynctransformsWhen enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms syncAdmin On / off
-
physics.autosynctransformsWhen enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync Client -
physics.batchsynctransformsWhen enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync = trueAdmin On / off Default
true -
physics.batchsynctransformsWhen enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync Client -
physics.bouncethresholdMinimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impactsAdmin Decimal number
-
physics.clientragdollmodeThe collision detection mode that client-side ragdolls should use Client -
physics.droppedmodeThe collision detection mode that dropped items and corpses should use = 2Admin Whole number Default
2 -
physics.getboundsPrints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extentsAdmin
-
physics.gravityGravity multiplier = 1Admin Decimal number Default
1Saved -
physics.groundwatchdebugWhen enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world = falseAdmin On / off Default
false -
physics.groundwatchdelaySeconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead = 0.1Admin Decimal number Default
0.1 -
physics.groundwatchfailsNumber of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry = 1Admin Whole number Default
1 -
physics.print_colliders_per_cellPrints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdownsAdmin
-
physics.print_colliders_per_prefabPrints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisationAdmin Takes
whole number (default -1) -
physics.sendeffectsSend effects to clients when physics objects collide = trueAdmin On / off Default
true -
physics.serverragdollmodeThe collision detection mode that server-side ragdolls should use = 3Admin Whole number Default
3 -
physics.serversideragdollsDo ragdoll physics calculations on the server, or use the old client-side system = falseAdmin On / off Default
falseSaved -
physics.setbounds(center vec3) (extents vec3)Admin
-
physics.sleepthresholdEnergy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usageAdmin Decimal number
-
physics.solveriterationcountThe default solver iteration count permitted for any rigid bodies (default 7). Must be positiveAdmin Whole number
-
physics.towingmaxlinearaccelfromjointMaximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing = 40Admin Decimal number Default
40 -
physics.treecollisionDo players and vehicles collide with trees? = trueAdmin On / off Default
trueSaved -
physicstumblingentity.angular_drag_overrideOverride for rigidbody angular drag. Set to -1 to disable. = -1Admin Decimal number Default
-1Saved -
physicstumblingentity.drag_overrideOverride for rigidbody drag. Set to -1 to disable. = -1Admin Decimal number Default
-1Saved -
physicstumblingentity.max_tumbling_forceMaximum force applied on collision to cause tumbling = 1000Admin Decimal number Default
1000Saved -
physicstumblingentity.min_tumbling_forceMinimum force applied on collision to cause tumbling = 600Admin Decimal number Default
600Saved -
physicstumblingentity.player_impulse_multiplierMultiplier for impulse applied to players when ragdolled by this entity = 10Admin Decimal number Default
10Saved -
physicstumblingentity.tumbling_force_cone_angleCone angle in degrees for randomizing tumbling force direction = 30Admin Decimal number Default
30Saved -
physicstumblingentity.velocity_threshold_for_tumbling_forceMinimum velocity required for an object to get tumbling force applied on collision = 1.5Admin Decimal number Default
1.5Saved -
ping.auto_refresh_regionWhen enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to dateAdmin On / off
-
ping.auto_refresh_regionWhen enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date Client -
ping.ping_estimate_loggingWhen enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracyAdmin On / off
-
ping.ping_estimate_loggingWhen enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy Client -
ping.ping_estimationWhen enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping trafficAdmin On / off
-
ping.ping_estimationWhen enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic Client -
ping.ping_parallelWhen enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneouslyAdmin On / off
-
ping.ping_parallelWhen enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously Client -
ping.ping_refresh_intervalInterval in minutes between automatic background ping estimation refreshes for server list region latency sortingAdmin Whole number
-
ping.ping_refresh_intervalInterval in minutes between automatic background ping estimation refreshes for server list region latency sorting Client -
ping.ping_samplesNumber of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to completeAdmin Whole number
-
ping.ping_samplesNumber of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete Client -
planner.floodfilldebugWhen enabled, draws debug visualisations for the building planner flood-fill guide system showing fill cells and connection points; admin-only Client -
planterbox.outsidetestdistanceMaximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight = 100Admin Decimal number Default
100 -
planterboxstatic.deepsearespawnchecktimerInterval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s = 600Admin Decimal number Default
600 -
planterboxstatic.favourablegenechanceChance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable genes are picked up, but it greatly reduces the chances. = 0.5Admin Decimal number Default
0.5 -
player.abandonmissionDrops the mission you are on. Any player -
player.adminsafezonelootingShould admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones? = falseAdmin On / off Default
false -
player.cinematic_gesturePlays a gesture animation, by name, on you or on the player you name after it. Only runs while server.cinematic is on. Any playerTakes
text · player name or Steam ID -
player.cinematic_listPrints a table of all available cinematic animation states and their clip names and durations; admin/developer only; used for selecting animations in cinematics Client -
player.cinematic_playPlays 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 playerTakes
text · the rest of the line -
player.cinematic_playClient -
player.cinematic_stopStops the cinematic animation on your character. Without admin rights, server.cinematic has to be on. Any playerTakes
the rest of the line -
player.cinematic_stopClient -
player.clearhostileClear your hostile flagAdmin
-
player.cold_breathWhen 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 -
player.copyrotationTurns 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 playerTakes
whole number (default 0) -
player.createskullCreates 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 inventoryAdmin Takes
text -
player.createtrophyCreates 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 testingAdmin Takes
text -
player.dismountForces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode onlyAdmin Takes
whole number (default 0) -
player.dropbackpackondeathWhen enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death = trueAdmin On / off Default
true -
player.dropbackpackondownedWhen enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery = trueAdmin On / off Default
true -
player.eye_blinkingWhen enabled, the player character model plays eye blinking animations; disable to freeze eyes open, useful for cinematic close-ups Client -
player.eye_movementWhen enabled, the player character model plays procedural eye movement animations, tracking nearby points of interest Client -
player.fillwater<fresh/salt/rads> - Fills up liquid container items in your hotbar as well as any liquid containers you are looking atAdmin Takes
text -
player.footikWhen enabled, uses inverse kinematics to plant the player's feet on uneven terrain, preventing feet from floating above steps and slopes Client -
player.footikdistanceMaximum distance in metres at which foot IK is evaluated for other players; reducing this improves performance on servers with many visible players Client -
player.footikrateThe rate at which the foot IK traces to the ground. Higher number is better performance, but less smooth. Client -
player.gestureSends 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 -
player.gesture_radiusForces 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) -
player.gesture_radius_notmeSame 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 listAdmin Takes
number (default 0) -
player.gotosleepForces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on botsAdmin Takes
whole number (default 0) -
player.infiniteammoWhen enabled, the local player has unlimited ammo and never needs to reload; intended for testing and cinematic use only Client -
player.keepteaondeathWhen enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost = falseAdmin On / off Default
false -
player.list_cinematic_gesturesPrints 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 -
player.markhostileMarks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviourAdmin
-
player.mountSeats 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 playerTakes
whole number (default 0) -
player.noclipspeedNormal 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 -
player.noclipspeedfastFast noclip movement speed in metres per second; active when holding the sprint key while noclipping Client -
player.noclipspeedslowSlow noclip movement speed in metres per second; active when holding the slow-move modifier key while noclipping Client -
player.petcmdIssues 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 -
player.printpresencePrints the calling player's current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flyingAdmin
-
player.printstatsPrints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracyAdmin
-
player.ragdolloptional param {player}Admin Takes
player name or Steam ID -
player.ragdollallragdollsAdmin
-
player.ragdollallbutmeragdolls everyone except playerAdmin
-
player.ragdollotherRagdolls a player you're looking atAdmin
-
player.recoilcompWhen enabled, applies client-side recoil compensation to smooth out the visual kick of weapons; disable for a more raw recoil feel Client -
player.reloadweaponsFully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammoAdmin
-
player.resetmissionsResets the saved missions progress of the given playerAdmin Takes
player name or Steam ID -
player.resetmissions_allResets 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 -
player.resetstateResets the PlayerState of the given playerAdmin Takes
player name or Steam ID -
player.stopgesture_radiusCancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematicsAdmin Takes
number (default 0) -
player.swapseatMoves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode onlyAdmin Takes
whole number (default 0) · whole number (default 0) -
player.tickrate_clUpdates per second each client sends to the server, between 16 and 128. = 32Admin Whole number Default
32Saved -
player.tickrate_svTick rate setting the server only passes on to clients. Nothing on the server reads it. = 16Admin Whole number Default
16Saved -
player.trigger_wildlife_trapAdmin-only: triggers the trap-think logic on the wildlife trap the calling player is looking at within 5 metres, simulating a catch attempt for testingAdmin
-
player.triggerfixExperimental: when enabled, applies a positional correction fix for trigger colliders on the player to reduce false-positive overlap detections Client -
player.unloadweaponsEmpties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviourAdmin
-
player.usecinematicavatarUse the cinematic avatar when playing cinematic animations Client -
player.wakeupWakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode onlyAdmin Takes
whole number (default 0) -
player.wakeupallWakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipeAdmin
-
player.woundforeverWhether the crawling state expires = falseAdmin On / off Default
falseSaved -
playerboat.aboardplayercheckintervalInterval in seconds between checks to determine whether any players are still aboard the boat = 2Admin Decimal number Default
2 -
playerboat.anchoreddriftdelaysecondsTime in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours) = 21600Admin Decimal number Default
21600 -
playerboat.corpsesecondsSeconds a wrecked player boat stays before it is removed. = 1800Admin Decimal number Default
1800 -
playerboat.debugvisWhen enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones = falseAdmin On / off Default
false -
playerboat.decayminutesHow long before a boat loses all its health while outside = 720Admin Decimal number Default
720 -
playerboat.decaystartdelayminutesHow long until decay begins after the boat was last used = 1440Admin Decimal number Default
1440 -
playerboat.deepseatransitionpowerdowngracedurationDuration in seconds after entering the deep sea zone that a player boat has before its engine is powered down = 10Admin Decimal number Default
10 -
playerboat.deployandeditanywhereAllow Deploy & Edit anywhere in the ocean, bypassing location checks. = falseAdmin On / off Default
falseSaved -
playerboat.destructiblewrecksenabledMakes wrecked player boats destructible. = trueAdmin On / off Default
trueSaved -
playerboat.dragbyangle_exponentCurve exponent of the angle-based drag on player boats. = 0.4Admin Decimal number Default
0.4 -
playerboat.dragbyangle_maxcontribAngle contribution at which that drag reaches its maximum. = 50Admin Decimal number Default
50 -
playerboat.dragbyangle_maxdragHighest drag the angle of a player boat's hull can add. = 2.2Admin Decimal number Default
2.2 -
playerboat.dragbyangle_mincontribAngle contribution under which that drag stays at its minimum. = 5Admin Decimal number Default
5 -
playerboat.dragbyangle_mindragLowest drag the angle of a player boat's hull adds. = 0.65Admin Decimal number Default
0.65 -
playerboat.editenabledLets players put a boat into edit mode at a boat building station. = trueAdmin On / off Default
trueSaved -
playerboat.enginepositioninfluences0 - 1 = 0.05Admin Decimal number Default
0.05 -
playerboat.finisheditingenabledLets players finish editing a boat at a boat building station. = trueAdmin On / off Default
trueSaved -
playerboat.hammerrepairenabledLets players repair a finished boat with a hammer. = trueAdmin On / off Default
trueSaved -
playerboat.kill_all_above_block_countKills all player boats that have more building blocks than the given threshold; used for server cleanupAdmin Takes
whole number (default 0) -
playerboat.kill_all_above_deployable_countKills all player boats that have more deployed entities than the given threshold; used for server cleanupAdmin Takes
whole number (default 0) -
playerboat.kill_io_deployablesKills any IO entities deployed on boats. Not a fast command. Use sparingly when needed.Admin
-
playerboat.kill_nonconvex_deployablesKills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed.Admin
-
playerboat.lookatdragbyanglePrints drag force debug data based on the angle between the boat heading and player look direction; admin-onlyAdmin
-
playerboat.maxblockcountMost building blocks a player boat can have. 0 or less removes the cap. = 180Admin Whole number Default
180Saved -
playerboat.maxdeployablecountMost deployables a player boat can carry. 0 or less removes the cap. = 120Admin Whole number Default
120Saved -
playerboat.orphansendimmediateWhen enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed = trueAdmin On / off Default
true -
playerboat.placementupthresholdMaximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees = 30Admin Decimal number Default
30 -
playerboat.powerdownonnoplayersWhen enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats = trueAdmin On / off Default
true -
playerboat.print_nonconvexPrints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed.Admin
-
playerboat.print_statsPrints statistics about all player boats on the server including block counts, deployable counts, and resource totalsAdmin
-
playerboat.sailpositioninfluence0 - 1 = 0.1Admin Decimal number Default
0.1 -
playerboat.setsailsopenOpens all sails on the player boat directly in front of the calling admin player; admin-only dev commandAdmin Takes
true or false (default false) · number (default 0) -
playerboat.sinkInstantly kills the player boat directly in front of the calling admin player; admin-only dev commandAdmin Takes
number (default 5) -
playerboat.usedestructiblewreckstabilityLets the pieces of a destructible boat wreck lose stability and collapse. = trueAdmin On / off Default
trueSaved -
playerboat.velocitymaxTop speed of a player boat, in meters per second. = 15Admin Decimal number Default
15Saved -
playercull.debugEnables debug logging for the player culling system, which hides players beyond a certain distance to reduce network and rendering overhead Client -
playercull.enabledEnable/Disable player culling entirely (always render even when hidden) Client -
playercull.maxplayerdistMaximum distance to show any players in meters Client -
playercull.maxsleeperdistMaximum distance to show sleepers in meters Client -
playercull.minculldistPlayers of any kind will always be visible closer than this Client -
playercull.updaterateHow many times per second to check for visibility Client -
playercull.visqualityQuality of Vis : 0 = Chest check, 1 = Chest+Head, 2 = Chest+Head+Arms, 3 = Chest+Head+Arms+Feet Client -
playerhelicopter.insidedecayminutesHow long before a player helicopter loses all its health while indoors = 2880Admin Decimal number Default
2880 -
playerhelicopter.outsidedecayminutesHow long before a player helicopter loses all its health while outside = 480Admin Decimal number Default
480 -
playerinventory.directionaldropenabledWhen enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops = trueAdmin On / off Default
true -
playerinventory.forcebirthdayWhen enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing = falseAdmin On / off Default
false -
playermodel.debugheadbugAdmin-only: scans players within 50m and logs head IK debug data for each PlayerModel to diagnose head bone alignment bugs Client -
playermodel.turncascadeAllows feet to lag behind the torso Client -
playermodel.turndeadzoneHow far we can you turn your head before the body follows through, if you tweak this, change step angle too Client -
playermodel.turnflickratehighMax degrees per second before flick speed kicks in Client -
playermodel.turnflickratelowMinimum degrees per second before flick speed kicks in Client -
playermodel.turnflickspeedIf the player flicks the mouse, multiplies all the anims by this. Client -
playermodel.turngizmosTurn in place debug gizmos Client -
playermodel.turninplaceToggle turn in place anims Client -
playermodel.turnmaxspeedAbsolute limit on turn max speed, if this goes too low the player might take forever to readjust Client -
playermodel.turnminstepangleSmallest turn animation we can play Client -
playermodel.turnmovespeedSpeed for sliding the player model around Client -
playermodel.turnsettleWait in idle pose while switching directions really fast Client -
playermodel.turnsettlerateMinimum cutoff in degrees per second to determine whether shaking stopped Client -
playermodel.turnsettletimeMax time to wait before going back to a turn anim Client -
playermodel.turnslideSlide feet while turning, helps with turns where the animation can't catch up Client -
playermodel.turnslideangleMinimum cut off angle for sliding Client -
playermodel.turnslidegainSpeeds up sliding over time Client -
playermodel.turnsliderateMax speed in degrees per second Client -
playermodel.turnspeedOverall speed modifier for all turning animations, default 1.1 makes things pretty snappy Client -
playermodel.turnspinidleUse the idle anim while spinning Client -
playermodel.turnspinlooptimeSpin time before we go into idle Client -
playermodel.turnstepangleLargest turn animation we can play Client -
playermodel.turntravelangleDegrees after which we consider a turn a spin and continue spinning until they halt Client -
playermodel.turntravelwindowSeconds of mouse movement counted as one spin Client -
polarbear.populationPopulation active on the server, per square km = 1Admin Decimal number Default
1 -
pool.clear_assetsClears all cached entries from the asset pool matching the optional name filterAdmin
-
pool.clear_assetsClears all cached entries from the asset pool matching the optional name filter Client -
pool.clear_memoryClears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collectedAdmin
-
pool.clear_memoryClears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected Client -
pool.clear_prefabsClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic poolsAdmin
-
pool.clear_prefabsClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools Client -
pool.debugWhen enabled, logs additional diagnostic information about pool hits, misses, and spills to the console = falseAdmin On / off Default
false -
pool.debugWhen enabled, logs additional diagnostic information about pool hits, misses, and spills to the console Client -
pool.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session = trueAdmin On / off Default
true -
pool.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session Client -
pool.export_prefabsExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance countAdmin
-
pool.export_prefabsExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count Client -
pool.fill_prefabsPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count overrideAdmin Takes
whole number (default 0) -
pool.fill_prefabsPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override Client -
pool.modeWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter = 2Admin Whole number Default
2 -
pool.modeClient -
pool.prewarmWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter = trueAdmin On / off Default
true -
pool.prewarmWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter Client -
pool.print_arraypoolPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss statsAdmin
-
pool.print_arraypoolPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats Client -
pool.print_assetsPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacityAdmin
-
pool.print_assetsPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacity Client -
pool.print_memoryPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --jsonAdmin Takes
text -
pool.print_memoryPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json Client -
pool.print_prefabsPrints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --jsonAdmin
-
pool.print_prefabsPrints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json Client -
pool.reset_max_pool_counterResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demandAdmin
-
pool.reset_max_pool_counterResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand Client -
pooltable.debug_poolLogs pool table game state to the server console. = falseAdmin On / off Default
falseSaved -
pooltable.idle_reset_secondsAnyone can reset a pool game nobody has interacted with for this many seconds = 180Admin Decimal number Default
180 -
pooltable.physics_update_ratePhysics updates per second on a pool table. = 64Admin Decimal number Default
64Saved -
pooltable.show_tooltipsShow pool game tooltip notifications = falseAdmin On / off Default
falseSaved -
pooltable.transform_update_rateClient -
pooltable.watch_after_shot_secondsSeconds the shooter stays seated watching their shot before being dismounted = 2Admin Decimal number Default
2 -
powergrid.enabledSwitches the monument power grid on. Off, recyclers run without it. = trueAdmin On / off Default
trueSaved -
powergrid.fusedecayhighpopConnected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop. = 100Admin Whole number Default
100Saved -
powergrid.fusedecaylowpopConnected 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. = 10Admin Whole number Default
10Saved -
powergrid.fusedecaylowpopscaleMultiplier 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. = 0.25Admin Decimal number Default
0.25Saved -
powergrid.fusefulldecaycountHow 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. = 3Admin Whole number Default
3Saved -
powergrid.fuselifespansecondsHow 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. = 9600Admin Decimal number Default
9600Saved -
powergrid.fuseslowdecayfractionmaxMaximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin. = 0.12Admin Decimal number Default
0.12Saved -
powergrid.fuseslowdecayfractionminMinimum 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. = 0.08Admin Decimal number Default
0.08Saved -
powergrid.fusestatusPrints the state of the fuses in the power grid.Admin
-
powergrid.greenrecyclerfullefficiencystagePower grid stage from which green recyclers get their efficiency bonus. Below 0, the rule is off. = -1Admin Whole number Default
-1Saved -
powergrid.marketplacechargecapacityCharge 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. = 100Admin Decimal number Default
100Saved -
powergrid.marketplacechargeperfuseCharge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them. = 0.01Admin Decimal number Default
0.01Saved -
powergrid.marketplacedrainrateCharge 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. = 0.05Admin Decimal number Default
0.05Saved -
powergrid.marketplaceminimumfusestochargeHeavy 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. = 4Admin Whole number Default
4Saved -
powergrid.marketplacerequiredchargefractionFraction (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. = 0.5Admin Decimal number Default
0.5Saved -
powergrid.powerlinebasepoweroutputStarting power output of powerline poles when 1 heavy fuse is inserted at the power plant. = 5Admin Whole number Default
5Saved -
powergrid.powerlinemaxpoweroutputPower output of powerline poles when all possible heavy fuses are inserted at the power plant. = 50Admin Whole number Default
50Saved -
powergrid.simulatepowerplantfusesAdds this many pretend fuses to the power plant count, for testing. = 0Admin Whole number Default
0 -
powergrid.stagechangeworkqueuebudgetMax time per frame (ms) to spend notifying powergrid entities of a stage change. = 0.1Admin Decimal number Default
0.1Saved -
powergrid.stagechangeworkqueuedelaybetweenjobsTime 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 = 0Admin Decimal number Default
0Saved -
powergrid.stagechangeworkqueuegroupjobsdistanceIf 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) = 20Admin Decimal number Default
20Saved -
powergrid.statusPrints the power grid settings and its current state.Admin
-
profile.command_lagspike_thresholdMilliseconds a console command can take before the profiler flags it as a lag spike. RCON onlyWhole number
-
profile.countsyncmoveentitiesCounts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity moversAdmin
-
profile.dump_profile_recordersDumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metricsAdmin
-
profile.dump_profile_recordersClient -
profile.exportintervalsInterval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost = 1800Admin Whole number Default
1800 -
profile.flush_analyticsFlushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flushAdmin
-
profile.flush_analyticsFlushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush Client -
profile.immediatemodeenabledWhen enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead = falseAdmin On / off Default
false -
profile.logentityspawntimeLog how long entities take to spawn on the client, use 'minloggedspawntime' to filter low spawn times Client -
profile.logentityspawntime_minMinimum spawn time before logging (in ms) Client -
profile.notifyonmainalloccountMain-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure = 0Admin Whole number Default
0 -
profile.notifyonmainmemkbMain-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled = 0Admin Whole number Default
0 -
profile.notifyontotalalloccountAllocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes = 16000Admin Whole number Default
16000 -
profile.notifyontotalmemkbTotal managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs = 12288Admin Whole number Default
12288 -
profile.notifyonworkeralloccountWorker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure = 0Admin Whole number Default
0 -
profile.notifyonworkermemkbWorker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled = 0Admin Whole number Default
0 -
profile.perfsnapshotprofile.perfsnapshot [delay=15, int] [name='Profile', str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar toolsAdmin Takes
whole number (default 15) · text (default Profile) · whole number (default 4) · true or false (default false) -
profile.perfsnapshot_streamprofile.perfsnapshot_stream [name='Profile', str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar toolsAdmin Takes
text (default Profile) · whole number (default 32) · whole number (default 8) · true or false (default false) -
profile.profiling_entities0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min' RCON only · = 0Whole number Default
0 -
profile.profiling_entity_count_intervalHow frequently to count all entities across the server RCON onlyWhole number
-
profile.profiling_fixed_invokes0 = off, 1 = stats per frame, 2 = stats per method RCON onlyWhole number
-
profile.profiling_invokes0 = off, 1 = stats per frame, 2 = stats per method RCON onlyWhole number
-
profile.profiling_lagspikesRecord inbound RPC & ConsoleCommands that cause lag spikes RCON only · = falseOn / off Default
false -
profile.profiling_packetsRecord type of packets inbound/outbound per frame RCON onlyOn / off
-
profile.profiling_pingRaknet statistics, 0 = off, 2 = per connection RCON only · = 0Whole number Default
0 -
profile.profiling_ping_intervalHow often to flush raknet stats per second RCON onlyDecimal number
-
profile.profiling_ping_per_frameHow many connections the network profiler samples per frame. RCON only · = 30Whole number Default
30 -
profile.profiling_rcon0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages RCON onlyWhole number
-
profile.profiling_rcon_message_lengthClamp the length of logged RCON messages to prevent the profiler from being flooded with large messages RCON onlyWhole number
-
profile.profiling_work_queueRecord execution time of ObjectWorkQueues per frame RCON only · = falseOn / off Default
false -
profile.quietControls whether perfsnapshot commands emit chat messages = falseAdmin On / off Default
falseSaved -
profile.rcon_lagspike_thresholdMilliseconds an RCON command can take before the profiler flags it as a lag spike. RCON onlyWhole number
-
profile.resetexportintervalResets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from nowAdmin
-
profile.rpc_lagspike_thresholdMilliseconds an RPC can take before the profiler flags it as a lag spike. RCON onlyWhole number
-
profile.runtime_profiling0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards RCON only · = 0Whole number Default
0Saved -
profile.runtime_profiling_intervalSeconds between two runtime profiling reports. RCON only · = 60Whole number Default
60 -
profile.runtime_profiling_persistEnable to allow runtime profiling to persist across restarts RCON only · = falseOn / off Default
falseSaved -
profile.runtime_profiling_pool_flush_intervalHow often to flush pooling stats in seconds RCON only · = 300Whole number Default
300 -
profile.runtime_profiling_pooling0 = off, 1 = flush every 5 minutes RCON only · = 0Whole number Default
0 -
profile.startStarts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flagAdmin
-
profile.startStarts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag Client -
profile.stopStops the active Unity Profiler binary log recording and finalises the fileAdmin
-
profile.stopStops the active Unity Profiler binary log recording and finalises the file Client -
profile.stopwatchingallocsStops tracking of allocationsAdmin
-
profile.watchallocsParams: [Name = 'Allocs'] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are metAdmin Takes
text (default Allocs) · whole number (default 16) -
projectile.preventcameraclipShould the projectile model attempt to prevent itself being clipped by the camera? Client -
projectile.preventcameraclipbuffersecondsBuffer seconds before turning back on the projectile model. Client -
projectile.serverprojectilecameraclipdistanceDistance before turning back on the server spawned projectiles model. Client -
projectile.usebatchedWhen enabled, projectile movement is updated in batched job-based passes using TransformAccessArray for better CPU parallelism Client -
rabbit.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
radiation.materialtoradsratioMultiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally = 0.0044Admin Decimal number Default
0.0044 -
radiation.water_inventory_damageWhen enabled, radiation-contaminated water damages items in a player's inventory over time when in a radiation zone = trueAdmin On / off Default
true -
radiation.water_loot_damageWhen enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation = trueAdmin On / off Default
true -
rcon.ban_ipBan an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistentAdmin Takes
text -
rcon.bandurationHow long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds)Admin Decimal number
-
rcon.clear_rcon_failed_loginsClear all failed login attemptsAdmin
-
rcon.connectioncooldownHow long (in seconds) before we allow another rcon connection from the same address (default: 1 second)Admin Decimal number
-
rcon.ipIP Address to listen for RCON connections = ""Admin Text Default
"" -
rcon.logfailedattemptsLog failed attempts and attempts from banned IP addresses (default: true)Admin On / off
-
rcon.maxconnectionsTotal number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes = 500Admin Whole number Default
500 -
rcon.maxconnectionsperipTotal number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes = 5Admin Whole number Default
5 -
rcon.maxpasswordfailuresHow many password failures before banning an RCON client's IP (default: 5)Admin Whole number
-
rcon.permanentbanfailedipsPermanently ban IPs that trigger too many failed attempts (default: false)Admin On / off
-
rcon.portPort to listen for RCON connections = 0Admin Whole number Default
0 -
rcon.printIf true, RCON commands will be printed in the console = falseAdmin On / off Default
false -
rcon.print_rcon_bansPrint a table of permanently banned IPs and networks. Use '--json' to return a JSON objectAdmin
-
rcon.print_rcon_clientsPrint a table of connected RCON clients. Use '--json' to return a JSON objectAdmin
-
rcon.print_rcon_failed_loginsPrint a table of clients with failed passwords. Use '--json' to return a JSON objectAdmin
-
rcon.unban_ipUnban an IP address from connecting to RCON, will also remove all attempt historyAdmin Takes
text -
rcon.webIf set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATED = trueAdmin On / off Default
true -
reclaimmanager.reclaim_expire_minutesTime in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed = 120Admin Decimal number Default
120 -
recordertool.debugrecordingWhen enabled, logs additional debug info about cassette recording state and audio buffer operations; saved between sessions Client -
reflection.forceupdateWhen enabled, forces all reflection probes to recapture every frame regardless of updateinterval; very expensive, use only for debugging Client -
reflection.planarcountMaximum number of planar reflection probes that can render simultaneously; reducing this limits GPU overhead when many reflective surfaces are visible Client -
reflection.planarreflectionsEnables planar (mirror-like) reflections on water and reflective surfaces; more accurate than cubemap probes but significantly more GPU-intensive Client -
reflection.planarresolutionResolution of planar reflection renders; higher values produce sharper water and mirror reflections at a higher GPU memory and render cost Client -
reflection.resolutionResolution of the reflection probe cubemap captures; higher values produce sharper reflections at a significant GPU memory and render time cost Client -
reflection.timeslicingNumber 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 -
reflection.updateintervalMinimum seconds between reflection probe recaptures; lower values keep reflections more current but increase GPU overhead Client -
relationshipmanager.acceptinviteAccepts a team invite. Takes the team's ID, and you cannot be in a team already. Any player -
relationshipmanager.addtoteamAdds the calling player to their existing team, creating the team entry if neededAdmin
-
relationshipmanager.contactsTurns the contacts system on. = trueAdmin On / off Default
trueSaved -
relationshipmanager.createandaddtoteamCreates a new team with the calling player and adds the specified player (by UID) to it; returns status stringAdmin Takes
whole number (default 0) -
relationshipmanager.fakeinviteSends a fake team invite from the given team ID to the calling player; used for testing team invite UI flowAdmin
-
relationshipmanager.forceaddtoteamAdds a player to a team whether they are on the server or notAdmin
-
relationshipmanager.forgetafterminutesTime in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed = 960Admin Whole number Default
960 -
relationshipmanager.kickmemberRemoves a member from your team. Leader only. Takes their SteamID. Any player -
relationshipmanager.leaveteamTakes you out of the team you are in. Any player -
relationshipmanager.maxplayerrelationshipsMaximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached = 128Admin Whole number Default
128 -
relationshipmanager.maxteamsizeMaximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams = 8Admin Whole number Default
8 -
relationshipmanager.mugshotupdateintervalInterval in seconds between mugshot (contact portrait) refresh attempts for known players = 300Admin Decimal number Default
300 -
relationshipmanager.promoteHands team leadership to the teammate you are looking at. Leader only. Any player -
relationshipmanager.promote_idHands team leadership to a teammate by SteamID, so it also reaches one who is asleep. Leader only. Any playerTakes
player name or Steam ID -
relationshipmanager.rejectinviteTurns a team invite down. Takes the team's ID. Any player -
relationshipmanager.seendistanceDistance in metres within which two players must be for a 'seen' relationship event to be recorded = 10Admin Decimal number Default
10 -
relationshipmanager.sendinviteInvites a player standing within 7 meters to your team. Leader only. Takes their network ID, not their SteamID. Any player -
relationshipmanager.sendofflineinviteInvites 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 -
relationshipmanager.sleeptoggleToggles the sleep/wake state of the entity the calling admin player is looking at (within 5m); admin-onlyAdmin
-
relationshipmanager.trycreateteamCreates a new team with the calling player as leader; fails if teams are disabled (maxTeamSize == 0)Admin
-
relationshipmanager.wipe_all_contactsWipes all relationship contacts data for every player on the server; admin-onlyAdmin
-
relationshipmanager.wipecontactsWipes all relationship contacts data for the calling playerAdmin
-
relay.cfg_autoreconnectIf enabled, Rust Relay will automatically attempt to reconnect when the WebSocket connection dropsAdmin On / off
-
relay.cfg_encryptpacketsSets 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
-
relay.cfg_fakeplayerIf 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
-
relay.cfg_filtermodeSets the Filter Mode for RPC Messages, (0 = Ignore, 1 = AllowAll, 2 = AllowWhitelist)Admin Whole number
-
relay.cfg_maxreconnectsMaximum number of reconnect attempts allowed within the reconnect window before the relay permanently shuts downAdmin Whole number
-
relay.cfg_reconnectdelayDelay (in seconds) between reconnect attemptsAdmin Whole number
-
relay.cfg_reconnectwindowThe rolling window (in minutes) used to track reconnect attemptsAdmin Whole number
-
relay.cfg_reloadReloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart)Admin
-
relay.cfg_saveForces a save of the Rust Relay configuration to diskAdmin
-
relay.cfg_sendconsoledataIf enabled, console data will be sent to the relay serverAdmin On / off
-
relay.cfg_sendvoicedataIf enabled, voice data will be sent to the relay serverAdmin On / off
-
relay.cfg_server_auth_tokenSets the authentication token for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)Admin Text
-
relay.cfg_server_urlSets the URL for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)Admin Text
-
relay.clear_queueClears the relay send queue (useful if things are going wrong with the relay server)Admin
-
relay.reconnect_resetClears the reconnect attempt history, resetting the reconnect budgetAdmin
-
relay.restartAttempts to restart the Rust Relay connection (may cause short lag)Admin
-
relay.rpc_whitelist_addAdds an RPC Message to the RPC WhitelistAdmin
-
relay.rpc_whitelist_rebuildRebuilds the RPC Whitelist ID ListAdmin
-
relay.rpc_whitelist_removeRemoves an RPC Message from the RPC WhitelistAdmin
-
relay.shutdownShutsdown the Rust Relay sever connectionAdmin
-
relay.statusReturns a detailed Rust Relay status reportAdmin
-
render.building_blocked_preview_distanceDistance from the border of building blocked to show the red preview Client -
render.computebuffer_setdata_immediateWhether to call ComputeBuffer.SetData immediately or at the end of the frame Client -
render.expand_instancingForces GPU instancing to expand and rebatch a specific instancing group by name; useful for debugging instancing issues without restarting Client -
render.instanced_rendering0 = off, 1 = on (must restart client for changes to take effect) Client -
render.instanced_toggle_allDeveloper command to toggle instanced rendering at runtime to measure performance impact Client -
render.instanced_toggle_buildingsToggle rendering of buildings on / off Client -
render.instanced_toggle_cliffsToggle rendering of cliffs on / off Client -
render.instanced_toggle_otherToggle rendering of uncategorized meshes on / off Client -
render.instancing_render_distanceMax distance for instanced rendering, can be higher than normal render distance Client -
render.max_renderersSet the amount of instanced renderers to show for debugging Client -
render.multidrawAllow unity to batch together multiple draw calls Client -
render.print_global_entitiesPrint off count of global building entities on the serverAdmin
-
render.print_global_entitiesPrint off count of global building entities on the client Client -
render.print_instanced_cellPrint number of meshes inside a single grid Client -
render.print_instanced_debugPrint off array size and memory usage to ensure no memory leaks & debug rendering system Client -
render.print_instanced_renderersPrint off number of each mesh inside instanced rendering system (including outside of render range) Client -
render.print_tree_countsPrint off count of trees to ensure server sent them all Client -
render.render_shadowsEnables or disables shadow rendering globally on the client; disabling shadows significantly improves GPU performance Client -
render.show_building_blockedShows a coloured overlay on building-blocked areas client-side, visualising where construction is prevented Client -
render.show_building_blocked_serverDisplay setting the server only passes on to clients. Nothing on the server reads it. = trueAdmin On / off Default
trueSaved -
render.test_instancing_cullingSpawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation Client -
render.tree_entitiesPrint off count of trees to ensure server sent them allAdmin
-
render.upload_multidraw_meshes_mode0 = CPU, 1 = GPU Client -
rentableshop.additionalchecktimehoursdebugWhen checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is = 0Admin Whole number Default
0 -
rentableshop.closenearestshopClose the nearest shop in 10m. Useful for testingAdmin
-
rentableshop.initialscrapfeeScrap charged up front to open a rentable shop. = 100Admin Whole number Default
100Saved -
rentableshop.maxstoreditemsdurationminutesHow long stores should store items (after a shop is closed) for before they are destroyed = 1440Admin Whole number Default
1440Saved -
rentableshop.processrenttickCharges rent on every open rentable shop right now.Admin
-
rentableshop.protectionfromtakeoverhoursHours a newly opened rentable shop is protected from takeover. = 6Admin Decimal number Default
6Saved -
rentableshop.randomiseownerofnearestshopRandomise the owner of the nearest shop in 10m. Useful for testingAdmin
-
rentableshop.resettakeoverprotectionofclosestshopReset the takeover protection duration of nearest shop. Useful for testingAdmin
-
rentableshop.scrapperhourrentScrap a rentable shop costs per hour. = 10Admin Whole number Default
10Saved -
reports.exceptionreportmaxlengthLongest exception report the server sends, in characters, never under 250. = 600Admin Whole number Default
600 -
reports.exceptionreportmaxlengthMaximum character length of exception reports submitted to the crash reporter; clamped to a minimum of 250 characters Client -
rgbeffects.brightnessBrightness of colors, from 0 to 1 (note: may affect color accuracy) Client -
rgbeffects.colorcorrection_razerControls how RGB values are mapped to LED lights on Razer devices Client -
rgbeffects.colorcorrection_steelseriesControls how RGB values are mapped to LED lights on SteelSeries devices Client -
rgbeffects.enabledEnables RGB lighting effects (supports SteelSeries and Razer) Client -
rgbeffects.pulsePulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation Client -
rgbeffects.staticSets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance Client -
rhib.rhibpopulationPopulation active on the server = 0Admin Decimal number Default
0 -
ridablehorse.autoavoidanceWhen enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurable = trueAdmin On / off Default
trueSaved -
ridablehorse.debugWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only = falseAdmin On / off Default
falseSaved -
ridablehorse.decayminutesHow long before a horse dies unattended = 180Admin Decimal number Default
180 -
ridablehorse.dungtimescaleSpeeds up or slows down how fast horses produce dung. = 1Admin Decimal number Default
1 -
ridablehorse.groundangleupdaterateInterval in seconds between ground angle recalculation updates for horse body tilting; default 0.05s = 0.05Admin Decimal number Default
0.05Saved -
ridablehorse.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
ridablehorse.ragdollRagdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death statesAdmin
-
ridablehorse.setforsaleMarks the horse directly in front of the calling admin player as for-sale, enabling the purchase interactionAdmin
-
ridablehorse.sethorsebreedSets the breed index of the horse directly in front of the calling admin player to the given integer valueAdmin Takes
whole number (default 0) -
ridablehorse.throttledgroundangleupdateWhen enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performance = trueAdmin On / off Default
trueSaved -
room.draw_facesDraws 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) -
room.draw_liveContinuously 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. = falseAdmin On / off Default
false -
room.draw_live_normalsDraw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic) = trueAdmin On / off Default
true -
room.draw_live_rangeRadius of the room.draw_live overlay, in metres = 30Admin Decimal number Default
30 -
room.draw_networkgroupsDraws 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) -
room.draw_networkgroups_liveContinuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on. = falseAdmin On / off Default
false -
room.draw_portalsDraws the portals of the building you are looking at (green = open, red = closed)Admin Takes
number (default 10) -
room.draw_roomsDraws 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) -
room.draw_visibleDraws 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) -
room.exportbaseEditor-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
-
room.exportpastesEditor-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
-
room.occlusionServer-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce = 0Admin Whole number Default
0 -
room.occlusion_admin_bypassAdmins and developers bypass interior occlusion and see everything = trueAdmin On / off Default
true -
room.occlusion_deployablesWhat 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) = 1Admin Whole number Default
1 -
room.occlusion_door_immediateKill 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. = trueAdmin On / off Default
true -
room.occlusion_door_immediate_rangeHow 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. = 30Admin Decimal number Default
30 -
room.occlusion_lingerHow 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. = 5Admin Decimal number Default
5 -
room.occlusion_nearby_rangeRooms 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. = 32Admin Decimal number Default
32 -
room.occlusion_rangeHow 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. = 250Admin Decimal number Default
250 -
room.occlusionstatsPrints interior occlusion's shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hiddenAdmin
-
room.printfacesPrints 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) -
room.printhiddenPrints 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 -
room.printportalsPrints every portal of the building you are looking at (rooms joined, filler, open state)Admin
-
room.printroomsPrints the room partition of the building you are looking atAdmin
-
room.printvisiblePrints the room a player is standing in and every room they can see into. Defaults to yourself.Admin Takes
player name or Steam ID -
rottingflies.hideDisables the corpse flies Client -
rrp.enabledToggles the Rust Render Pipeline Client -
rustnav.addtilebudgetmsMain-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 = 2Admin Decimal number Default
2 -
rustnav.bakestatsPrint accumulated navmesh bake statistics. Pass true to reset them insteadAdmin Takes
true or false (default false) -
rustnav.bakestatsenabledCollect 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 trueAdmin On / off
-
rustnav.collectbudgetmsMain-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 = 1Admin Decimal number Default
1 -
rustnav.debugloadNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there.Admin
-
rustnav.debugpathNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there.Admin
-
rustnav.debugraycastNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there.Admin
-
rustnav.debugrebuildtileNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there.Admin
-
rustnav.debugsampleNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there.Admin
-
rustnav.debugsaveNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there.Admin
-
rustnav.detailsampledistmultDetail 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 = 12Admin Decimal number Default
12 -
rustnav.detailsamplemaxerrormultDetail 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 = 1Admin Decimal number Default
1 -
rustnav.doorreassertspertickHow 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 = 24Admin Whole number Default
24 -
rustnav.drawShows or hides a drawing of the navmesh around you. Takes true or false.Admin
-
rustnav.drawkbpsMax KB per second of navmesh tiles streamed to each rustnav.draw viewer = 512Admin Decimal number Default
512 -
rustnav.drawmanifestintervalHow many draw updates pass between two full tile lists sent to a player viewing the navmesh. = 10Admin Whole number Default
10 -
rustnav.drawoffsetyClient -
rustnav.drawradiusRadius, in meters, of the navmesh drawn around a viewer. = 100Admin Decimal number Default
100 -
rustnav.drawrefreshrateSeconds between two updates of the navmesh drawing. = 0.25Admin Decimal number Default
0.25 -
rustnav.dumptilegeoRebuild 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 -
rustnav.enableverboselogsLogs extra navmesh detail to the server console. = falseAdmin On / off Default
false -
rustnav.legacybuildA/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 = falseAdmin On / off Default
false -
rustnav.maxshoredistanceMetres 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 = 100Admin Decimal number Default
100 -
rustnav.navmeshstatsList every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build timeAdmin
-
rustnav.numthreadsNavmesh 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 = 4Admin Whole number Default
4 -
rustnav.rebuildRebuilds the server's navmesh.Admin Takes
true or false (default false) -
rustnav.savecompressionLZ4-compress navmesh saves (smaller .navmesh files, no extra save time) = trueAdmin On / off Default
true -
rustnav.savedeltaAppend 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 = trueAdmin On / off Default
true -
rustnav.savedeltabudgetHow 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 = 0.5Admin Decimal number Default
0.5 -
rustnav.savethreadsWorker threads for navmesh save/load compression. 0 = auto = 0Admin Whole number Default
0 -
rustnav.savewarnmsLog the navmesh save completion line as a warning past this many milliseconds. 0 or less never warns = 1000Admin Decimal number Default
1000 -
rustnav.setnumthreadsSets how many threads build the navmesh. Takes the number.Admin
-
safemode.applysafemodeconfigApplies a known set of safe settings to ensure the game boots Client -
sail.maxthrustmultiplierMultiplies the thrust of sails. = 1Admin Decimal number Default
1Saved -
samsite.autoreloaddelayDelay before SAM sites that haven't shot a target will auto-reload = 45Admin Decimal number Default
45 -
samsite.staticrepairsecondshow long until static sam sites auto repair = 1200Admin Decimal number Default
1200 -
santasleigh.altitudeaboveterrainClearance Santa's sleigh keeps above the terrain under it, in meters. = 50Admin Decimal number Default
50 -
santasleigh.desiredaltitudeAltitude Santa's sleigh aims for, in meters. = 60Admin Decimal number Default
60 -
santasleigh.dropCalls Santa's sleigh in to drop its presents on your position.Admin
-
satellite.control_windowSeconds of thruster control window = 180Admin Decimal number Default
180 -
satellite.cooldown_hours_maxMaximum cooldown between satellite events, in game hours = 18Admin Decimal number Default
18 -
satellite.cooldown_hours_minMinimum 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. = 18Admin Decimal number Default
18 -
satellite.crashing_fx_at_distanceRun 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. = trueAdmin On / off Default
trueSaved -
satellite.crate_fire_durationSeconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires. = 300Admin Decimal number Default
300 -
satellite.debugLog crash-target search diagnostics (samples, blockers, reasons) = falseAdmin On / off Default
false -
satellite.default_crash_radiusStarting impact radius before thruster adjustments, in meters = 300Admin Decimal number Default
300 -
satellite.descent_angleAngle (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. = 45Admin Decimal number Default
45 -
satellite.descent_secondsDescent 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) = 600Admin Decimal number Default
600 -
satellite.final_descent_secondsSeconds 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. = 300Admin Decimal number Default
300Saved -
satellite.final_descent_speedSpeed (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. = 0Admin Decimal number Default
0 -
satellite.flyover_altitudeAltitude (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. = 2500Admin Decimal number Default
2500 -
satellite.flyover_dive_distanceHorizontal 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. = 1500Admin Decimal number Default
1500 -
satellite.free_fuelIf true, firing satellite thrusters does not consume fuel = falseAdmin On / off Default
false -
satellite.free_powerIf true, powering up the satellite computer does not require any items = falseAdmin On / off Default
false -
satellite.fuel_large_maxMaximum fuel rolled for large satellites (3000-5000kg) = 16Admin Whole number Default
16 -
satellite.fuel_large_minMinimum fuel rolled for large satellites (3000-5000kg) = 10Admin Whole number Default
10 -
satellite.fuel_maxHard maximum on generated fuel, applied after the per-size roll regardless of size = 36Admin Whole number Default
36 -
satellite.fuel_medium_maxMaximum fuel rolled for medium satellites (1500-3000kg) = 26Admin Whole number Default
26 -
satellite.fuel_medium_minMinimum fuel rolled for medium satellites (1500-3000kg) = 16Admin Whole number Default
16 -
satellite.fuel_minHard minimum on generated fuel, applied after the per-size roll regardless of size = 8Admin Whole number Default
8 -
satellite.fuel_small_maxMaximum fuel rolled for small satellites (500-1500kg) = 36Admin Whole number Default
36 -
satellite.fuel_small_minMinimum fuel rolled for small satellites (500-1500kg) = 24Admin Whole number Default
24 -
satellite.initial_offset_attemptsHow 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. = 8Admin Whole number Default
8 -
satellite.kill_radiusRadius (m) around the impact point cleared on crash - players killed, construction/deployables/vehicles destroyed, vegetation removed = 10Admin Decimal number Default
10 -
satellite.lateral_distanceLateral offset multiplier per thruster fire (meters) = 200Admin Decimal number Default
200 -
satellite.launchDev: 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
-
satellite.launchquickDev: 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
-
satellite.map_lerp_timeSeconds for the on-map targeting marker to ease to its new position after a thruster fires Client -
satellite.min_crash_radiusMinimum crash radius in meters = 100Admin Decimal number Default
100 -
satellite.nudge_distance_maxMaximum random aim drift (meters) applied when tightening the impact radius = 150Admin Decimal number Default
150 -
satellite.nudge_distance_minMinimum 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 = 100Admin Decimal number Default
100 -
satellite.obstruction_tc_reorderCrash 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. = trueAdmin On / off Default
true -
satellite.phase1_extra_distanceExtra 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. = 30000Admin Decimal number Default
30000 -
satellite.phase1_grow_scaleMultiplier 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. = 4Admin Decimal number Default
4Saved -
satellite.randomTrigger a satellite crash at a random valid position on the mapAdmin
-
satellite.require_powerplantIf 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. = trueAdmin On / off Default
true -
satellite.reuse_last_crash_spotCrash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check. = trueAdmin On / off Default
true -
satellite.rotation_strengthHeading rotation per thruster fire (degrees) = 15Admin Decimal number Default
15 -
satellite.show_thruster_effectsEditor only: reveal each thruster's effect on the control buttons for testing Client -
satellite.shrink_expand_radiusImpact radius change per thruster fire (meters) = 25Admin Decimal number Default
25 -
satellite.site_check_physical_geometryAlso raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't see = trueAdmin On / off Default
true -
satellite.site_clearance_radiusClearance (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. = 16Admin Decimal number Default
16 -
satellite.site_footprint_radiusRadius (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. = 15Admin Decimal number Default
15 -
satellite.site_max_slopeMax overall ground slope (degrees) across the crash footprint before a spot is rejected = 25Admin Decimal number Default
25 -
satellite.site_max_unevennessMax 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) = 2Admin Decimal number Default
2 -
satellite.sky_trailRender 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. = trueAdmin On / off Default
trueSaved -
satellite.sky_trail_age_fadeFade 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. = trueAdmin On / off Default
trueSaved -
satellite.sky_trail_drain_secondsSeconds 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. = 10Admin Decimal number Default
10Saved -
satellite.sky_trail_max_lengthMaximum 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. = 0Admin Decimal number Default
0Saved -
satellite.sky_trail_noiseMeters 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. = 1Admin Decimal number Default
1Saved -
satellite.sky_trail_secondsSeconds 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. = 60Admin Decimal number Default
60Saved -
satellite.sky_trail_width_degreesOn-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. = 0.075Admin Decimal number Default
0.075Saved -
satellite.targeting_budget_msCrash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded. = 5Admin Decimal number Default
5 -
satellite.targeting_coverage_factorCrash 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. = 3Admin Decimal number Default
3 -
satellite.targeting_min_samplesCrash 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. = 8Admin Whole number Default
8 -
satellite.thruster_extra_stepsWhen 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. = 2Admin Whole number Default
2 -
satellite.thruster_module_countThruster modules salvaged from fully harvesting the crash remains = 3Admin Whole number Default
3 -
satellite.thruster_module_min_conditionMinimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in = 0.2Admin Decimal number Default
0.2 -
satellite.trail_alpha_scaleMultiplier 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. = 1Admin Decimal number Default
1Saved -
satellite.trail_time_scaleMultiplier 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. = 1Admin Decimal number Default
1Saved -
satellite.triggerTrigger 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) -
satellite.wreck_fire_durationSeconds the main wreck stays too hot to harvest after impact = 480Admin Decimal number Default
480 -
scraptransporthelicopter.populationPopulation active on the server = 0Admin Decimal number Default
0 -
screenshot.hiresscreenshotcustomwidthSet a custom width for takehiresscreenshot and takehirestransparentscreenshot. Set to 0 to use default size. Client -
screenshot.takehiresscreenshotTakes a high-resolution screenshot using the configured custom width or the default upscale factor Client -
screenshot.takehirestransparentscreenshotTakes a high-resolution screenshot with a transparent background for use in promotional material Client -
screenshot.takescreenshotTakes a standard resolution screenshot and saves it to the screenshots folder Client -
screenshot.taketransparentscreenshotTakes a screenshot with a transparent background by disabling skybox and terrain rendering Client -
searchlight.debugvolumetricsClient -
seaturtle.forcesurfaceamountForces sea turtles to swim at this offset from the water surface. 0 leaves them alone. = 0Admin Decimal number Default
0 -
seaturtle.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
sensecomponent.maxrefreshintervalsecondsLongest gap, in seconds, between two sense updates of an animal. = 1Admin Decimal number Default
1 -
sensecomponent.minrefreshintervalsecondsShortest gap, in seconds, between two sense updates of an animal that needs to react fast. = 0.2Admin Decimal number Default
0.2 -
sentry.debugpreventduplicatesPrevents auto turrets getting added more than once to the IO queue = trueAdmin On / off Default
true -
sentry.hostiledurationhow long until something is considered hostile after it attacked = 120Admin Decimal number Default
120 -
sentry.interferenceradiusradius to check for other turrets = 40Admin Decimal number Default
40Saved -
sentry.maxinterferencemax interference from other turrets = 12Admin Whole number Default
12Saved -
sentry.scantimerHow quickly can a turret acquire a potential target. Less is faster, but perf taxing = 1Admin Decimal number Default
1 -
sentry.targetalltarget everyone regardless of authorization = falseAdmin On / off Default
false -
server.allowsortingSet to false to disable the storage adaptor sorting functionality = trueAdmin On / off Default
true -
server.allowvineswingingWhen true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement = trueAdmin On / off Default
trueSaved -
server.anticheatidEasy Anti-Cheat product ID used to authenticate this server with EAC services = "xyza7891h6UjNfd0eb2HQGtaul0WhfvS"Admin Text Default
"xyza7891h6UjNfd0eb2HQGtaul0WhfvS" -
server.anticheatkeyEasy Anti-Cheat product key used alongside anticheatid for EAC server authentication = "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"Admin Text Default
"OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60" -
server.anticheatlogSets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic outputAdmin Whole number
-
server.anticheattokenWhen true clients must provide a valid EAC token to connect; disable only for testing or modded environments = trueAdmin On / off Default
true -
server.arrowarmorGlobal multiplier for armour effectiveness against arrow and bow damage; 1.0 = default = 1Admin Decimal number Default
1Saved -
server.arrowdamageGlobal multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage = 1Admin Decimal number Default
1Saved -
server.artificialtemperaturegrowablerangeRange, in meters, at which a heater warms planted crops. = 4Admin Decimal number Default
4Saved -
server.authtimeoutSeconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected = 60Admin Whole number Default
60 -
server.autouploadmapAutomatically upload procedurally generated maps so that players download them (faster) instead of re-generating them = trueAdmin On / off Default
trueSaved -
server.autouploadmapimagesAutomatically upload an image of the map, used to show the map in the server browser = trueAdmin On / off Default
trueSaved -
server.backupBackup server folderAdmin
-
server.bag_quota_item_amountSleeping bag setting the server only passes on to clients. Nothing on the server reads it. = trueAdmin On / off Default
trueSaved -
server.bansserverendpointHTTP API endpoint for centralized banning (see wiki) = ""Admin Text Default
"" -
server.bansserverfailuremodeFailure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki) = 0Admin Whole number Default
0 -
server.bansservertimeoutTimeout (in seconds) for centralized banning web server requests = 5Admin Whole number Default
5 -
server.bleedingarmorGlobal multiplier for armour effectiveness against bleeding damage; 1.0 = default = 1Admin Decimal number Default
1Saved -
server.bleedingdamageGlobal multiplier for all bleeding damage over time; 1.0 = default = 1Admin Decimal number Default
1Saved -
server.botcountReturns the current number of bot (AI-controlled player) entities active on the serverAdmin
-
server.broadcastplayvideoSends a video URL to all connected players, causing the in-game video player to open and play the specified video on every clientAdmin Takes
text · true or false (default false) -
server.bulletarmorGlobal multiplier for armour effectiveness against bullet damage; 1.0 = default = 1Admin Decimal number Default
1Saved -
server.bulletdamageGlobal multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage = 1Admin Decimal number Default
1Saved -
server.bypassiteminputrestrictionAllows items to be moved into containers that block item input = falseAdmin On / off Default
false -
server.canequipbackpacksinairAllows backpack equipping while not grounded = falseAdmin On / off Default
falseSaved -
server.ceilinglightgrowablerangeRadius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirement = 3Admin Decimal number Default
3Saved -
server.ceilinglightheightoffsetVertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it = 3Admin Decimal number Default
3Saved -
server.censorplayerlistCensors the Steam player list to make player tracking more difficult = trueAdmin On / off Default
true -
server.cheatreportReports a player for cheating. Takes their SteamID, then a reason, cut at 140 characters. Any playerTakes
text -
server.cinematicCinematic mode: opens the cinematic commands and every gesture to all players, not only admins. = falseAdmin On / off Default
falseSaved -
server.clear_bushes_radiusKills 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) -
server.clear_loot_spawn_cacheClears the loot spawn cache used to restrict loot into each eraAdmin
-
server.clear_trees_radiusKills 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) -
server.clearplayerreportcountsClear the player reports listAdmin
-
server.combatlogGet the player combat log Any playerTakes
player name or Steam ID -
server.combatlog_outgoingGet the player combat log, only showing outgoing damage Any playerTakes
player name or Steam ID -
server.combatlogdelaySeconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight = 10Admin Whole number Default
10 -
server.combatlogsizeNumber of recent combat events retained in each player's combat log, viewable with combatlog = 30Admin Whole number Default
30 -
server.compassenabledWill the in-game compass show at the top of the screen = trueAdmin On / off Default
trueSaved -
server.composterupdateintervalHow often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes) = 300Admin Decimal number Default
300 -
server.compressionEnables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU timeAdmin On / off
-
server.conveyormovefrequencyHow often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement = 5Admin Decimal number Default
5Saved -
server.corpsedespawnSeconds before a player corpse is removed from the world; default is 300 seconds (5 minutes) = 300Admin Decimal number Default
300 -
server.corpseinfoGet info on player corpses on the serverAdmin
-
server.corpsesWhether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly = trueAdmin On / off Default
true -
server.crawlingenabledDo players go into the crawling wounded state = trueAdmin On / off Default
trueSaved -
server.crawlingmaximumhealthMaximum initial health given when a player dies and moves to crawling wounded state = 12Admin Whole number Default
12 -
server.crawlingminimumhealthMinimum initial health given when a player dies and moves to crawling wounded state = 7Admin Whole number Default
7 -
server.creamseparationhoursHours 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 = 4Admin Decimal number Default
4Saved -
server.cycletimeDuration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes = 500Admin Decimal number Default
500 -
server.debrisdespawnSeconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds = 30Admin Decimal number Default
30 -
server.deepseafogofwarShould the deep sea map be covered by fog of war = trueAdmin On / off Default
trueSaved -
server.defaultblueprintresearchcostHow much scrap is required to research default blueprints = 10Admin Whole number Default
10Saved -
server.descriptionShort 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." -
server.destroytaskbatchcountUsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task = 128Admin Whole number Default
128 -
server.drawpuzzleresetsWhen enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets = falseAdmin On / off Default
false -
server.dropitemsWhether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death = trueAdmin On / off Default
true -
server.eac_gameplay_dataWhether or not to send additional analytics to EAC = trueAdmin On / off Default
true -
server.emojiownershipcheckWhether emoji ownership is checked server side. Could be performance draining in high chat volumes = trueAdmin On / off Default
true -
server.encryptionNetwork encryption mode; 2 = enabled (recommended), 0 = disabled = 2Admin Whole number Default
2 -
server.enforce_era_restrictionsDeletes items on the server that are not allowed in the eraAdmin
-
server.enforcepipechecksonbuildingblockchangesWhether to check for illegal industrial pipes when changing building block states (roof bunkers) = trueAdmin On / off Default
trueSaved -
server.entitybatchsizeNumber of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing = 100Admin Whole number Default
100 -
server.entitybatchtimeTime in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed = 1Admin Decimal number Default
1 -
server.entityrateHow many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects = 16Admin Whole number Default
16 -
server.eranone,primitive,medieval,frontier,rust = "None"Admin Text Default
"None"Saved -
server.eventsEnables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits = trueAdmin On / off Default
true -
server.explosive_testing_modeLower damage of explosives to 1 and allow them to be triggered multiple times = falseAdmin On / off Default
false -
server.farmchickenlocalavoidanceWhether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip = trueAdmin On / off Default
trueSaved -
server.favoritesendpointDomain name to save when players favorite your server. The port can be omitted if using the default port or a SRV DNS record is created. = ""Admin Text Default
""Saved -
server.filefolderoverrideOverride the root storage folder for server files; leave empty to use the default server/identity path = ""Admin Text Default
"" -
server.filerequestbytesburstBurst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to match = 4194304Admin Whole number Default
4194304Saved -
server.filerequestbytespersecondBytes 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 = 2097152Admin Whole number Default
2097152Saved -
server.filerequestdebugPrint file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time = falseAdmin On / off Default
false -
server.filerequestqueuelengthMaximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue) = 256Admin Whole number Default
256 -
server.fillchickencoopDebug command: fills all chicken coops within 5 metres of the calling player to their maximum capacityAdmin
-
server.fogofwarShould the in-game map be covered by a fog of war = falseAdmin On / off Default
falseSaved -
server.fogofwarrevealsizeHow much area around the player is revealed when using fog of war. Must be a multiple of 32 = 256Admin Whole number Default
256Saved -
server.foodspoilingWhether to run the food spoiling system = trueAdmin On / off Default
trueSaved -
server.foodspoilingbudgetmsMaximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates = 0.05Admin Decimal number Default
0.05 -
server.fpsPrints the current server frame rate in frames per secondAdmin
-
server.funwaterdamagethresholdWetness a player has to reach before water guns start to hurt. = 0.8Admin Decimal number Default
0.8Saved -
server.funwaterwetnessgainWetness a player gains from each water gun hit. = 0.05Admin Decimal number Default
0.05Saved -
server.gamemodeShort 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
"" -
server.hardcorefirearmammunitioncraftingmultiplierMultiplies crafting cost of firearm ammunition = 1Admin Decimal number Default
1Saved -
server.headerimageURL of the banner/header image shown at the top of this server's page in the server browser = ""Admin Text Default
""Saved -
server.hideplayermapdirectionShould hte player see their direction on the map = falseAdmin On / off Default
falseSaved -
server.hideplayeronmapShould the player see their position on the map = falseAdmin On / off Default
falseSaved -
server.homingmissiletargetshabIf true hot air balloons can be shot down with homing missiles = falseAdmin On / off Default
false -
server.hopperanimationbudgetmsHow long per frame to spend animating items moving into the hopper (will be instant if <= 0) = 0.1Admin Decimal number Default
0.1Saved -
server.hostnameServer name displayed in the server browser = "My Untitled Rust Server"Admin Text Default
"My Untitled Rust Server" -
server.http_connection_limitMaximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests = 32Admin Whole number Default
32 -
server.identityUnique identifier for this server instance; determines the subfolder used for saves, configs and map data = "my_server_identity"Admin Text Default
"my_server_identity" -
server.idlekickMinutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick = 30Admin Whole number Default
30 -
server.idlekickadminsMinutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode = 0Admin Whole number Default
0 -
server.idlekickmodeControls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins = 1Admin Whole number Default
1 -
server.incapacitatedrecoverchanceBase chance of recovery after incapacitated wounded state = 0.1Admin Decimal number Default
0.1Saved -
server.industrialallowquickmoveEnables a faster way to move items around during conveyor transfers. Should be on unless there's a issue = trueAdmin On / off Default
true -
server.industrialcrafterfrequencyHow often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting = 5Admin Decimal number Default
5Saved -
server.industrialframebudgetmsHow long per frame to spend on industrial jobs = 0.5Admin Decimal number Default
0.5Saved -
server.industrialtransferstricttimelimitsWhen enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance = trueAdmin On / off Default
trueSaved -
server.ipIP address the server binds to; leave empty to bind to all interfaces = ""Admin Text Default
"" -
server.ipqueriesperminMaximum number of Steam server browser queries allowed per minute from a single IP address = 30Admin Whole number Default
30 -
server.itemdespawnSeconds before items dropped on the ground despawn; default is 300 seconds (5 minutes) = 300Admin Decimal number Default
300 -
server.itemdespawn_container_max_multiplierUpper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours = 24Admin Whole number Default
24 -
server.itemdespawn_container_scaleMultiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime = 2Admin Decimal number Default
2 -
server.itemdespawn_quickFast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds = 30Admin Decimal number Default
30 -
server.levelMap level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name = "Procedural Map"Admin Text Default
"Procedural Map" -
server.leveltransferWhen true the server sends the map file to clients so they can load it without re-generating it locally = trueAdmin On / off Default
true -
server.levelurlURL to download a custom map file from; if set the server will fetch and load this map instead of generating one = ""Admin Text Default
"" -
server.listplayerreportcountsList the amount of reports players on the server have receivedAdmin
-
server.listtoolcupboardsPrints all the Tool Cupboards on the serverAdmin
-
server.listvendingmachinesPrints all the vending machines on the serverAdmin
-
server.log_invalid_packet_lengthsLogs network packets rejected for being empty or not byte-alignedAdmin On / off Saved
-
server.logoimageURL of the logo image shown for this server in the server browser = ""Admin Text Default
""Saved -
server.long_distance_soundsWhen enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers = trueAdmin On / off Default
true -
server.lowprioritybuoyancyrangeIf no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system = 30Admin Decimal number Default
30 -
server.mapenabledCan players use the in-game map = trueAdmin On / off Default
trueSaved -
server.max_explosive_protectionCap on the explosive protection clothing can give a player, from 0 to 1. = 0.75Admin Decimal number Default
0.75Saved -
server.max_sleeping_bagsHow many sleeping bags and beds one player can have. 0 or less removes the limit. = 15Admin Whole number Default
15Saved -
server.maxclientinfosizeMaximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejectedAdmin Whole number
-
server.maxconnectionsperipMaximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1–1000)Admin Whole number
-
server.maxdecryptqueuebytesMaximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reachedAdmin Whole number
-
server.maxdecryptqueuelengthMaximum number of encrypted packets that can wait in the decryption queue before being droppedAdmin Whole number
-
server.maxdecryptthreadwaitMaximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1–1000)Admin Whole number
-
server.maxfoodspoiltimediffforitemstackMaximum difference (in seconds) that two items with spoil timers can have and still be stackable = 180Admin Decimal number Default
180 -
server.maximummapmarkersHow many markers each player can place = 5Admin Whole number Default
5Saved -
server.maximumpingsHow many pings can be placed by each player = 5Admin Whole number Default
5Saved -
server.maxitemstacksmovedpertickindustrialHow many stacks a single conveyor can move in a single tick = 12Admin Whole number Default
12Saved -
server.maxmainthreadwaitMaximum 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
-
server.maxpacketsize_commandMaximum byte size of a single console command packet from a client; oversized packets are rejected = 100000Admin Whole number Default
100000 -
server.maxpacketsize_globalentitiesMaximum byte size of a single global-entities network packet; oversized packets are dropped = 1000Admin Whole number Default
1000 -
server.maxpacketsize_globaltreesMaximum byte size of a single global-trees network packet; oversized packets are dropped = 100Admin Whole number Default
100 -
server.maxpacketsize_voicedataMaximum number of bytes permitted in VoiceData packets, oversized packets will be dropped = 8096Admin Whole number Default
8096 -
server.maxpacketspersecondGlobal cap on total network packets per second the server will accept across all connected clients combinedAdmin Whole number
-
server.maxpacketspersecond_commandMaximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server = 100Admin Whole number Default
100 -
server.maxpacketspersecond_rpcMaximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions = 200Admin Whole number Default
200 -
server.maxpacketspersecond_rpc_signalMaximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions = 30Admin Whole number Default
30 -
server.maxpacketspersecond_syncvarMaximum sync-var (replicated variable) update packets per second accepted from each client = 200Admin Whole number Default
200 -
server.maxpacketspersecond_tickMaximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed = 300Admin Whole number Default
300 -
server.maxpacketspersecond_voiceMaximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player = 100Admin Whole number Default
100 -
server.maxpacketspersecond_worldMaximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam = 1Admin Whole number Default
1 -
server.maxplayersMaximum number of players allowed on the server at the same time = 500Admin Whole number Default
500 -
server.maxreadqueuebytesMaximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packetsAdmin Whole number
-
server.maxreadqueuelengthMaximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustionAdmin Whole number
-
server.maxreadthreadwaitMaximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1–1000)Admin Whole number
-
server.maxreceivetimeMaximum 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
-
server.maxunackMaximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client = 4Admin Whole number Default
4 -
server.maxwritequeuebytesMaximum total byte size of the outgoing write queue; if the queue fills the oldest packets are droppedAdmin Whole number
-
server.maxwritequeuelengthMaximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is fullAdmin Whole number
-
server.maxwritethreadwaitMaximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1–1000)Admin Whole number
-
server.meleearmorGlobal multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee = 1Admin Decimal number Default
1Saved -
server.meleedamageGlobal multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage = 1Admin Decimal number Default
1Saved -
server.metabolismtickMultiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates = 1Admin Decimal number Default
1 -
server.modifiertickrateRate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth = 1Admin Decimal number Default
1 -
server.monumentpuzzleresetradiationAllows radiation to flood monuments to force puzzles to reset = trueAdmin On / off Default
true -
server.monumentpuzzleresetradiationamountRadiation damage per second applied to players inside a monument during its puzzle-reset radiation phase = 3Admin Decimal number Default
3 -
server.monumentpuzzleresetradiationmaxradiusincreaseClamp radiation multiplier to this amount of meters, -1 = ignored = 20Admin Decimal number Default
20 -
server.monumentpuzzleresetradiationoverrideForce enable radiation in monument puzzles to confirm they work = falseAdmin On / off Default
false -
server.monumentpuzzleresetradiationplayeremptytimeHow long does a monument puzzle need to be empty with full rads before it can reset = 120Admin Decimal number Default
120 -
server.monumentpuzzleresetradiationpreresettimeHow long before the reset happens do we start applying radiation = 300Admin Decimal number Default
300 -
server.monumentpuzzleresetradiationradiusmultiplierMultiplier 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 = 1.5Admin Decimal number Default
1.5 -
server.monumentpuzzleresetwarningsWhen enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins = trueAdmin On / off Default
trueSaved -
server.motdMessage-of-the-day text the server only passes on to clients. Nothing on the server reads it. = ""Admin Text Default
""Saved -
server.netcacheEnables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth = trueAdmin On / off Default
true -
server.netcachesizeMaximum byte size of the network entity cache; 0 means no hard limit = 0Admin Whole number Default
0 -
server.netlogEnables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issuesAdmin On / off
-
server.netprotocolReturns the network protocol identifier string the server is currently using; clients must match this to connectAdmin
-
server.nonplanterdeathchancepertickProbability (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 = 0.005Admin Decimal number Default
0.005Saved -
server.normalisedfoodspoiltimestackthresholdIf two spoiled food items are both above this threshold then we will allow them to be stacked = 0.9Admin Decimal number Default
0.9 -
server.npcammolootmultiplierAll ammo drops from NPC loot will be multiplied by this = 1Admin Decimal number Default
1Saved -
server.npccorpsedespawnSeconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes) = 600Admin Decimal number Default
600 -
server.occlusiongatherbatchplayercountUsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task = 16Admin Whole number Default
16 -
server.officialMarks this as an official Facepunch server; only set by Facepunch - do not enable on community servers = falseAdmin On / off Default
false -
server.oilrig_radiation_alarm_thresholdRadiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present = 0Admin Decimal number Default
0 -
server.oilrig_radiation_amount_scaleMultiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second = 1Admin Decimal number Default
1Saved -
server.oilrig_radiation_time_scaleMultiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration = 1Admin Decimal number Default
1Saved -
server.optimalplanterqualitysaturationSoil saturation level (0–1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6 = 0.6Admin Decimal number Default
0.6Saved -
server.ovencookbudgetmsMaximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers = 0.25Admin Decimal number Default
0.25Saved -
server.packetlogPrints a sorted table of network packet types and their cumulative call counts since logging was enabled; requires packetlog_enabled = trueAdmin
-
server.packetlog_enabledEnables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime = falseAdmin On / off Default
false -
server.paintballoverallsdamageHow much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage) = 1Admin Decimal number Default
1Saved -
server.paintballstandarddamageHow much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on) = 1Admin Decimal number Default
1Saved -
server.parachuterepacktimeHow long it takes to pick up a used parachute in seconds = 8Admin Decimal number Default
8Saved -
server.parallelnetworkqueuebatchsizeUsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks = 16Admin Whole number Default
16 -
server.pauseindustrialduringsaveShould industrial be paused during autosaves = trueAdmin On / off Default
true -
server.pauseunlootedpuzzlesWhen enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas = trueAdmin On / off Default
true -
server.ping_region_code_overrideOverride the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection = ""Admin Text Default
"" -
server.pingdurationHow long a ping should last = 10Admin Decimal number Default
10Saved -
server.plantlightdetectionEnables plant light detection - growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly = trueAdmin On / off Default
true -
server.planttickSeconds between two growth updates of a plant. = 60Admin Decimal number Default
60Saved -
server.planttickscaleMultiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth = 1Admin Decimal number Default
1 -
server.player_state_cache_countPrints the number of player states currently held in the in-memory player state cacheAdmin
-
server.player_state_cache_evictionsPrints the total number of player state cache entries evicted since server startup; high values suggest the cache size should be increasedAdmin
-
server.player_state_cache_sizeSize of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting playersAdmin Whole number
-
server.playerlistposPrints the position of all players on the serverAdmin
-
server.playerserverfallWhen true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damage = trueAdmin On / off Default
trueSaved -
server.playertimeoutSeconds of network inactivity before a connected player is timed out and disconnected = 60Admin Whole number Default
60 -
server.portUDP port the server listens on for player connections = 28015Admin Whole number Default
28015 -
server.premiumRequire a premium status account to connect to this server = falseAdmin On / off Default
false -
server.premiumrecheckintervalHow often to do premium status rechecks = 300Admin Decimal number Default
300 -
server.premiumrecheckmaxbatchsizeMaximum number of players to recheck at a time = 100Admin Whole number Default
100 -
server.premiumrecheckminsecondsMinimum time to recheck premium status for already connected players (in seconds) = 300Admin Decimal number Default
300 -
server.premiumverifyendpointEndpoint 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" -
server.printdecryptqueuePrints how many packets and bytes wait in the server's decrypt queue.Admin
-
server.printeyesPrint the current player eyes.Admin Takes
player name or Steam ID -
server.printposPrint the current player position.Admin Takes
player name or Steam ID -
server.printposcenterPrint the current player center position.Admin Takes
player name or Steam ID -
server.printreadqueuePrints the current server incoming network read queue depth (packet count and total byte size)Admin
-
server.printreportstoconsoleShould F7 reports from players be printed to console = falseAdmin On / off Default
falseSaved -
server.printrotPrint the current player rotation.Admin Takes
player name or Steam ID -
server.printwipeidPrints the current wipe id of the savAdmin
-
server.printwritequeuePrints the current server outgoing network write queue depth (packet count and total byte size)Admin
-
server.pveEnables PvE mode - players cannot damage other players; they can still be killed by NPCs and the environment = falseAdmin On / off Default
false -
server.pvebulletdamagemultiplierAdditional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage = 1Admin Decimal number Default
1Saved -
server.pvp_ttk_bulletHow much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1Admin Decimal number Default
1Saved -
server.pvp_ttk_globalHow much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1Admin Decimal number Default
1Saved -
server.pvp_ttk_meleeHow much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1Admin Decimal number Default
1Saved -
server.pvpbulletdamagemultiplierAdditional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage = 1Admin Decimal number Default
1Saved -
server.queriespersecondMaximum number of Steam server browser queries the server will respond to per second before rate-limiting = 2000Admin Whole number Default
2000 -
server.queryportUDP port used for Steam server browser queries; uses the game port if set to 0 = 0Admin Whole number Default
0 -
server.radiationEnables radiation zones at monuments; disabling removes all radiation hazards from the map = trueAdmin On / off Default
true -
server.randomize_seedSetting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each timeAdmin On / off
-
server.readcfgReads and executes serverauto.cfg then server.cfg from the server's cfg folder, applying all saved convar valuesAdmin
-
server.rejoin_delaySeconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes) = 300Admin Whole number Default
300 -
server.reportsserverendpointHTTP API endpoint for receiving F7 reports = ""Admin Text Default
""Saved -
server.reportsserverendpointkeyIf set, this key will be included with any reports sent via reportsServerEndpoint (for validation) = ""Admin Text Default
""Saved -
server.repositionattachmentsonreskinReposition attachments like storage adaptors if they have moved on reskins = trueAdmin On / off Default
true -
server.resetrespawnsClear all static respawn pointsAdmin Takes
player name or Steam ID -
server.resetserveremojiRescans the serveremoji folder, note that clients will need to reconnect to get the latest emojiAdmin
-
server.respawnatdeathpositionIf a player presses the respawn button, respawn at their death location (for trailer filming) = falseAdmin On / off Default
false -
server.respawnresetrangeRadius 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 = 50Admin Decimal number Default
50 -
server.respawntimeadditionbagBags will increase their respawn time by this much = 0Admin Decimal number Default
0Saved -
server.respawntimeadditionbedBeds will increase their respawn time by this much = 0Admin Decimal number Default
0Saved -
server.respawnwithloadoutWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout) = falseAdmin On / off Default
false -
server.rewounddelayMinimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again = 60Admin Decimal number Default
60Saved -
server.rpclogPrints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = trueAdmin
-
server.rpclog_enabledEnables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called = falseAdmin On / off Default
false -
server.rust_relay_send_queuePrints the current server decryption queue depthAdmin Whole number
-
server.saltSecondary salt value mixed into procedural world generation; used to vary monument and road placement = 1Admin Whole number Default
1 -
server.saveForce save the current gameAdmin
-
server.savebackupcountNumber of rolling save-file backups to keep; each autosave rotates the oldest backup out = 2Admin Whole number Default
2Saved -
server.savecachesizeMaximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit = 0Admin Whole number Default
0 -
server.saveframebudgetMS per frame to spend warming up entity save caches = 5Admin Whole number Default
5 -
server.saveintervalHow often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes) = 600Admin Whole number Default
600 -
server.schematimeHow often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds = 1800Admin Decimal number Default
1800 -
server.seedSeed value used for procedural world generation; changing this produces a completely different map layout = 1337Admin Whole number Default
1337 -
server.sendnetworkupdateSend network update for all playersAdmin
-
server.server_idPersistent unique identifier for this server instance, used when recording demos and for analytics attribution = ""Admin Text Default
""Saved -
server.setshowholstereditemsShow holstered items on player bodiesAdmin
-
server.showholstereditemsWhen enabled, weapons and tools holstered on a player's back are visible on their character model to other players = trueAdmin On / off Default
trueSaved -
server.skipdeathscreenfadeSkip death screen fade = falseAdmin On / off Default
falseSaved -
server.snapshotThis sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.Admin
-
server.snapshottaskbatchcountUsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task = 64Admin Whole number Default
64 -
server.spawnvinetreesWhen true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map = trueAdmin On / off Default
trueSaved -
server.sprinklereyeheightoffsetVertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant = 3Admin Decimal number Default
3Saved -
server.sprinklerradiusRadius, in meters, a sprinkler waters. = 3Admin Decimal number Default
3Saved -
server.stabilityEnables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed = trueAdmin On / off Default
true -
server.startStarts a serverAdmin
-
server.statbackupEnables automatic backups of server statistics data = falseAdmin On / off Default
false -
server.statsEnables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered = falseAdmin On / off Default
false -
server.stopStops a serverAdmin Takes
text (default Stopping Server) -
server.strictauth_eacWhen true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable = falseAdmin On / off Default
false -
server.strictauth_steamWhen true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable = falseAdmin On / off Default
false -
server.tagsComma-separated server browser tag values (see wiki) = ""Admin Text Default
""Saved -
server.tickrateNumber of server simulation ticks per second; higher values improve responsiveness but increase CPU usage = 10Admin Whole number Default
10 -
server.tutorialenabledControls whether the tutorial is enabled on this server = falseAdmin On / off Default
falseSaved -
server.unlockrespawnsUnlock all static respawn pointsAdmin Takes
player name or Steam ID -
server.updatebatchNumber of entities processed per network update batch; lower values spread the load across more frames but increase total overhead = 512Admin Whole number Default
512 -
server.updatebatchspawnNumber of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load = 1024Admin Whole number Default
1024 -
server.upgrade_keeps_healthWhen 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 = trueAdmin On / off Default
true -
server.urlServer website URL displayed in the server browser; leave empty to show no link = ""Admin Text Default
"" -
server.uselegacyworkbenchinteractionOpens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods. = falseAdmin On / off Default
falseSaved -
server.useminimumplantconditionWhen enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying = trueAdmin On / off Default
true -
server.useperplayerrequiredsystemconfigEnables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players = falseAdmin On / off Default
false -
server.useplayerupdatejobsPlayer Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default = 3Admin Whole number Default
3 -
server.useserverwiderequiredsystemconfigEnables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements = falseAdmin On / off Default
false -
server.watercontainersleavewaterbehindWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss = falseAdmin On / off Default
falseSaved -
server.waterwellnpcsalesrefreshfrequencyHow often (in hours) the water well NPC's update their sell orders = 1Admin Decimal number Default
1 -
server.waterwheelworkbudgetmsHow long per frame to spend on updating water wheel power generation and water info = 0.1Admin Decimal number Default
0.1Saved -
server.workbenchtaxrate1How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost = 0Admin Decimal number Default
0Saved -
server.workbenchtaxrate2How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost = 0Admin Decimal number Default
0Saved -
server.workbenchtaxrate3How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost = 0Admin Decimal number Default
0Saved -
server.worldsizeWidth and height of the procedurally generated world in metres; larger values create a bigger map with more resources = 4500Admin Whole number Default
4500 -
server.woundedmaxfoodandwaterbonusMaximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level = 0.25Admin Decimal number Default
0.25Saved -
server.woundedmaxoverfedchanceWounded/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 = 1Admin Decimal number Default
1Saved -
server.woundedrecoverchanceBase chance of recovery after crawling wounded state = 0.2Admin Decimal number Default
0.2Saved -
server.woundingenabledCan players be wounded after receiving fatal damage = trueAdmin On / off Default
trueSaved -
server.writecfgWrites config filesAdmin
-
serverocclusion.occlusionvalidategroupsValidates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies foundAdmin
-
serverocclusion.serverocclusiondebugTests occlusion visibility between two positionsAdmin
-
shadowcaching.enabledClient -
shadowcaching.enabledistancebasedframeratesClient -
shadowcaching.enableframeratelimitingClient -
shadowcaching.maxframeratedistanceClient -
shadowcaching.minframeratedistanceClient -
shadowcaching.updatemaxframerateClient -
shadowcaching.updateminframerateClient -
sheep.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
shield.infiniteshieldblockLets a shield block without ever running out. = falseAdmin On / off Default
falseSaved -
shoutcaststreamer.allowinternetstreamsWhen enabled, internet radio streaming via boomboxes and other audio entities is permitted; saved between sessions Client -
shoutcaststreamer.debugstreamsWhen enabled, logs debug information about active Shoutcast stream connections and audio buffer state; admin-only Client -
shoutcaststreamer.maxaudiostreamsMaximum number of simultaneous Shoutcast/internet audio streams that can be active at once; default 3; saved between sessions Client -
shoutcaststreamer.streaminganalyticsWhen enabled, telemetry events are sent for audio stream interactions such as play, stop, and error events Client -
signage.adminscanalwaysupdatesignsIf true admins can always update signs, regardless of lock, build auth, etc = trueAdmin On / off Default
trueSaved -
signage.texturerequestdistanceMaximum distance in metres at which signs request their texture from the server; signs beyond this range defer texture loading Client -
simpleshark.disableSwitches sharks off: each one is removed as soon as it spawns. = falseAdmin On / off Default
false -
simpleshark.forcesurfaceamountForces sharks to swim at this offset from the water surface. 0 leaves them alone. = 0Admin Decimal number Default
0 -
skinviewer2.printsupporteditemsClient -
sleepingbag.assigntoplayerReassigns ownership of a sleeping bag (by entity ID) to the calling player; notifies both the old and new ownerAdmin
-
sleepingbag.clearfromplayerClears ownership of a sleeping bag (by entity ID), setting the owner ID to 0 and removing it from the old owner's bag listAdmin
-
sleepingbag.useteamlabelsLets teammates see each other's sleeping bags, labelled as team bags. = trueAdmin On / off Default
trueSaved -
slotmachine.forcepayoutindexForces every slot machine spin onto one payout line, by number. -1 leaves the spin random. = -1Admin Whole number Default
-1 -
smallengine.maxthrustmultiplierMultiplies the thrust of small boat engines. = 1Admin Decimal number Default
1Saved -
snakehazard.populationPopulation active on the server, per square km = 5Admin Decimal number Default
5 -
snowmobile.allowpassengeronlyAllow mounting as a passenger when there's no driver = falseAdmin On / off Default
false -
snowmobile.allterrainIf true, snowmobile goes fast on all terrain types = falseAdmin On / off Default
false -
snowmobile.outsidedecayminutesHow long before a snowmobile loses all its health while outside = 1440Admin Decimal number Default
1440 -
socket_free_snappable.debugsnappingWhen enabled, draws debug visualisations for deployable snapping calculations showing candidate snap points and distances Client -
socket_free_snappable.snappingmodeThe current snapping mode for deployables. Client -
softcore.raidwindow_allow_tc_authedAllow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC) = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_allow_twigAllow explosive damage to twig-grade building blocks even outside the raid window = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_block_extra_enabledOutside 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 = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_block_extra_typeRust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns) = 8Admin Whole number Default
8Saved -
softcore.raidwindow_block_melee_doorsOutside the window, block melee damage to doors so they can't be beaten down while the window is closed = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_block_mlrsBlock launching MLRS rockets outside the raid window so they are not wasted = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_enabledEnable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time window = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_end_hourRaid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnight = 21Admin Decimal number Default
21Saved -
softcore.raidwindow_fresh_tc_secondsSeconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disables = 3600Admin Decimal number Default
3600Saved -
softcore.raidwindow_hours_offsetHours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later) = 0Admin Decimal number Default
0Saved -
softcore.raidwindow_start_hourRaid window start hour in server system local time, 0-24 (default 18 = 6pm) = 18Admin Decimal number Default
18Saved -
softcore.raidwindow_statusPrint the current raid-window state: server local time, effective hours, and whether the window is open right nowAdmin
-
softcore.raidwindow_weekend_enabledUse separate raid hours on Saturday and Sunday = falseAdmin On / off Default
falseSaved -
softcore.raidwindow_weekend_end_hourWeekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true) = 22Admin Decimal number Default
22Saved -
softcore.raidwindow_weekend_start_hourWeekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true) = 17Admin Decimal number Default
17Saved -
solarpanel.sunupdatebudgetmsMilliseconds per frame the server may spend updating the sun on solar panels. = 0.05Admin Decimal number Default
0.05Saved -
spawn.cargoshipdockingtestSpawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harborsAdmin Takes
whole number (default 0) -
spawn.cargoshipeventSpawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event schedulerAdmin
-
spawn.ch47eventTriggers 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) -
spawn.delete_all_populationsDeletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodesAdmin
-
spawn.delete_populationsDeletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groupsAdmin
-
spawn.dump_mapGenerates 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 coverageAdmin Takes
text · whole number (default 100) -
spawn.fill_groupsFills all spawn groups to their maximum count without waiting for the normal tick intervalAdmin
-
spawn.fill_individualsImmediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delayAdmin
-
spawn.fill_populationsImmediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up periodAdmin
-
spawn.loot_population_testIf set the loot spawn system will consider this the player count, not the actual player count. Useful for testing = 0Admin Whole number Default
0 -
spawn.max_densityMaximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts = 1Admin Decimal number Default
1 -
spawn.max_rateMaximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases = 1Admin Decimal number Default
1 -
spawn.min_densityMinimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts = 0.5Admin Decimal number Default
0.5 -
spawn.min_rateMinimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low = 0.5Admin Decimal number Default
0.5 -
spawn.ore_mapRenders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones)Admin
-
spawn.player_baseBase player count used when computing population spawn rates; below this value player_scale group rates are not yet applied = 100Admin Decimal number Default
100 -
spawn.player_scaleMultiplier 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 = 2Admin Decimal number Default
2 -
spawn.population_cap_rateWhen scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this = 300Admin Whole number Default
300 -
spawn.reportPrints 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 argumentAdmin Takes
true or false (default false) · text -
spawn.reset_groupsClears all spawn groups of already spawned entities, then re-fills themAdmin
-
spawn.respawn_groupsWhen enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared = trueAdmin On / off Default
true -
spawn.respawn_individualsWhen enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed = trueAdmin On / off Default
true -
spawn.respawn_populationsWhen enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested = trueAdmin On / off Default
true -
spawn.respawnloot_allRespawns loot in all loot containers currently on the serverAdmin
-
spawn.respawnloot_lookingatRespawns loot in the loot container currently being looked atAdmin
-
spawn.respawnloot_radiusRespawns loot in all loot containers within the given radiusAdmin Takes
number (default 20) -
spawn.scalarsPrints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable outputAdmin
-
spawn.shielddummyRaycasts 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 -
spawn.simulate_loot<iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawnedAdmin Takes
whole number (default 100) -
spawn.svshielddummyServer-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.shielddummyAdmin Takes
true or false (default false) -
spawn.tick_individualsInterval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities = 300Admin Decimal number Default
300 -
spawn.tick_populationsInterval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load = 60Admin Decimal number Default
60 -
spraycan.debugmeshsnappingClient -
spraycan.useaccuratemeshsnappingClient -
squirrel.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
sss.enabledEnables the sub-surface scattering post-process effect on character skin, giving skin a translucent appearance under direct lighting Client -
sss.halfresRenders the sub-surface scattering effect at half resolution, halving the GPU cost at the expense of slight softness in skin shading Client -
sss.qualitySub-surface scattering quality level; deprecated and no longer used in current builds Client -
sss.scaleControls the intensity of the sub-surface scattering effect; higher values make skin appear more translucent under direct light Client -
stability.accuracyFloating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations = 0.001Admin Decimal number Default
0.001 -
stability.collapseStability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall = 0.05Admin Decimal number Default
0.05 -
stability.log_ground_missing_deathWhen enabled, logs when entities die because their ground support entity was destroyed or is missing = falseAdmin On / off Default
false -
stability.log_stability_deathWhen enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name = falseAdmin On / off Default
false -
stability.log_stability_updatesWhen enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging = falseAdmin On / off Default
false -
stability.refresh_stabilityForces an immediate recalculation of stability for all building blocks in the world; expensive on large basesAdmin
-
stability.stabilityqueueMaximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick = 9Admin Decimal number Default
9 -
stability.strikesNumber of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time = 10Admin Whole number Default
10 -
stability.surroundingsqueueMaximum time in seconds that surrounding-support check jobs can run per server tick before deferral = 3Admin Decimal number Default
3 -
stability.verboseVerbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation = 0Admin Whole number Default
0 -
stag.populationPopulation active on the server, per square km = 3Admin Decimal number Default
3 -
stash.reveal_tick_rateInterval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate = 0.5Admin Decimal number Default
0.5 -
steam.achievementsPrints a list of all Steam achievements and their current unlock status for the local player; useful for testing achievement triggers Client -
steam.refresh_nickname_cacheForces an immediate refresh of the cached Steam display names for all players currently on the server Client -
steam.resetstatsResets all Steam stats and achievements for the local player to zero/locked; dev use only for achievement testing Client -
steam.server_allow_steam_nicknamesSteam nickname setting the server only passes on to clients. Nothing on the server reads it. = trueAdmin On / off Default
trueSaved -
steam.use_steam_nicknamesWhen enabled, displays other players Steam display names in chat and UI; disabling falls back to their in-game names Client -
storagecontainer.canrequireauthifnolockWhen enabled, storage containers without a lock can still require tool cupboard auth to access; default false = falseAdmin On / off Default
false -
storagecontainer.corpseitemssavedpercentFraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death = 0.5Admin Decimal number Default
0.5 -
storagecontainer.dropcorpseondeathWhen enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed = falseAdmin On / off Default
false -
store.addtocartAdds the specified item by store listing ID to the current shopping cart for purchase testing Client -
store.clearcartClears all items from the current shopping cart without completing a purchase Client -
store.httpimageconcurrentloadinglimitLower number helps prevent stuttering when navigating store Client -
store.httpimagesLoads store tiles and pages from their web URLs. Disable to fall back to the images bundled with the game Client -
store.overridecurrencyOverrides the currency code used in the item store for testing price display in different regional currencies Client -
store.preloadweeklyskinsWhen enabled, weekly item store skins are preloaded in the background on connect to avoid pop-in when opening the store Client -
store.printgeneralstorePrints a list of all items in the general (non-weekly) section of the item store Client -
store.printweeklyitemsPrints a list of all items currently tagged as weekly featured skins in the item store Client -
store.refreshForces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend Client -
store.unloadassetsUnloads assets when store is hidden to save on VRAM. Might cause lag spikes when opening store. Requires restart to re-enable Client -
stringlights.refreshlinesClient -
strobelight.forceoffClient -
supply.callCalls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathingAdmin
-
supply.dropSpawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdropAdmin
-
system.auto_cpu_affinityAutomatically set CPU affinity to recommended cores (eg. 3D V-cache cores) Client -
system.cpu_affinitySets 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 -
system.cpu_affinitySets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5) Client -
system.cpu_prioritySets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSXAdmin Takes
text -
system.cpu_prioritySets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX Client -
telephonemanager.maxcalllengthMaximum duration in seconds a telephone call can remain active before it is automatically terminated = 120Admin Whole number Default
120 -
telephonemanager.maxconcurrentcallsMaximum number of simultaneous active telephone calls allowed on the server at any time = 10Admin Whole number Default
10 -
telephonemanager.printallphonesPrints a table of all registered telephone entities showing their number, directory name, and world positionAdmin
-
terrain.alwaysdepthprepassProfiling 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 -
terrain.cullingTerrain cell shadow aware camera culling Client -
terrain.debugShows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values Client -
terrain.geometryclipmapsUse geometry clipmaps terrain renderer Client -
terrain.qualityControls terrain rendering quality (0-100) including heightmap resolution and detail mesh density; lower values improve performance significantly on large maps Client -
territory.clearClear all territory ownershipAdmin
-
territory.createfactionCreate a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0>Admin Takes
text · text -
territory.destroyRemove the territory grid entirelyAdmin
-
territory.factionsList created factions and their coloursAdmin
-
territory.fillFill every hex cell: territory.fill <faction name|none>Admin Takes
text -
territory.hexsizeHex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership = 50Admin Decimal number Default
50 -
territory.offsetxShifts the whole territory grid east/west in metres. Painted cells move with it = 0Admin Decimal number Default
0 -
territory.offsetzShifts the whole territory grid north/south in metres. Painted cells move with it = 0Admin Decimal number Default
0 -
territory.previewPreview every territory grid tile on the map, owned or not. Requires the grid to exist on the server Client -
territory.setatSet the hex cell containing a world position: territory.setat <x> <z> <faction name|none>Admin Takes
number (default 0) · number (default 0) · text -
territory.setcellSet a hex cell by index: territory.setcell <cell> <faction name|none>Admin Takes
whole number (default 0) · text -
territory.sethereSet the hex cell at your position: territory.sethere <faction name|none>Admin Takes
text -
territory.stateReturns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdingsAdmin
-
texture.add_all_cameras(Debug) QualitySettings.streamingMipmapsAddAllCameras Client -
texture.discard_unused_mips(Debug) Texture.streamingTextureDiscardUnusedMips Client -
texture.force_load_all(Debug) Texture.streamingTextureForceLoadAll Client -
texture.max_file_io_requests(Debug) QualitySettings.streamingMipmapsMaxFileIORequests Client -
texture.max_level_reduction(Debug) QualitySettings.streamingMipmapsMaxLevelReduction Client -
texture.memory_budget(Debug) QualitySettings.streamingMipmapsMemoryBudget Client -
texture.memory_vram_factorWhat 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 -
texture.renderers_per_frame(Debug) QualitySettings.streamingMipmapsRenderersPerFrame Client -
texture.statsGet statistics about texture memory and the texture streaming system. Client -
texture.streaming_active(Debug) QualitySettings.streamingMipmapsActive Client -
texture.use_dynamic_memory_budget_adjustments(Debug) Toggles dynamic memory budget adjustments. Enabled by default. Only disable for debugging purposes! Client -
ticklogging.tick_uploader_lifetimeSeconds a tick log table collects before it is uploaded. = 60Admin Whole number Default
60 -
tiger.populationPopulation active on the server, per square km = 0.5Admin Decimal number Default
0.5 -
tigerfsm.chargerangeThe range at which the tiger will charge instead of fleeing if aimed at = 20Admin Decimal number Default
20 -
tigersneaktelegraphgrowl.minangleMinimum angle for the tiger to growl when stalking a player = 60Admin Decimal number Default
60 -
tigersneaktelegraphgrowl.mintimebetweengrowlsTime between growls when stalking a player = 5Admin Decimal number Default
5 -
time.cl_maxstepsperframeThe maximum amount physics ticks per frame on clients. If things are taking too long, time slows down = 2Admin Whole number Default
2Saved -
time.cl_stepsDesired physics ticks per second on clients = 32Admin Whole number Default
32Saved -
time.missiontimerscaleSpeeds up or slows down mission timers and cooldowns. = 1Admin Decimal number Default
1Saved -
time.pausewhileloadingFreezes game time while the server is starting up. = trueAdmin On / off Default
true -
time.sv_maxstepsperframeThe maximum amount physics ticks per frame on the server. If things are taking too long, time slows downAdmin Whole number
-
time.sv_stepsDesired physics ticks per second on the serverAdmin Whole number
-
time.timescaleSpeed of game time. 1 is normal.Admin Decimal number
-
tincanalarm.wiredistancecullingEnable/disable the wire distance culling Client -
toolgun.classiceffectsClient -
traincar.decayminutesHow long before a train car despawns = 30Admin Decimal number Default
30 -
traincar.killofftracktrainsShould train cars that are not spawned near train tracks be killed instantly (default = true) = trueAdmin On / off Default
true -
traincar.populationPopulation active on the server = 2.3Admin Decimal number Default
2.3 -
traincar.trainturretinaccuratepervelocityChance to miss per m/s of velocity for turrets shooting players on moving trains = 0.1Admin Decimal number Default
0.1 -
traincar.wagons_per_engineRatio of wagons to train engines that spawn = 2Admin Whole number Default
2 -
traincarunloadable.decayminutesafterunloadHow long before an unloadable train car despawns afer being unloaded = 10Admin Decimal number Default
10 -
traincouplingcontroller.max_couple_speedMaximum difference in velocity for train cars to couple = 9Admin Decimal number Default
9 -
translate.overridecultureClient -
translate.printcultureinfoClient -
travellingvendor.alive_time_secondsMaximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes) = 1800Admin Decimal number Default
1800 -
travellingvendor.attempt_pulloversWhen enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route = trueAdmin On / off Default
true -
travellingvendor.max_speedTop speed of the travelling vendor, in meters per second. = 5Admin Decimal number Default
5Saved -
travellingvendor.should_destroy_buildingsWhen enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path = falseAdmin On / off Default
false -
travellingvendor.should_spawnWhen enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning = trueAdmin On / off Default
true -
travellingvendor.spawnSpawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawnAdmin
-
travellingvendor.starteventSpawns a Travelling Vendor event instance; registered as travellingvendor.starteventAdmin
-
tree.global_broadcastWhen enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network = falseAdmin On / off Default
false -
tree.meshesMaximum number of full-resolution tree mesh LODs rendered at any one time; reducing this lowers GPU cost when many trees are visible Client -
tree.qualityControls tree rendering quality (0-100); lower values switch trees to lower-polygon LODs sooner, improving GPU performance when many trees are visible Client -
tree.simplified_colliderWhen enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy = falseAdmin On / off Default
false -
treemanager.cellsizeDefine cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512. = 100Admin Whole number Default
100 -
treemanager.enabletreestreamingWhen enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth = trueAdmin On / off Default
true -
treemanager.playerbudgetmsPer-frame CPU budget in milliseconds allocated to sending tree streaming data per player = 0.01Admin Decimal number Default
0.01 -
treemanager.updatebudgetmsTotal per-frame CPU budget in milliseconds for the tree streaming update system = 1Admin Decimal number Default
1 -
treemanager.uselazyserializationInstead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens. = trueAdmin On / off Default
true -
triggerbase.clearexcludelayersRemoves the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layersAdmin
-
triggerbase.setexcludelayersApplies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detectionsAdmin
-
triggerbase.useexcludelayersWhen enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers = falseAdmin On / off Default
false -
triggerbase.useexcludelayersWhen enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers Client -
triggerboatmagnet.boatmagnetsenabledWhen enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position = trueAdmin On / off Default
true -
triggerparent.allowtriggersleepingAllow triggers to sleep if both they and their contents are stationary (TickMode 1 only) = trueAdmin On / off Default
true -
triggerparent.sleeping_trigger_mask_epsilonworld units a trigger can move in WS before it is woken = 0.001Admin Decimal number Default
0.001 -
triggerparent.tickmode0 - old InvokeHandler, 1 - Jobs = 1Admin Whole number Default
1 -
triggerparentdelayedexit.disable_delayed_exitMakes TriggerParentDelayedExit act as a TriggerParent again = falseAdmin On / off Default
false -
tugboat.tugcorpsesecondsSeconds a destroyed tugboat stays before it is removed. = 7200Admin Decimal number Default
7200 -
tugboat.tugdecayminutesHow long before a tugboat loses all its health while outside = 2160Admin Decimal number Default
2160 -
tugboat.tugdecaystartdelayminutesHow long until decay begins after the tugboat was last used = 1440Admin Decimal number Default
1440 -
tutorialisland.debugislandpositionsDraws a sphere on every tutorial island spawn point for you. Takes how long, 60 seconds by default.Admin Takes
number (default 60) -
tutorialisland.enforcetrespasschecksChecks that no player stands on a tutorial island that is not theirs. Admins are exempt. = trueAdmin On / off Default
trueSaved -
tutorialisland.overridetutoriallocationWill place the tutorial as close as possible to this pos, only for debuggingAdmin Position
-
tutorialisland.spawntutorialislandfornewplayerOffers the tutorial island to new players when they join. = trueAdmin On / off Default
trueSaved -
ui.autoswitchchannelWhen enabled, automatically switches the active chat channel to match the context (global/team/local) of the last received message Client -
ui.inventoryplayerqualityResolution quality of the inventory player preview, 0 = low, 1 = med, 2 = high Client -
ui.loadsignAdmin only: Loads an image from disk into the currently editing sign Client -
ui.printcanvasesPrints a list of all active Unity Canvas components, their render mode, sort order, and screen size for UI layout debugging Client -
ui.printmaskupdategroupsPrints a list of all UI mask update groups and how many masked UI elements each contains, for debugging UI batching Client -
ui.printshadowupdategroupsPrints all UI shadow update groups and their element counts, used to debug shadow rendering batching in the UI system Client -
ui.printtextsReports all the TMP texts set as non-static, being updated by TMP_UpdateManager Client -
ui.savesignSaves the sign image you are currently editing to disk with the given filename Client -
ui.scrollsensitivityMultiplier applied to mouse wheel scroll speed in UI panels such as inventory, crafting list, and chat history Client -
ui.showbeltbarbindsWhen enabled, shows the key bind labels on each slot in the belt bar hotbar, helping players learn their action key assignments Client -
ui.showinventoryplayerWhen enabled, shows the local player character preview panel on the left side of the inventory screen Client -
ui.showusebindWhen enabled, shows the Use action key hint label above interactable objects in the world Client -
ui.worldnotifications0 = use sounds when available, fallback to use UI toast messages. 1 = use sounds + UI toast messages. 2 = use UI toast messages only. Client -
ui_dropscontroller.show_placeholder_drop_dataWhen enabled, shows placeholder/test drop data in the drops controller UI instead of live manifest data; saved between sessions Client -
ui_dropscontroller.testdropcrashDeliberately creates a drops array with null entries and passes it to the controller to test null reference handling in drop rendering Client -
ui_interactiontoast.testerrormodalOpens a test disconnection error modal with a sample exception message; used for testing the error toast UI Client -
ui_interactiontoast.testmodalOpens a test interaction modal dialog with placeholder text; used for testing modal UI layout and button callbacks Client -
ui_mainmenumanager.ignoreeditorescapekeyWhen enabled, the escape key is ignored by the main menu manager in the editor, preventing accidental menu navigation during testing Client -
ui_mainmenumanager.navigateNavigates the main menu UI to the specified URL or section path using the UI_MainMenuManager navigation system Client -
ui_menubackgroundvideo.emulateerrorTriggers the video error handler on the main menu background video component, simulating a video load failure for UI testing Client -
ui_menubackgroundvideo.forcenextvideoForces all active main menu background video players to advance to the next video in their playlist immediately Client -
ui_menubackgroundvideo.restrictmp4When enabled, MP4 video files are not used for the main menu background, falling back to WebM; use to work around MP4 codec issues Client -
ui_steaminventorycrafting.resetwarningResets the Steam inventory crafting warning popup flag so it shows again on the next crafting attempt Client -
uicontacts.togglecontactsToggles the contacts panel open or closed; blocked if any keyboard-capturing UI is active Client -
uiescapecapture.debugWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only Client -
unsafe.debugmtlockmaxframesHow many frames of a stack to emit = 5Admin Whole number Default
5 -
unsafe.debugmtlockmaxframesHow many frames of a stack to emit Client -
unsafe.enabledebugmtlockControls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabledAdmin On / off
-
unsafe.enabledebugmtlockControls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled Client -
unsafe.usemultithreadedscriptingControls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability = trueAdmin On / off Default
true -
unsafe.usemultithreadedscriptingControls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability Client -
vddraw.setisrecordingToggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recordingAdmin Takes
true or false (default false) -
vehicle.autohoverToggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot inputAdmin
-
vehicle.boat_corpse_secondsSeconds a destroyed motor boat stays before it is removed. = 300Admin Decimal number Default
300 -
vehicle.boatdriftinfoPrint out boat drift status for all boatsAdmin
-
vehicle.carwrecksDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true = trueAdmin On / off Default
true -
vehicle.cinematictrainsIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false = falseAdmin On / off Default
false -
vehicle.deepseaportal_boundary_force_start_distanceDistance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles = 10Admin Decimal number Default
10 -
vehicle.disable_wheels_when_sleepingWhen enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles = trueAdmin On / off Default
true -
vehicle.fixcarsFixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and moreAdmin Takes
whole number (default 2) -
vehicle.killboatsDestroys all boat vehicles (rowboats, RHIBs) currently spawned on the serverAdmin
-
vehicle.killcarsDestroys all modular car vehicles currently spawned on the serverAdmin
-
vehicle.killdronesDestroys all drone vehicles currently spawned on the serverAdmin
-
vehicle.killminisDestroys all minicopter vehicles currently spawned on the serverAdmin
-
vehicle.killmotorbikesDestroys all motorbike vehicles currently spawned on the serverAdmin
-
vehicle.killpushbikesDestroys all push bike vehicles currently spawned on the serverAdmin
-
vehicle.killscraphelisDestroys all scrap transport helicopter vehicles currently spawned on the serverAdmin
-
vehicle.killtrainsDestroys all train vehicles currently spawned on the serverAdmin
-
vehicle.padrepairsrequiredWhether 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. = trueAdmin On / off Default
trueSaved -
vehicle.setrepairablepadsForces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again.Admin Takes
true or false (default true) -
vehicle.stop_all_trainsImmediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train pathsAdmin
-
vehicle.swapseatsMoves you to another seat in the vehicle you are in. Any player -
vehicle.swaptoseatMoves you to a given seat of the vehicle you are in. Takes the seat number, starting at 0. Any playerTakes
whole number (default -1) -
vehicle.train_accel_forceAcceleration force used by vehicle.train_speed (default 50000, same as train engine force) = 50000Admin Decimal number Default
50000 -
vehicle.train_brake_forceBraking force used by vehicle.train_stop (default 50000, same as train engine force) = 50000Admin Decimal number Default
50000 -
vehicle.train_listList all train engines with their entity IDs and current speeds.Admin
-
vehicle.train_speedSet 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) -
vehicle.train_speed_allSet all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse.Admin Takes
number (default 0) -
vehicle.train_stopGradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>.Admin
-
vehicle.trainskeeprunningDetermines whether trains stop automatically when there's no-one on them. Default: false = falseAdmin On / off Default
false -
vehicle.vehiclesdroplootDetermines whether vehicles drop storage items when destroyed. Default: true = trueAdmin On / off Default
true -
vehicle.world_boundary_force_offsetAdditional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up = 25Admin Decimal number Default
25 -
vehicle.world_boundary_force_start_distanceDistance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area = 100Admin Decimal number Default
100 -
vendingmachine.clearallvendingcustomerhistoryWipe the backend customer stats data on all vending machines. Slow operation.Admin
-
vendingmachine.clearallvendinghistoryWipe the backend stats data on all vending machines. Slow operation.Admin
-
vendingmachine.max_historyHow many purchases a vending machine remembers. = 10000Admin Whole number Default
10000 -
vendingmachine.max_processedHow many purchases a vending machine goes through when it builds its sales stats. = 10000Admin Whole number Default
10000 -
vendingmachine.max_returnedHow many rows a vending machine returns in its sales stats. = 100Admin Whole number Default
100 -
vine.draw_debugClient -
vine.prevent_vine_drawClient -
vinemountable.allowchainingLets a player swing from one vine straight onto the next. = trueAdmin On / off Default
true -
vis.attackDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.attackClient -
vis.damageDraws an arrow for each hit, from where it started to where it landed. = falseAdmin On / off Default
false -
vis.hitboxesDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.lerpClient -
vis.lineofsightDraws the line-of-sight checks the server runs. = falseAdmin On / off Default
false -
vis.protectionDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.protectionClient -
vis.senseDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.triggersDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.weakspotsDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
voice.loopbackWhen 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 -
voice.togglevoicerangeboostEnabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1Admin Takes
player name or Steam ID · true or false (default false) -
voice.voicerangeboostamountExtra voice range, in meters, for a player with the voice range boost. = 50Admin Decimal number Default
50Saved -
water.qualityControls the draw distance and density quality of decorative foliage and props; lower values improve performance by reducing the amount of decoration rendered Client -
water.reflectionsControls the quality of water surface reflections (0=off, 1=simple probe, 2=full planar reflections); higher values are significantly more GPU-intensive Client -
water.scaled_timeWhen enabled, water simulation advances in scaled (game) time rather than real time; useful for testing water behaviour during time-scale debugging Client -
watercatcher.forceenableconditionalspawningDebug flag to force enable conditional spawning for all water catchers, regardless of their individual settings. = falseAdmin On / off Default
false -
watercatcher.oilproductionstartdelayHow long in seconds an oil pump runs after its oil switch is activated before it starts producing crude. = 900Admin Decimal number Default
900Saved -
watercatcher.watercatcherbudgetmsMilliseconds per frame the server may spend on water catchers. = 0.1Admin Decimal number Default
0.1Saved -
watertreatmentflowratebroadcast.force_flow_rateForce 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) -
watertreatmentflowratebroadcast.get_num_broadcastersPrints how many flow rate broadcasters the water treatment plant has.Admin
-
watertreatmentflowratebroadcast.get_num_listenersPrints how many listeners follow the water treatment plant's flow rate.Admin
-
watertreatmentwatercatcher.evaporationperminuteWater that evaporates per minute from the water treatment plant's catchers. = 200Admin Decimal number Default
200Saved -
watertreatmentwatertank.debug_wtp_pressurePrints the pressure, state and flow rate of every water tank at the water treatment plant.Admin
-
watertreatmentwatertank.force_pressureSets the pressure of every water tank at the water treatment plant. Takes the value, 200 by default.Admin Takes
whole number (default 200) -
watertreatmentwatertank.maxflowrateperminuteMost water the treatment plant's tanks can deliver per minute. = 1020Admin Decimal number Default
1020Saved -
watertreatmentwatertank.maximumpressureHighest pressure a water treatment plant tank can hold. = 360Admin Decimal number Default
360Saved -
watertreatmentwatertank.pressuredecayperminutePressure a water treatment plant tank loses per minute once nothing has raised it for 10 seconds. = 1Admin Decimal number Default
1Saved -
waypointrace.racetimeoutHow long a race can go until it times out (in seconds) = 900Admin Decimal number Default
900Saved -
waypointrace.startraceStarts a waypoint race from a named set of waypoints. Takes the name.Admin Takes
text -
weaponrack.showuiWhen enabled, shows the weapon rack interaction UI when the player is looking at a weapon rack; disable to suppress the UI Client -
weather.ambient_light_multiplierOverrides the ambient light multiplier of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arctic_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the arctic biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arctic_fog_light_boost_multOverrides the light boost multiplier of the fog in the arctic biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arctic_fog_ramp_endOverrides the distance at which the fog reaches full strength in the arctic biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arctic_fog_ramp_startOverrides the distance at which the fog starts in the arctic biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arid_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the arid biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arid_fog_light_boost_multOverrides the light boost multiplier of the fog in the arid biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arid_fog_ramp_endOverrides the distance at which the fog reaches full strength in the arid biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arid_fog_ramp_startOverrides the distance at which the fog starts in the arid biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_brightnessOverrides the sky brightness of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_contrastOverrides the sky contrast of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_directionalityOverrides the directionality of the sky's light scattering of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_fog_height_falloffOverrides the height falloff of the atmospheric fog of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_fog_ramp_end_distanceOverrides the distance at which the atmospheric fog reaches full strength of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_fog_ramp_start_distanceOverrides the distance at which the atmospheric fog starts of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_mieOverrides the Mie scattering multiplier of the sky of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_rayleighOverrides the Rayleigh scattering multiplier of the sky of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.biome_fog_ambient_saturation_multOverrides the ambient saturation multiplier of the biome fog of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.biome_fog_distance_curveOverrides the distance curve of the biome fog of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.clear_chanceChance of clear weather when the server picks its next weather, from 0 to 1. = 1Admin Decimal number Default
1Saved -
weather.cloud_attenuationOverrides the cloud attenuation of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_brightnessOverrides the cloud brightness of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_coloringOverrides the cloud coloring of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_configForces one volumetric cloud configuration, by number. -1 hands the choice back to the weather. = -1Admin Whole number Default
-1Saved -
weather.cloud_coverageOverrides the cloud coverage of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_opacityOverrides the cloud opacity of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_saturationOverrides the cloud saturation of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_scatteringOverrides the cloud scattering of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_sharpnessOverrides the cloud sharpness of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_sizeOverrides the cloud size of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.debug_cloud_positionPrints the current cloud system world position and layer offsets to the console; useful for debugging cloud layer alignment on the map Client -
weather.directional_light_multiplierOverrides the directional light multiplier of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.dust_chanceChance of dusty weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.fogOverrides the fog amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.fog_chanceChance of foggy weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.fog_multiplierOverrides the fog multiplier of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.jungle_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the jungle biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.jungle_fog_light_boost_multOverrides the light boost multiplier of the fog in the jungle biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.jungle_fog_ramp_endOverrides the distance at which the fog reaches full strength in the jungle biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.jungle_fog_ramp_startOverrides the distance at which the fog starts in the jungle biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.list_cloud_configsLists all available volumetric cloud configuration asset names registered in the Climate instanceAdmin
-
weather.list_cloud_configsLists all available volumetric cloud configuration asset names registered in the Climate instance Client -
weather.loadLoads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clientsAdmin Takes
text -
weather.loadLoads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients Client -
weather.load_cloud_configLoads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clientsAdmin Takes
text -
weather.load_cloud_configLoads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients Client -
weather.moon_mesh_brightness_multiplierOverrides the brightness multiplier of the moon's disc of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.ocean_scaleOverrides the ocean wave scale of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.ocean_timeFreezes the ocean waves at this point in time. Below 0, the waves run normally. = -1Admin Decimal number Default
-1Saved -
weather.overcast_chanceChance of overcast weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.rainOverrides the rain amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.rain_chanceChance of rainy weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.rain_grace_activeWhether the post-wipe rain grace period is currently active (set automatically by the server) = falseAdmin On / off Default
falseSaved -
weather.rain_grace_periodNumber of in-game hours after a wipe during which rain and storms are suppressed (0 to disable) = 18Admin Decimal number Default
18Saved -
weather.rainbowOverrides the rainbow amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.reflection_multiplierOverrides the reflection multiplier of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.reportPrints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer onlyAdmin
-
weather.reportPrints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only Client -
weather.resetResets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clientsAdmin
-
weather.resetResets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients Client -
weather.reset_cloud_configClears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clientsAdmin
-
weather.reset_cloud_configClears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients Client -
weather.savetofileSaves the current environment and weather snapshot to cfg/<name>.cfg so it can later be restored with exec Client -
weather.storm_chanceChance of stormy weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.sun_mesh_brightness_multiplierOverrides the brightness multiplier of the sun's disc of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.temperate_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the temperate biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.temperate_fog_light_boost_multOverrides the light boost multiplier of the fog in the temperate biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.temperate_fog_ramp_endOverrides the distance at which the fog reaches full strength in the temperate biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.temperate_fog_ramp_startOverrides the distance at which the fog starts in the temperate biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.thunderOverrides the thunder amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.tundra_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the tundra biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.tundra_fog_light_boost_multOverrides the light boost multiplier of the fog in the tundra biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.tundra_fog_ramp_endOverrides the distance at which the fog reaches full strength in the tundra biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.tundra_fog_ramp_startOverrides the distance at which the fog starts in the tundra biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.vclouds_moon_color_scaleOverrides the moon color scale of the volumetric clouds of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.vclouds_sun_color_scaleOverrides the sun color scale of the volumetric clouds of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.wetness_rainControls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining = 0.4Admin Decimal number Default
0.4 -
weather.wetness_snowControls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness = 0.2Admin Decimal number Default
0.2 -
weather.windOverrides the wind amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
wildlifehazard.chancetorepositionmultiplierGlobal multiplier applied to the per-tick probability that a wildlife hazard attempts to reposition = 1Admin Decimal number Default
1 -
wildlifehazard.clienttickrateInterval in seconds between client-side tick updates for wildlife hazard entities = 0.1Admin Decimal number Default
0.1 -
wildlifehazard.reactiontimemultiplierGlobal multiplier applied to wildlife hazard reaction time; higher values make hazards slower to react to player presence = 1Admin Decimal number Default
1 -
wildlifehazard.repositionattemptsMaximum number of position candidates sampled when a wildlife hazard searches for a valid reposition destination = 5Admin Whole number Default
5 -
wildlifehazard.repositionradiusmultiplierGlobal multiplier for the radius used when choosing a new reposition destination for a wildlife hazard = 1Admin Decimal number Default
1 -
wildlifehazard.repositiontimermultiplierGlobal multiplier applied to the cooldown timer between wildlife hazard reposition attempts = 1Admin Decimal number Default
1 -
wipetimer.days_to_add_testNumber of days to add to the server's wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment = 0Admin Whole number Default
0 -
wipetimer.hours_to_add_testNumber of hours to add to the server's wipe timer during testing; registered as wipetimer.hours_to_add_test = 0Admin Decimal number Default
0 -
wipetimer.printtimezonesPrints a JSON list of all system, Windows, and IANA timezone identifiers available on the server machineAdmin
-
wipetimer.printwipePrints the current wipe timer status including next wipe date, frequency, and time remainingAdmin
-
wipetimer.wipecronoverrideCustom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/ = ""Admin Text Default
"" -
wipetimer.wipedayofweek0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat = 4Admin Whole number Default
4 -
wipetimer.wipehourofdayWhich hour to wipe? 14.5 = 2:30pm = 19Admin Decimal number Default
19 -
wipetimer.wipetimezoneThe timezone to use for wipes. Defaults to the server's time zone if not set or invalid. Value should be a TZ identifier as seen here: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones = "Europe/London"Admin Text Default
"Europe/London" -
wipetimer.wipeunixtimestampoverrideUnix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future. = 0Admin Whole number Default
0 -
wolf2.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
workbench.comfortradiusscaleFactor applied to a workbench's comfort radius when it is scaled. = 0.95Admin Decimal number Default
0.95 -
workbench.scalecomfortradiusScales a workbench's comfort radius with its range upgrade. = trueAdmin On / off Default
true -
workbench.skipclearancechecksSkips the clearance check that can block a workbench upgrade. = falseAdmin On / off Default
false -
workbench.workbench_upgrade_iconsWhen enabled, shows installed workbench upgrade icons in the vitals UI and expands the workbench vital panel to fit them Client -
workshop.print_approved_skinsPrints a list of all workshop-approved skins on the server with their item short names and approved skin IDsAdmin
-
workshop.print_loaded_skinsPrints a list of all workshop skins currently loaded in the client, showing their item short name and skin ID Client -
world.cacheSaves a generated map to disk so the next start can load it instead of generating it again. = trueAdmin On / off Default
true -
world.cacheWhen enabled, caches world data for faster loading; disabled by default in editor server builds to ensure fresh data during development Client -
world.configfilePath to a world generation config file used by the procedural map generator; used when configString is emptyAdmin Text
-
world.configstringWorld generation config string passed directly to the procedural map generator; overrides the config file if setAdmin Text
-
world.drawboundsDraws 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 secondsAdmin Takes
number (default 60) -
world.monumentsPrints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer onlyAdmin
-
world.monumentsPrints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only Client -
world.printrailsPrint list of all railroad meshes Client -
world.renderlabsRenders a PNG of the current map's underwater labs, for a specific floorAdmin Takes
whole number (default 0) -
world.rendermapRenders a high resolution PNG of the current mapAdmin Takes
number (default 1) -
world.rendertunnelsRenders a PNG of the current map's tunnel networkAdmin
-
world.streamingWhen enabled, world assets are streamed in and out based on proximity; disable to force all world data to stay loaded at once Client -
xmas.enabledEnables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics = falseAdmin On / off Default
false -
xmas.giftsperplayerTarget number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server = 2Admin Whole number Default
2 -
xmas.refillManually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected playersAdmin
-
xmas.spawnattemptsNumber of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas = 5Admin Whole number Default
5 -
xmas.spawnrangeRadius in metres around each player within which Christmas gift entities are spawned during the xmas event refill = 40Admin Decimal number Default
40 -
xmasdungeon.playerdetectrangeHow far we detect players from our inside/outside = 30Admin Decimal number Default
30 -
xmasdungeon.xmaslifetimeHow long each active dungeon should last before dying = 1200Admin Decimal number Default
1200 -
xmasdungeon.xmaspopulationPopulation active on the server = 0Admin Decimal number Default
0 -
ziplinelaunchpoint.highlightDraws an arrow on every zipline launch point for you, for 60 seconds.Admin
-
ziplinelaunchpoint.reportPrints how many zipline launch and arrival points exist, with the total line length.Admin
-
zombie.populationPopulation active on the server, per square km = 0Admin Decimal number Default
0
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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.