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Admin commands

Rust dedicated servers provide 726 admin-only console commands for moderation, spawning, events, and server control.

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

    Takes player name or Steam ID

  2. ai.aizonestats Prints the total count of registered AIInformationZone instances on the server
  3. ai.brainstats Prints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server
  4. ai.clearignoredplayers Remove all players from the AIs ignore list.
  5. ai.deselectnpc Removes the NPC you are looking at from your selection and hands it back to its normal AI.
  6. ai.killanimals Kills all animal NPCs and animal NPC2 entities currently on the server
  7. ai.killscientists Kills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server
  8. ai.movenpc Orders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait.

    Takes text

  9. ai.printignoredplayers Print a lost of all the players in the AI ignore list.
  10. ai.printorkilloffnavscientists Print a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument.

    Takes true or false (default false)

  11. ai.releasenpc Releases every NPC selected with ai.selectnpc and hands them back to their normal AI.
  12. ai.removeignoreplayer Remove a player (or command user if no player is specified) from the AIs ignore list.

    Takes player name or Steam ID

  13. ai.selectnpc Adds the NPC you are looking at to your selection so ai.movenpc can order it around.
  14. ai.selectnpclookatserver Editor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy
  15. ai.selectnpcsinrange Adds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange.

    Takes number (default 30)

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

    Takes number (default 0.6499999761581421)

  17. ai.showdistributions Editor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour
  18. ai.showstate Toggles a debug readout of each NPC's current AI state for you.
  19. ai.sleepwakestats Prints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities
  20. ai.wakesleepingai Wakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken
  21. airfieldairdropterminal.force_charge Adds charge to every airdrop terminal within 100 meters of you. Takes the amount, and fills them up when left out.

    Takes whole number (default 9999999)

  22. airfieldairdropterminal.force_shortcircuit Shuts down every active airdrop terminal within 100 meters of you and drains its charge.
  23. airfieldcallchinookterminal.force_charge Adds charge to every Chinook call terminal within 100 meters of you. Takes the amount, and fills them up when left out.

    Takes whole number (default 9999999)

  24. airfieldcallchinookterminal.force_shortcircuit Shuts down every active Chinook call terminal within 100 meters of you and drains its charge.
  25. analytics.resetstats Resets the analytics counters.
  26. analytics.stats Prints the analytics totals: events, bytes and uploads.
  27. analytics.tablestats Prints the analytics totals table by table.
  28. analytics.uploaderstats Prints the analytics totals uploader by uploader.
  29. apartment.checkoutallrooms Checkout every room in the apartment complex
  30. apartment.checkoutroom Checks a room out of the apartment building. Takes the room number, or checks you out of your own room when left out.

    Takes text

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

    Takes text

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

    Takes text

  34. apartment.printitemtax Print out a list of all items that apartments will tax
  35. apartment.rentallrooms Rents every free apartment room to spawned dummy players.
  36. apartment.rentallroomsoftype Rents every free apartment room of one size to spawned dummy players. Takes the size, from 1 to 3.

    Takes whole number (default 0)

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

    Takes text

  38. apartment.scheduleddeath Test triggering the scheduled death in safezones
  39. apartment.testapartmentsecuritydoor Test triggering the apartment security door
  40. app.appban Bans a player by Steam ID from the server via the app layer, adding them to the banlist and kicking them if connected
  41. app.appunban Removes a ban for the specified Steam ID from the server banlist, allowing the player to reconnect
  42. app.info Prints current server info including name, level, connected players, max players, and network address to the console
  43. app.retry_initialize Retry initializing the Rust+ companion server if it previously failed, pass true to restart it even if it's already running

    Takes true or false (default false)

  44. ballistagun.reload Forces the ballista gun nearest to the calling admin player to reload immediately; admin-only

    Takes whole number (default 0)

  45. baseboat.seconds_between_shore_drift Sets how many seconds pass between two drift steps of a boat toward the shore. Typed bare, it prints the current value.
  46. baseboat.seconds_until_shore_drift Sets how many seconds a boat waits before it starts drifting toward the shore. Typed bare, it prints the current value.
  47. basemission.profilenextmissionsvalidstateworkqueue Generate a performance capture containing the next run of updateMissionValidStateWorkQueue
  48. basesculpture.applyrandomshapes Carves random shapes into the sculpture you are looking at, or into every sculpture within the radius you give.

    Takes number (default -1)

  49. basesculpture.listsavedsculptures Lists the sculptures saved on the server.
  50. basesculpture.loadsculpture Loads a saved sculpture onto the one you are looking at, or onto every one within a radius. Takes the file name, then an optional radius.

    Takes text · number (default -1)

  51. basesculpture.printcrc Prints the checksum of the sculpture you are looking at, or of every one within the radius you give.

    Takes number (default -1)

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

    Takes text

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

    Takes number (default 0)

  54. boatbuildingstation.print_stats Prints every boat building station with its position and how long ago it was last used.
  55. boombox.clearradiobyuser Clears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the server
  56. bot.crouch_server Sets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenarios

    Takes true or false (default true)

  57. bot.sv_exec_command Executes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting only

    Takes text

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

    Takes text

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

    Takes number (default 50) · text

  60. bradley.quickrespawn Forces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only
  61. bradleyapc.spawnroadbradley Spawns a Bradley that drives the roads.
  62. camerarenderermanager.pool_stats Prints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return counters
  63. cannon.adminfire Fires every loaded cannon on the map.
  64. cargoship.debug_cargo_status Prints the state of every cargo ship on the map.
  65. cargoship.debug_info Prints the harbor positions and approach data the cargo ship works from.
  66. cargoship.egress Makes every cargo ship on the map start leaving.
  67. cassette.clearcassettes Clears the saved audio recording from all cassette items currently on the server; returns count of cassettes cleared
  68. cassette.clearcassettesbyuser Clears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes cleared
  69. catapult.fire Fire all catapults
  70. catapult.reload Reload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot player

    Takes whole number (default 1)

  71. ch47helicopteraicontroller.dropcrate Commands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately
  72. chat.search Searches the server's chat history. Takes the text to look for.

    Takes text

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

    Takes whole number (default 200)

  74. cinematicentity.hideobjects Hides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)

    Takes text

  75. clan.addtoclan Adds a player by SteamID64 to your current clan
  76. clan.disband Disbands your current clan
  77. clan.info Prints info about a clan given its ID or a steamID of a player in that clan
  78. clan.scoretest Adds a generic score event to your clan
  79. clawmarkspawner.showclawmarks Shows or hides claw marks. Takes true or false, and flips the current state when left out.
  80. commands.echo Prints back the text you type after it.
  81. commands.find Lists the commands and variables whose name contains the text you give.
  82. communityentity.pietest Opens a sample pie menu, the developers' test for server-made radial menus.
  83. communityentity.pietest_next Opens the next page of that sample pie menu.
  84. communityentity.pietest_prev Opens the previous page of that sample pie menu.
  85. console.search Searches the server console history. Takes the text to look for.

    Takes text

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

    Takes whole number (default 200)

  87. copypaste.copybox_sv Server-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client command

    Takes text

  88. copypaste.copybuilding_sv Server-side handler that copies all entities belonging to the building the player is looking at into a named paste file; called from the copybuilding client command

    Takes text

  89. copypaste.copyradius_sv Server-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client command

    Takes text · number (default 0)

  90. copypaste.download_paste_sv Downloads a paste file stored on the server (legacy server-side storage) by name and sends its entity data to the requesting client for local storage

    Takes text

  91. copypaste.killbox_sv Server-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.)
  92. copypaste.list_pastes_sv Lists all paste files stored in the legacy server-side copypaste directory and prints their names to the console
  93. copypaste.printselection_sv Server-side handler that prints the names of all entities within the current selection bounds; used to preview what would be included in a copy operation
  94. copypaste.undopaste_sv Undoes the most recent paste operation for the calling player by destroying all entities that were spawned in that paste; replies with 'History empty' if nothing to undo
  95. creative.togglealwaysonall Sets the always-on state for all IAlwaysOn entities on the server (e.g. lights, switches); only works when alwaysOnEnabled is true and caller is in creative mode

    Takes true or false (default false)

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

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

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

    Takes text (default none)

  98. ddraw.ddrawother Sends a ddraw.text debug draw command to a specific player by Steam ID or name; allows admins to display debug text overlays on another player screen

    Takes player name or Steam ID

  99. debug.addmonumentblockergrace <minutes> (optional: <range>) - Adds the given number of minutes to the decay grace period timer of the monument blocker closest to you, making it start decaying that much sooner. Negative values rewind the timer

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

  100. debug.applybuildingblockrandomisation Sets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visuals

    Takes whole number (default 0)

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

    Takes number (default 0)

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

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

  103. debug.breakheld Break the current held object
  104. debug.breakheld_almost Almost break the current held object
  105. debug.breakitem Break all the items in your inventory whose name match the passed string

    Takes text

  106. debug.breakshield Breaks the currently held shield
  107. debug.clearplayermodifiers Removes all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing
  108. debug.cleartutorialforplayer If a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)

    Takes player name or Steam ID

  109. debug.completemission Completes all incomplete objectives in the calling player active mission, triggering the mission completion flow
  110. debug.completemissionstage Completes objectives of your active mission. Takes the objective number, or completes them all when left out.

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

  111. debug.completetutorial Immediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression
  112. debug.console_print_color Prints a message to the server console using the specified ConsoleColor index; useful for testing coloured console output

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

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

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

  114. debug.conveyorstrictmodereport Prints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow
  115. debug.deleteentitiesbyshortname <shortname> (optional: <radius>) - Delete entities with the given short prefab name

    Takes text · number (default 0)

  116. debug.deleteentitybyid Delete entities by id. Supports multiple arguments
  117. debug.drink Adds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanics

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

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

    Takes whole number (default 0) · text

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

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

  120. debug.emptytankermodule emptyTankerModule - Clears the contents of the tanker module(s) of the modular car you're looking at
  121. debug.enable_player_movement Sends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanics

    Takes true or false (default true)

  122. debug.fillmounts fillmounts <radius> - Spawns and mounts a player on every mount point in radius

    Takes whole number (default 0)

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

    Takes text

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

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

  125. debug.flushgroup Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
  126. debug.foodspoilingdeducttimehours Deducts the given number of hours from all spoilable food on the server

    Takes number (default 0)

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

    Takes whole number (default 0)

  128. debug.foodspoilingspoilall Spoils all food on the server
  129. debug.forcechickensspawnegg Forces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic

    Takes number (default 50)

  130. debug.heal To disable revival if player is downed, pass in --no-recover as the first argument.

    Takes text

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

    Takes whole number (default 1)

  132. debug.invis Make admin invisible
  133. debug.print_topologies Prints out the topologies at your position
  134. debug.printgrouplayer Prints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment
  135. debug.printgroups Logs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment
  136. debug.printmonumentblocker Prints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100)

    Takes number (default 100)

  137. debug.printqueues Prints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time
  138. debug.puzzlereset Reset all puzzles. Optionally provide a number to only reset puzzles within a radius.

    Takes whole number (default 2147483647)

  139. debug.puzzleresetinfo Prints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status
  140. debug.refillvitals Refills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.

    Takes text

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

    Takes text

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

    Takes number (default 0)

  143. debug.removeoverlappingstaticspawnpoints Scans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points
  144. debug.renderinfo Generates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame
  145. debug.repair_inventory Repair all items in inventory
  146. debug.resetsleepingbagtimers Resets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags
  147. debug.respawnvinetreesinradius Respawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players

    Takes number (default 0)

  148. debug.setdamage Deals enough bullet damage to bring the calling player or a named target to the specified health value

    Takes whole number (default 0)

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

    Takes whole number (default 0)

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

    Takes number (default 0)

  151. debug.setmaxhealth Overrides the maximum health of the calling player or a named target; pass 0 to reset to the default value

    Takes whole number (default 0)

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

    Takes whole number (default 0)

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

    Takes whole number (default 0)

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

    Takes number (default 0)

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

    Takes whole number (default 0)

  156. debug.spawn_all_deployables Spawns one of every deployable in a grid
  157. debug.spawnovenstresstest Spawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system
  158. debug.spawnparachutetester Spawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied

    Takes number (default 50)

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

    Takes number (default 0)

  160. debug.test_custom_vitals Sends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering

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

  161. debug.testerror Logs a test error and exception for testing error display.
  162. debug.testtutorialcinematic Triggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it
  163. debug.tutorialstatus Prints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state
  164. debug.vineswinginghighlight Sends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement
  165. debug.vineswingingreport Prints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable
  166. decay.addfakeauthhistory addfakeauthhistory <count>, adds fake deauthed players to the auth history of the tool cupboard you are standing in, for testing group upkeep tiers

    Takes whole number (default 1)

  167. decay.clearauthhistory Clears the deauthed player history on the tool cupboard you are standing in, dropping its group upkeep back to the number of authed players
  168. decay.drawnearbybuildings drawnearbybuildings <duration> <radius>, shows building ID of entities

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

  169. decay.forcedecaytick Call the decay tick on every single entity on the server (for testing decay works)
  170. deepsea.close Initiates the deep sea closing sequence
  171. deepsea.createdeepsea Creates the deep sea manager entity on the server
  172. deepsea.enterdeepsea Teleports the player (or their mounted vehicle) into the deep sea
  173. deepsea.leavedeepsea Teleports the player (or their mounted vehicle) back to the main island from the deep sea.
  174. deepsea.open Initiates the deep sea opening sequence
  175. deepsea.printboatteleports Prints what players on the player's boat will be teleported to the deep sea
  176. deepsea.printentitycount Prints a breakdown of all entities currently in the deep sea
  177. deepsea.printloot Prints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea
  178. deepsea.printtimetowipe Prints the current time remaining until the deep sea wipes
  179. deepsea.settimetonextopening Sets the time in seconds until the deep sea re-opens after a wipe

    Takes number (default 0)

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

    Takes number (default 0)

  181. deepsea.spawnfloatingcityhere Spawns a random floating city prefab at the player position
  182. deepsea.spawnghostshiphere Spawns a random ghost ship prefab at the player position
  183. deepsea.spawnislandhere Spawns a random deep sea island prefab at the player position
  184. deepsea.spawnrhibgrouphere Spawns a RHIB patrol boat group at the player position
  185. deepsea.status Prints the current deep sea status
  186. deepsea.testportalspawnlocation Tests whether the calling player's current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in seconds

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

  187. demo.record Starts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connected

    Takes player name or Steam ID

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

    Takes player name or Steam ID

  189. electricbattery.batteryid Charges or drains a battery by entity ID. Takes charge or deplete, then the ID, then an optional amount.

    Takes text

  190. entity.countby Count all entities created by provided users (separate users by space)
  191. entity.debug_toggle Toggles the debug info overlay for an entity by net ID, showing position, velocity, health, and network state in the world
  192. entity.deleteby Destroy all entities created by provided users (separate users by space)
  193. entity.deletebytextblock Destroy all entities created by users in the provided text block (can use with copied results from ent auth)

    Takes text

  194. entity.find_entity Lists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client

    Takes text

  195. entity.find_group Lists all networked entities belonging to the given network group ID in a formatted table; admin-only on client

    Takes whole number (default 0)

  196. entity.find_id Lists the networked entity with the given network entity ID in a formatted table; admin-only on client
  197. entity.find_parent Lists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client
  198. entity.find_radius Lists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client

    Takes whole number (default 10)

  199. entity.find_self Lists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client
  200. entity.find_status Lists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client

    Takes text

  201. entity.nudge Applies a small positional nudge to an entity by net ID, useful for unsticking entities that are clipping into geometry
  202. entity.set_battery_charge Sets the charge level of an electric battery entity by net ID to the given percentage (0-100)

    Takes number (default 0)

  203. entity.spawn Spawns a server entity by prefab name at a given world position and direction; returns the spawned entity net ID
  204. entity.spawngrid Spawns a grid of server entities by prefab name centred at a position; useful for stress-testing entity counts
  205. entity.spawnitem Spawns a dropped item entity server-side by item short name at a given world position
  206. entity.spawnlootfrom Spawns a copy of the loot table from one container prefab into the world at the calling player position

    Takes whole number (default 1)

  207. entity.spawnplants Spawn every stage of every plant inside it's own planter, with an optional filter

    Takes text

  208. entity.spawnvendor Spawns a complete NPC vendor by vendor name - both the shopkeeper NPC and the invisible vending machine it needs - at the position the calling player is looking at
  209. env.addtime Advances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing
  210. events.print_server_events Prints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time
  211. events.set_event_enabled Enables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled

    Takes text · true or false (default false)

  212. events.set_event_max_delay Sets the maximum delay in seconds between automatic triggers of the named server event

    Takes text · number (default 0)

  213. events.set_event_min_delay Sets the minimum delay in seconds between automatic triggers of the named server event

    Takes text · number (default 0)

  214. eventschedule.killallevents Kills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents
  215. eventschedule.triggerevent Triggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous

    Takes text

  216. farmableanimal.simhours Simulates the provided number of hours on all farm animals within 10m

    Takes whole number (default 0)

  217. gamemode.set Sets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore)

    Takes text

  218. gc.alloc Allocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput

    Takes whole number (default 1048576)

  219. gc.collect Triggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling
  220. gc.unload Calls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM
  221. global.add_wallpaper_radius <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random

    Takes text · number (default 0)

  222. global.adminui_deleteugccontent Clears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity component
  223. global.adminui_fullrefresh Triggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at once
  224. global.adminui_requestfireworkpattern Sends the firework pattern design data for the specified pattern firework entity to the requesting admin client
  225. global.adminui_requestplayerlist Server-side handler that serialises and sends the current player list to the requesting admin client for display in the admin UI
  226. global.adminui_requestserverconvars Server-side handler that collects all ServerAdmin+ShowInAdminUI convars and sends them to the admin client for editing via the admin UI
  227. global.adminui_requestserverinfo Server-side handler that serialises and sends current server info (name, players, FPS, etc.) to the requesting admin client
  228. global.adminui_requestugccontent Server-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin client

    Takes whole number (default 0) · whole number (default 0) · whole number (default 0)

  229. global.adminui_requestugclist Server-side handler that scans all entities for UGC content (images, patterns, vending names) and sends a serialised list to the admin client
  230. global.applygenes <gene string> - Applies the given genes (e.g. "YYYGGG") to the clone/seed in your hands

    Takes text (default YYYGGG)

  231. global.authcount Returns all entities that the provided player is authed to (TC's, locks, etc), supports --json

    Takes player name or Steam ID · text

  232. global.authradius Authorises the specified player (or caller if none given) to all tool cupboards within the given radius around them

    Takes number (default -1) · player name or Steam ID

  233. global.authradius_multi Authorises multiple specified players to all tool cupboards within the given radius around the calling admin

    Takes number (default -1)

  234. global.authradius_radius Finds all players within playerRadius of the caller, then authorises each of them to TCs within authRadius of themselves

    Takes number (default -1) · number (default -1)

  235. global.ban ban <player> <reason> [optional duration]

    Takes player name or Steam ID · text (default No Reason Given)

  236. global.banid banid <steamid> <username> <reason> [optional duration]

    Takes text (default unnamed) · text (default no reason)

  237. global.banlist List of banned users (sourceds compat)
  238. global.banlistex List of banned users - shows reasons and usernames
  239. global.bans List of banned users
  240. global.breakclothing Breaks all equipped clothing items currently worn by the calling player, reducing their condition to zero
  241. global.breakitem Reduces the condition of all items in the calling player inventory whose short name matches the given string to zero, breaking them
  242. global.buildinfo Get information about this build
  243. global.carstats Get information about all the cars in the world
  244. global.change_wallpaper_radius <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random

    Takes text · number (default 0)

  245. global.clear_wallpaper_radius clear_wallpaper_radius <radius>

    Takes number (default 0)

  246. global.clearallsprays Removes all spray paint entities from the server world; useful for cleaning up excessive player spray art
  247. global.clearallspraysbyplayer Removes all spray paint entities created by a specific player, identified by Steam ID or name
  248. global.clearcontainer clearcontainer: Removes all items inside the container you're looking at
  249. global.clearcontainer_radius clearcontainer_radius <radius>: Removes all items inside a container within a radius
  250. global.cleardroppeditems Removes all dropped item entities from the server, cleaning up every piece of loot on the ground
  251. global.clearspraysatpositioninradius Removes all spray paint entities within a given radius of the specified world position (X Y Z)

    Takes number (default 0)

  252. global.clearspraysinradius Removes all spray paint entities within the given radius of the calling admin current position

    Takes number (default 16)

  253. global.clearugcbyplayer Clears UGC content from all entities that have the specified player (by name or Steam ID) in their editing history

    Takes player name or Steam ID

  254. global.clearugcentitiesinrange Clears UGC content from all entities within the given radius of a world position; reports how many entities were cleared

    Takes number (default 0)

  255. global.clearugcentity Clears all UGC content from a single entity by network ID; reports success or failure
  256. global.clearvendingmachinenamescontaining Clears the custom name UGC from all vending machines whose content string contains the given search text (case/symbol insensitive)

    Takes text

  257. global.clientperf Requests a performance report from every connected client; supports legacy and JSON formats; used for monitoring client frame rates and memory usage

    Takes text (default legacy)

  258. global.colliders Prints the count of enabled versus disabled Collider components currently in the scene
  259. global.deauthradius Removes authorisation for the specified player (or caller) from all tool cupboards within the given radius

    Takes number (default -1) · player name or Steam ID

  260. global.deauthradius_multi Removes authorisation for multiple specified players from all tool cupboards within the given radius around the calling admin

    Takes number (default -1)

  261. global.deauthradius_radius Finds all players within playerRadius of the caller, then deauthorises each of them from TCs within authRadius of themselves

    Takes number (default -1) · number (default -1)

  262. global.dump Dumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash.
  263. global.dumpanimators Dumps a diagnostic snapshot of animators into a diagnostics subfolder
  264. global.dumpentities Dumps a diagnostic snapshot of entities into a diagnostics subfolder
  265. global.dumplodgroups Dumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder
  266. global.dumpnetwork Dumps a diagnostic snapshot of network info into a diagnostics subfolder
  267. global.dumpobjects Dumps a diagnostic snapshot of objects into a diagnostics subfolder
  268. global.dumpphysics Dumps a diagnostic snapshot of physics into a diagnostics subfolder
  269. global.dumppreprocess Dump list of prefabs pre-processed into a diagnostics subfolder
  270. global.dumprootobjects Dumps a diagnostic snapshot of root objects (all gameobjects across all scenes) into a /diagnostics/ subfolder. WARNING: this will stall the server and can cause it to crash.
  271. global.dumpsysteminformation Dumps a diagnostic snapshot of system information into a diagnostics subfolder
  272. global.dumpwarmup Dumps a diagnostic snapshot of warmup info into a diagnostics subfolder
  273. global.entcount Returns all entities that the provided player has placed, supports --json

    Takes player name or Steam ID · text

  274. global.entid Runs an admin command (kill, lock, unlock, etc.) on a specific entity by network ID; blocks operation on players and point entities

    Takes text · whole number (default 1) · number (default 0)

  275. global.fillcontainer fillcontainer <optional: category> - Fills the container you are looking at with random items, can also specify a category (ammunition, weapon etc.)
  276. global.fillcontainer_radius fillcontainer_radius <radius> <optional: category> - Fills containers with random items within a radius, can also specify a category
  277. global.fillinventory fillinventory <optional: category> - Fills your inventory with random items, can also specify a category (ammunition, weapon etc.)
  278. global.free Clears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only
  279. global.getugcinfo Returns a JSON object containing the UGC info (CRCs, type, player history) for the entity with the given network ID
  280. global.injure Puts the calling player or a named target into the wounded/downed state, simulating the critical injury bleed-out state
  281. global.injureplayer Puts the specified player into the wounded/downed state immediately without killing them; useful for testing the crawl/revive mechanics

    Takes player name or Steam ID

  282. global.kick Kicks the specified player from the server with an optional reason; broadcasts the kick to chat and places them through the queue on reconnect

    Takes player name or Steam ID · text (default no reason given)

  283. global.kickall Kicks all currently connected players from the server with an optional reason; useful for forcing a restart or clearing the server

    Takes text (default No Reason Given)

  284. global.killallplayers Deals lethal damage to every non-NPC player currently connected to the server; reports the number of players killed
  285. global.killbees Kills all bee swarms
  286. global.killplayer Deals 1000 damage to the specified player (by name/SteamID/bot) killing them immediately; useful for testing death logic without console kill commands

    Takes player name or Steam ID

  287. global.listid List of banned users, by ID (sourceds compat)
  288. global.moderatorid Adds the specified Steam64 ID as a server moderator with optional name and reason; grants admin flag to the player if connected

    Takes text (default unnamed) · text (default no reason)

  289. global.mute Mutes the specified connected player preventing them from using chat; optionally accepts a mute expiry timestamp for temporary mutes

    Takes player name or Steam ID

  290. global.mutelist Print a list of currently muted players
  291. global.objects Prints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes
  292. global.ownerid Adds the specified Steam64 ID as a server owner (auth level 2) with optional name and reason; requires the caller to also be auth level 2

    Takes text (default unnamed) · text (default no reason)

  293. global.playerlist Get a list of players
  294. global.playerlistids Get a list of player's IDs
  295. global.players Print out currently connected clients etc
  296. global.print_wallpaper_skins Lists all wallpaper skins
  297. global.printallscenesinbuild Prints all scenes registered in the build settings with their build index and asset path
  298. global.queue Prints the current state of server-side stability check and surroundings update queues; reports nothing useful on client
  299. global.quit Quits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode
  300. global.recover Revives the calling player or a named target from the wounded state, restoring them to standing with a small amount of health
  301. global.recoverplayer Recovers the specified player from the wounded state, standing them back up at minimum health

    Takes player name or Steam ID

  302. global.removemoderator Removes moderator status from the specified Steam64 ID; removes admin flag from the player if currently connected
  303. global.removeowner Removes owner status from the specified Steam64 ID; removes admin flag from the player if currently connected
  304. global.removeskipqueue Removes skip queue permission from a SteamID
  305. global.report Runs a server performance diagnostic report covering entity counts, memory usage, and active invokes, outputting results to the server console
  306. global.restart Schedules a server restart; optionally accepts a countdown in seconds and a broadcast message sent to all players before the restart occurs

    Takes whole number (default 300)

  307. global.say Sends a message in chat

    Takes the rest of the line

  308. global.serverinfo Get a list of information about the server
  309. global.skick Silently kicks the specified player without broadcasting to chat; the kick is logged to RCON only

    Takes player name or Steam ID · text (default no reason given)

  310. global.skin_looking <skin>

    Takes text · number (default 0)

  311. global.skin_radius skin_radius 'skin' 'radius'

    Takes text · number (default 0)

  312. global.skipqueue Moves the specified Steam64 ID to the front of the connection queue so they connect immediately on next join
  313. global.skipqueueid Adds skip queue permissions to a SteamID

    Takes text (default unnamed) · text (default no reason)

  314. global.sleep Puts the calling player into the sleeping state, disconnecting their control and making them a sleeping entity on the server
  315. global.sleepingusers Show user info for players on server.
  316. global.sleepingusersinrange Show user info for sleeping players on server in range of the player.

    Takes number (default 0)

  317. global.sleeptarget Puts the player that the calling admin is looking at into the sleeping state; useful for testing sleeping player interactions
  318. global.spectate Enters spectator mode; optionally accepts a player name or Steam ID to spectate that specific player from a third-person camera

    Takes text

  319. global.spectateid Enters spectator mode targeting the entity or player with the given network entity ID
  320. global.stats Print out stats of currently connected clients

    Takes text

  321. global.status Print out currently connected clients

    Takes text · text

  322. global.steamrelayinit Starts access to Steam's relay network.
  323. global.steamstatus Prints the status of the server's Steam networking.
  324. global.subscriptions Prints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag
  325. global.sysinfo Prints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform
  326. global.sysuid Prints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier
  327. global.teaminfo Prints a table of all members in the team of the specified player showing Steam ID, username, online status, and whether they are team leader; supports --json

    Takes player name or Steam ID

  328. global.teleport Teleports the calling admin to a player by name or partial name match; if two arguments are given, moves the first-named player to the second

    Takes player name or Steam ID · player name or Steam ID

  329. global.teleport2autheditem <steamID/name> <optional: filter> - Teleport to a random entity the player is authed on

    Takes player name or Steam ID · text

  330. global.teleport2death Teleports the calling admin to their own most recent death location
  331. global.teleport2entityid Teleport to the entity with the specified network ID
  332. global.teleport2grid Teleports the calling admin to the centre of the named map grid square (e.g. A1, B3)

    Takes text

  333. global.teleport2marker Teleports the calling admin to the map marker they have placed on their in-game map

    Takes text

  334. global.teleport2me Teleports the named player to the calling admin current position

    Takes player name or Steam ID

  335. global.teleport2mission Teleports the calling admin to the target location of their currently active mission objective
  336. global.teleport2nearest Teleports you to the nearest entity matching a name. Takes the name.

    Takes text · whole number (default 0)

  337. global.teleport2owneditem Teleports the calling admin to an entity owned by a specified player, identified by Steam ID or name

    Takes player name or Steam ID · text

  338. global.teleport2satellitecrashsite Teleports the calling admin to the currently locked-in satellite crash site. Does nothing if no satellite is descending.
  339. global.teleportany Teleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filter

    Takes text

  340. global.teleportboat2grid Teleports the calling admin and their player boat to the centre of the named map grid square (e.g. A1, B3)

    Takes text

  341. global.teleportboat2marker Teleports the calling admin and their player boat to the map marker they have placed on their in-game map

    Takes text

  342. global.teleportboatpos Teleports the calling admin and their player boat to exact world coordinates specified as X Y Z arguments

    Takes the rest of the line

  343. global.teleporteveryone2me Teleports all connected players to the calling admin current position
  344. global.teleportlos Teleports the calling admin to the point in the world that their line of sight is currently hitting

    Takes whole number (default 1000)

  345. global.teleportnonsleepers2me Teleports all connected active (non-sleeping) players to the calling admin current position
  346. global.teleportpos Teleports the calling admin or a named player to exact world coordinates specified as X Y Z arguments

    Takes the rest of the line

  347. global.teleportsleepers2me Teleports all sleeping player entities to the calling admin current position
  348. global.teleporttargetteam2me Teleports all members of the named player team to the calling admin current position
  349. global.teleportteam2me Teleports all members of the calling player team to the calling admin current position
  350. global.textures Prints a list of all live Texture objects with their name and estimated runtime memory size
  351. global.togglespectateteaminfo Toggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator mode

    Takes true or false (default false)

  352. global.unban Removes the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnect
  353. global.unlockradius Clears the lock flag on every code lock and key lock within a radius of the calling player, so a base can be walked without its codes. Radius defaults to 20 metres

    Takes number (default 20)

  354. global.unmute Removes the chat mute from the specified connected player, allowing them to send messages again

    Takes player name or Steam ID

  355. global.updatemanifest Immediately update the manifest
  356. global.upgrade_looking <grade>

    Takes text · number (default 0)

  357. global.upgrade_radius upgrade_radius 'grade' 'radius'

    Takes text · number (default 0)

  358. global.users Show user info for players on server.
  359. global.usersinrange Show user info for players on server in range of the player.

    Takes number (default 0)

  360. global.usersinrangeofplayer Show user info for players on server in range of the supplied player (eg. Jim 50)

    Takes player name or Steam ID · number (default 0)

  361. growableentity.growall Server admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantly
  362. growableentity.killall Server admin: kills all growable entities within 6m of the calling player, removing them from the planter
  363. handcuffs.togglecuffslocked Toggles the locked state of the handcuffs held by the calling admin player, switching between locked and unlocked
  364. harmony.load Loads and applies a Harmony patch assembly by file name, enabling server-side code patching without restarting

    Takes text

  365. harmony.unload Unloads a previously loaded Harmony patch assembly by file name, reverting any code modifications it applied

    Takes text

  366. heli.call Spawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player
  367. heli.calltome Orders the active patrol helicopter to fly to the calling admin position and attack there
  368. heli.death Forces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence
  369. heli.drop Spawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing
  370. heli.flee Orders the active patrol helicopter to immediately flee to a random distant location and disengage
  371. heli.move Moves the active patrol helicopter to the calling admin current position without entering combat mode
  372. heli.orbit Orders the active patrol helicopter to orbit around the calling admin current position
  373. heli.orbitstrafe Orders the active patrol helicopter to orbit and strafe the calling admin position simultaneously
  374. heli.patrol Orders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map
  375. heli.strafe Orders the active patrol helicopter to perform a strafing run on the calling admin current position
  376. heli.testpuzzle Triggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle
  377. hexagongridgenerator.generategrid <gridSize> 5 <tileSpacing> 1.35

    Takes whole number (default 5) · number (default 1.350000023841858)

  378. hierarchy.cd Changes the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objects

    Takes the rest of the line

  379. hierarchy.del Deletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the object

    Takes the rest of the line

  380. hierarchy.ls Lists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the console

    Takes text

  381. inventory.addownership Add ownership to item

    Takes text · text · whole number (default 1)

  382. inventory.clearinventory Clears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: --belt --wear --backpack

    Takes player name or Steam ID

  383. inventory.convertownership Reduce ownership to item to allow new ownership to be added

    Takes text · text · whole number (default 1)

  384. inventory.copyto Copies the players inventory to the player in front of them

    Takes text

  385. inventory.defs Prints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state
  386. inventory.deleteloadout Deletes a named admin loadout file from the server; requires admin or developer permissions; loadout name is passed as the first argument

    Takes text

  387. inventory.deployloadout Deploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim

    Takes text · text

  388. inventory.deployloadoutinrange Deploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30

    Takes text · number (default 0)

  389. inventory.equipslot Equips the belt/hotbar item at the given slot index for the calling admin or a named target player; requires admin or developer permissions

    Takes whole number (default 0) · player name or Steam ID

  390. inventory.equipslottarget Equips the belt/hotbar slot at the given index for the player the admin is currently looking at; requires admin or developer permissions

    Takes whole number (default 0)

  391. inventory.give {item} {amount} {condition} {skin} {container} {slot}

    Takes text · whole number (default 1) · number (default 1) · text · whole number (default -1)

  392. inventory.giveall Gives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chat

    Takes text · whole number (default 1)

  393. inventory.givearm {itemid} {amount}

    Takes whole number (default 0) · whole number (default 1)

  394. inventory.givebp Gives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developer

    Takes text

  395. inventory.giveequip {item}

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

  396. inventory.giveid {itemid} {amount}

    Takes whole number (default 0) · whole number (default 1)

  397. inventory.giveto {item} {player} {amount} {skin}

    Takes text · text · whole number (default 1)

  398. inventory.listloadouts Prints all saved inventory loadouts
  399. inventory.loadoutui_requestloadoutlist Reads the list of saved admin loadouts from disk and sends it to the requesting player's client as a JSON array for display in the loadout UI
  400. inventory.pipetteid Checks whether the calling player has the specified item ID with the given skin ID in their inventory; used to validate pipette/skin matching server-side

    Takes whole number (default 0)

  401. inventory.reduceownership Reduce ownership to item to allow new ownership to be added

    Takes whole number (default 1)

  402. inventory.reloaddefs Forces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update
  403. inventory.resetbp Resets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipes

    Takes player name or Steam ID

  404. inventory.saveloadout Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname

    Takes text

  405. inventory.set_item_image Sets the custom icon image ID on the item currently held by the calling player; the image ID refers to a server-side stored image used for custom item icons

    Takes whole number (default 0)

  406. inventory.setwornarmorslots Set worn items to have maximum armor slots supported

    Takes whole number (default 4)

  407. inventory.unlockall Unlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediately

    Takes player name or Steam ID

  408. ioentity.debugqueue Prints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only
  409. livestock.ageup Immediately ages up the nearest livestock animal: an infant grows into its next stage, an adult dies of old age. Optional search radius in metres (default 20).

    Takes number (default 20)

  410. livestock.census Counts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map).

    Takes number (default 0)

  411. livestock.censusreset Zeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now.
  412. livestock.cleargrazing Grows back every overgrazed patch of grass near the caller, and clears what the herd has eaten there. Optional radius in metres (default 100).

    Takes number (default 100)

  413. livestock.completepregnancy Makes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20).

    Takes number (default 20)

  414. livestock.cullexcess Kills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: untamed animals first, then tame ones with no cupboard for a home, then the oldest and worst bred. An optional head count culls down to that instead.
  415. livestock.dung Makes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20).

    Takes number (default 20)

  416. livestock.emptyfullness Empties the nearest livestock animal's fullness, so it goes looking for food. Optional search radius in metres (default 20).
  417. livestock.emptyhydration Empties the nearest livestock animal's hydration, so it goes looking for water. Optional search radius in metres (default 20).
  418. livestock.emptysocial Empties the nearest livestock animal's social need, as if it had been on its own. Optional search radius in metres (default 20).
  419. livestock.fillfullness Fills the nearest livestock animal's fullness, as if it had just eaten its fill. Optional search radius in metres (default 20).
  420. livestock.fillhydration Fills the nearest livestock animal's hydration, as if it had just drunk its fill. Optional search radius in metres (default 20).
  421. livestock.fillsocial Fills the nearest livestock animal's social need, as if it were standing in a herd the right size. Optional search radius in metres (default 20).
  422. livestock.forcebreed Sends the nearest male livestock animal to mate with the nearest valid female, skipping the mate search. Optional search radius in metres (default 20).

    Takes number (default 20)

  423. livestock.makepregnant Makes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20).

    Takes number (default 20)

  424. livestock.overgrazehere Marks the grass where the caller is standing as overgrazed, without waiting for a herd to eat it.
  425. livestock.readytomilk Makes the nearest cow ready to milk now, without waiting out its cooldown. Optional search radius in metres (default 20).

    Takes number (default 20)

  426. livestock.readytoshear Makes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20).

    Takes number (default 20)

  427. livestock.rename Renames the nearest livestock animal. Usage: livestock.rename <name> [radius], quoting a name that contains spaces, radius in metres (default 20)

    Takes text · number (default 20)

  428. livestock.sendhome Moves the wild anchor of every livestock animal in range to where the caller is standing, so roam and the night gather aim here. A cupboard still outranks it. Optional radius in metres (default 30).

    Takes number (default 30)

  429. livestock.setcondition Sets the condition of the livestock animal the caller is looking at, or the nearest one. Condition is the slow average that price, dung and willingness read. Usage: livestock.setcondition <0-1> [radius], radius in metres (default 20)

    Takes number (default -1) · number (default 20)

  430. livestock.setcurious Makes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20)

    Takes whole number (default 1) · number (default 20)

  431. livestock.setfamiliarity Sets how many seconds of familiarity the calling player has with the livestock animal they are looking at, or the nearest one. Usage: livestock.setfamiliarity <seconds> [radius], radius in metres (default 20)

    Takes number (default -1) · number (default 20)

  432. livestock.setfamiliarityall Sets how many seconds of familiarity the calling player has with every livestock animal in range. 0 resets them all. Usage: livestock.setfamiliarityall <seconds> [radius], radius in metres (default 30)

    Takes number (default -1) · number (default 30)

  433. livestock.setgene Sets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Longevity|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or Good

    Takes number (default 20)

  434. livestock.setinbred Makes the livestock animal you are looking at, or the nearest one, inbred or not, by forcing its two lineage markers together or apart. Usage: livestock.setinbred <0|1> [radius]

    Takes true or false (default true) · number (default 20)

  435. livestock.showcoat Prints what the nearest livestock animal's coat is made of, which is its genes and, for a species with patches, its name. Usage: livestock.showcoat [radius], radius in metres (default 20)

    Takes number (default 20)

  436. livestock.showgenes Prints the genes of the livestock animal you are looking at, or the nearest one, both copies of each, plus its lineage markers. Optional search radius in metres as the first argument (default 20).

    Takes number (default 20)

  437. livestock.showhome Draws an arrow from the livestock animal you are looking at, or the nearest one, to the cupboard it lives at, or to its wild anchor when it has none. Optional search radius in metres (default 20) and seconds to draw for (default 10).

    Takes number (default 20) · number (default 10)

  438. livestock.spawnspecial Spawns one of the named special livestock animals in front of you, skipping the rarity roll but obeying every other rule. Usage: livestock.spawnspecial <name> [species], species being needed only for an entry that fits more than one

    Takes text · text

  439. livestock.specials Lists the special livestock animals this server has already produced, and counts the rest without naming them
  440. livestock.swapgender Swaps the gender of the nearest livestock animal. Optional search radius in metres (default 20).

    Takes number (default 20)

  441. log.level Sets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer

    Takes text

  442. manifest.printmanifest Prints the Facepunch application manifest in a formatted summary showing app name, version, and platform details
  443. manifest.printmanifestraw Prints the raw contents of the Facepunch manifest file as an unformatted string
  444. memsnap.full Takes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/
  445. memsnap.managed Takes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
  446. memsnap.native Takes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
  447. meta.add add <convar> <amount> - adds amount to convar

    Takes text · number (default 0.10000000149011612)

  448. metaldetectorsource.servercountsources Logs how many buried metal sources the server holds.
  449. navstress.bench Run the full benchmark suite: args agentCount (default 200)

    Takes whole number (default 200)

  450. navstress.benchresults Print the last benchmark results
  451. navstress.build_env Build the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50)

    Takes number (default -140) · number (default 140) · number (default 50)

  452. navstress.chase Chase a sliding virtual target: args targetSpeed setDestinationHz

    Takes number (default 5.5) · number (default 10)

  453. navstress.clear Despawn dummies and remove the field
  454. navstress.envreport Print the last environment build report
  455. navstress.idle Stop giving destinations and reset paths
  456. navstress.killforeign Kill every NPC with a RustNavMeshAgent that is not a navstress dummy
  457. navstress.rebuildstorm Async tile rebuilds under the field: args rebuildsPerSecond (0 stops)

    Takes number (default 1)

  458. navstress.refcompare Replay the scenario and compare against a recording: args name

    Takes text (default baseline)

  459. navstress.refrecord Record the reference trajectory scenario: args name

    Takes text (default baseline)

  460. navstress.refresults Print the last refpath result
  461. navstress.setmode Flip all dummies between steering and normal mode without respawning

    Takes text (default steering)

  462. navstress.spawn Spawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoors

    Takes whole number (default 100) · text (default steering) · true or false (default false) · true or false (default false)

  463. navstress.stats Print and reset tick statistics
  464. navstress.wander Random destinations forever: args intervalSeconds unreachableFraction

    Takes number (default 4) · number (default 0)

  465. networkprofiler.packet_capture networkprofiler.packet_capture [max size(in MB), min(1), max(10000), float] [max duration(in seconds), min(1), max(3600), float]

    Takes number (default 0) · number (default 0)

  466. networkprofiler.serverprofile networkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]

    Takes number (default 0)

  467. networkprofiler.stop_packet_capture networkprofiler.stop_packet_capture - ends the running packet capture early
  468. nexus.broadcast_ping Sends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times
  469. nexus.ping Sends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity

    Takes text

  470. nexus.playeronline Checks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster
  471. nexus.refreshislands Forces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments
  472. nexus.transfer Initiates a Nexus transfer of the specified player to a named destination server or zone in the cluster

    Takes text

  473. nexus.uploadmap Reupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!
  474. npcvendingmachine.addhours Simulates the provided number of hours passing in the vending machine system

    Takes whole number (default 0)

  475. npcvendingmachine.printallpricechanges Print out all current price changes on the server
  476. npcvendingmachine.resetdynamicpricing Resets the state of all discounts and surcharges from NPC vending machines
  477. npcvendingmachine.resetfrequencytags Recalculates how often NPC vending machines refill and prints the result in hours.
  478. physics.getbounds Prints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents
  479. physics.print_colliders_per_cell Prints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns
  480. physics.print_colliders_per_prefab Prints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation

    Takes whole number (default -1)

  481. physics.setbounds (center vec3) (extents vec3)
  482. player.clearhostile Clear your hostile flag
  483. player.createskull Creates a human skull item named after the given player name (or a random name if none given) and gives it to the calling player's inventory

    Takes text

  484. player.createtrophy Creates a trophy head bag item for the specified entity type (by prefab name) and gives it to the calling player; used to generate mount-style trophy items for testing

    Takes text

  485. player.dismount Forces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode only

    Takes whole number (default 0)

  486. player.fillwater <fresh/salt/rads> - Fills up liquid container items in your hotbar as well as any liquid containers you are looking at

    Takes text

  487. player.gesture_radius Forces all players within a given radius (including the caller) to play one of the specified gesture names chosen at random; admin only; args: radius gesture1 [gesture2...]

    Takes number (default 0)

  488. player.gesture_radius_notme Same as gesture_radius but excludes the calling admin from the gesture; forces all other players within the radius to perform a random gesture from the provided list

    Takes number (default 0)

  489. player.gotosleep Forces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on bots

    Takes whole number (default 0)

  490. player.markhostile Marks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviour
  491. player.printpresence Prints the calling player's current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flying
  492. player.printstats Prints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracy
  493. player.ragdoll optional param {player}

    Takes player name or Steam ID

  494. player.ragdollall ragdolls
  495. player.ragdollallbutme ragdolls everyone except player
  496. player.ragdollother Ragdolls a player you're looking at
  497. player.reloadweapons Fully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammo
  498. player.resetmissions Resets the saved missions progress of the given player

    Takes player name or Steam ID

  499. player.resetmissions_all Resets the saved missions progress of all player states on this server (online and offline players). Must be entered as "resetmissions_all Y" to execute.

    Takes text

  500. player.resetstate Resets the PlayerState of the given player

    Takes player name or Steam ID

  501. player.stopgesture_radius Cancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematics

    Takes number (default 0)

  502. player.swapseat Moves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode only

    Takes whole number (default 0) · whole number (default 0)

  503. player.trigger_wildlife_trap Admin-only: triggers the trap-think logic on the wildlife trap the calling player is looking at within 5 metres, simulating a catch attempt for testing
  504. player.unloadweapons Empties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviour
  505. player.wakeup Wakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode only

    Takes whole number (default 0)

  506. player.wakeupall Wakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipe
  507. playerboat.kill_all_above_block_count Kills all player boats that have more building blocks than the given threshold; used for server cleanup

    Takes whole number (default 0)

  508. playerboat.kill_all_above_deployable_count Kills all player boats that have more deployed entities than the given threshold; used for server cleanup

    Takes whole number (default 0)

  509. playerboat.kill_io_deployables Kills any IO entities deployed on boats. Not a fast command. Use sparingly when needed.
  510. playerboat.kill_nonconvex_deployables Kills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed.
  511. playerboat.lookatdragbyangle Prints drag force debug data based on the angle between the boat heading and player look direction; admin-only
  512. playerboat.print_nonconvex Prints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed.
  513. playerboat.print_stats Prints statistics about all player boats on the server including block counts, deployable counts, and resource totals
  514. playerboat.setsailsopen Opens all sails on the player boat directly in front of the calling admin player; admin-only dev command

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

  515. playerboat.sink Instantly kills the player boat directly in front of the calling admin player; admin-only dev command

    Takes number (default 5)

  516. pool.clear_assets Clears all cached entries from the asset pool matching the optional name filter
  517. pool.clear_memory Clears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected
  518. pool.clear_prefabs Clears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools
  519. pool.export_prefabs Exports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count
  520. pool.fill_prefabs Pre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override

    Takes whole number (default 0)

  521. pool.print_arraypool Prints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats
  522. pool.print_assets Prints a table of all asset pool entries showing asset type, current pooled count, and pool capacity
  523. pool.print_memory Prints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json

    Takes text

  524. pool.print_prefabs Prints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json
  525. pool.reset_max_pool_counter Resets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand
  526. powergrid.fusestatus Prints the state of the fuses in the power grid.
  527. powergrid.status Prints the power grid settings and its current state.
  528. profile.countsyncmoveentities Counts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers
  529. profile.dump_profile_recorders Dumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics
  530. profile.flush_analytics Flushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush
  531. profile.perfsnapshot profile.perfsnapshot [delay=15, int] [name='Profile', str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar tools

    Takes whole number (default 15) · text (default Profile) · whole number (default 4) · true or false (default false)

  532. profile.perfsnapshot_stream profile.perfsnapshot_stream [name='Profile', str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar tools

    Takes text (default Profile) · whole number (default 32) · whole number (default 8) · true or false (default false)

  533. profile.resetexportinterval Resets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from now
  534. profile.start Starts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag
  535. profile.stop Stops the active Unity Profiler binary log recording and finalises the file
  536. profile.stopwatchingallocs Stops tracking of allocations
  537. profile.watchallocs Params: [Name = 'Allocs'] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are met

    Takes text (default Allocs) · whole number (default 16)

  538. rcon.ban_ip Ban an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistent

    Takes text

  539. rcon.clear_rcon_failed_logins Clear all failed login attempts
  540. rcon.print_rcon_bans Print a table of permanently banned IPs and networks. Use '--json' to return a JSON object
  541. rcon.print_rcon_clients Print a table of connected RCON clients. Use '--json' to return a JSON object
  542. rcon.print_rcon_failed_logins Print a table of clients with failed passwords. Use '--json' to return a JSON object
  543. rcon.unban_ip Unban an IP address from connecting to RCON, will also remove all attempt history

    Takes text

  544. relationshipmanager.addtoteam Adds the calling player to their existing team, creating the team entry if needed
  545. relationshipmanager.createandaddtoteam Creates a new team with the calling player and adds the specified player (by UID) to it; returns status string

    Takes whole number (default 0)

  546. relationshipmanager.fakeinvite Sends a fake team invite from the given team ID to the calling player; used for testing team invite UI flow
  547. relationshipmanager.forceaddtoteam Adds a player to a team whether they are on the server or not
  548. relationshipmanager.sleeptoggle Toggles the sleep/wake state of the entity the calling admin player is looking at (within 5m); admin-only
  549. relationshipmanager.trycreateteam Creates a new team with the calling player as leader; fails if teams are disabled (maxTeamSize == 0)
  550. relationshipmanager.wipe_all_contacts Wipes all relationship contacts data for every player on the server; admin-only
  551. relationshipmanager.wipecontacts Wipes all relationship contacts data for the calling player
  552. relay.cfg_reload Reloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart)
  553. relay.cfg_save Forces a save of the Rust Relay configuration to disk
  554. relay.clear_queue Clears the relay send queue (useful if things are going wrong with the relay server)
  555. relay.reconnect_reset Clears the reconnect attempt history, resetting the reconnect budget
  556. relay.restart Attempts to restart the Rust Relay connection (may cause short lag)
  557. relay.rpc_whitelist_add Adds an RPC Message to the RPC Whitelist
  558. relay.rpc_whitelist_rebuild Rebuilds the RPC Whitelist ID List
  559. relay.rpc_whitelist_remove Removes an RPC Message from the RPC Whitelist
  560. relay.shutdown Shutsdown the Rust Relay sever connection
  561. relay.status Returns a detailed Rust Relay status report
  562. render.print_global_entities Print off count of global building entities on the server
  563. render.tree_entities Print off count of trees to ensure server sent them all
  564. rentableshop.closenearestshop Close the nearest shop in 10m. Useful for testing
  565. rentableshop.processrenttick Charges rent on every open rentable shop right now.
  566. rentableshop.randomiseownerofnearestshop Randomise the owner of the nearest shop in 10m. Useful for testing
  567. rentableshop.resettakeoverprotectionofclosestshop Reset the takeover protection duration of nearest shop. Useful for testing
  568. ridablehorse.ragdoll Ragdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states
  569. ridablehorse.setforsale Marks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction
  570. ridablehorse.sethorsebreed Sets the breed index of the horse directly in front of the calling admin player to the given integer value

    Takes whole number (default 0)

  571. room.draw_faces Draws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40].

    Takes number (default 10) · number (default 40)

  572. room.draw_networkgroups Draws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40].

    Takes number (default 10) · number (default 40)

  573. room.draw_portals Draws the portals of the building you are looking at (green = open, red = closed)

    Takes number (default 10)

  574. room.draw_rooms Draws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders.

    Takes number (default 10) · number (default 40)

  575. room.draw_visible Draws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red)

    Takes number (default 10) · number (default 60)

  576. room.exportbase Editor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to 'capture'. To capture a base from a live server, copypaste it into an editor server first.
  577. room.exportpastes Editor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped.
  578. room.occlusionstats Prints interior occlusion's shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden
  579. room.printfaces Prints the closest-face link of every edge on the building block you are looking at. Pass --ddraw to also draw the links.

    Takes number (default 10)

  580. room.printhidden Prints which interior rooms a player can currently see into, i.e. which room network groups they hold. Defaults to yourself.

    Takes player name or Steam ID

  581. room.printportals Prints every portal of the building you are looking at (rooms joined, filler, open state)
  582. room.printrooms Prints the room partition of the building you are looking at
  583. room.printvisible Prints the room a player is standing in and every room they can see into. Defaults to yourself.

    Takes player name or Steam ID

  584. rustnav.bakestats Print accumulated navmesh bake statistics. Pass true to reset them instead

    Takes true or false (default false)

  585. rustnav.debugload Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.
  586. rustnav.debugpath Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.
  587. rustnav.debugraycast Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.
  588. rustnav.debugrebuildtile Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.
  589. rustnav.debugsample Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.
  590. rustnav.debugsave Navmesh debug command. Its body is empty on a dedicated server, so it does nothing there.
  591. rustnav.draw Shows or hides a drawing of the navmesh around you. Takes true or false.
  592. rustnav.dumptilegeo Rebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path>

    Takes whole number (default -1) · whole number (default -1) · text

  593. rustnav.navmeshstats List every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time
  594. rustnav.rebuild Rebuilds the server's navmesh.

    Takes true or false (default false)

  595. rustnav.setnumthreads Sets how many threads build the navmesh. Takes the number.
  596. santasleigh.drop Calls Santa's sleigh in to drop its presents on your position.
  597. satellite.launch Dev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer's lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer's semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius]
  598. satellite.launchquick Dev: exactly satellite.launch - same crash-site search and validation - but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius]
  599. satellite.random Trigger a satellite crash at a random valid position on the map
  600. satellite.trigger Trigger a satellite crash at the calling player's position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]]

    Takes number (default 0) · number (default 0) · number (default 0)

  601. server.backup Backup server folder
  602. server.botcount Returns the current number of bot (AI-controlled player) entities active on the server
  603. server.broadcastplayvideo Sends a video URL to all connected players, causing the in-game video player to open and play the specified video on every client

    Takes text · true or false (default false)

  604. server.clear_bushes_radius Kills all server-side bush entities within a given radius of the calling player (or a specified world position); args: radius [x y z]

    Takes number (default 0)

  605. server.clear_loot_spawn_cache Clears the loot spawn cache used to restrict loot into each era
  606. server.clear_trees_radius Kills all server-side tree entities within a given radius of the calling player (or a specified world position); args: radius [x y z]

    Takes number (default 0)

  607. server.clearplayerreportcounts Clear the player reports list
  608. server.corpseinfo Get info on player corpses on the server
  609. server.enforce_era_restrictions Deletes items on the server that are not allowed in the era
  610. server.fillchickencoop Debug command: fills all chicken coops within 5 metres of the calling player to their maximum capacity
  611. server.fps Prints the current server frame rate in frames per second
  612. server.listplayerreportcounts List the amount of reports players on the server have received
  613. server.listtoolcupboards Prints all the Tool Cupboards on the server
  614. server.listvendingmachines Prints all the vending machines on the server
  615. server.netprotocol Returns the network protocol identifier string the server is currently using; clients must match this to connect
  616. server.packetlog Prints a sorted table of network packet types and their cumulative call counts since logging was enabled; requires packetlog_enabled = true
  617. server.player_state_cache_count Prints the number of player states currently held in the in-memory player state cache
  618. server.player_state_cache_evictions Prints the total number of player state cache entries evicted since server startup; high values suggest the cache size should be increased
  619. server.playerlistpos Prints the position of all players on the server
  620. server.printdecryptqueue Prints how many packets and bytes wait in the server's decrypt queue.
  621. server.printeyes Print the current player eyes.

    Takes player name or Steam ID

  622. server.printpos Print the current player position.

    Takes player name or Steam ID

  623. server.printposcenter Print the current player center position.

    Takes player name or Steam ID

  624. server.printreadqueue Prints the current server incoming network read queue depth (packet count and total byte size)
  625. server.printrot Print the current player rotation.

    Takes player name or Steam ID

  626. server.printwipeid Prints the current wipe id of the sav
  627. server.printwritequeue Prints the current server outgoing network write queue depth (packet count and total byte size)
  628. server.readcfg Reads and executes serverauto.cfg then server.cfg from the server's cfg folder, applying all saved convar values
  629. server.resetrespawns Clear all static respawn points

    Takes player name or Steam ID

  630. server.resetserveremoji Rescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji
  631. server.rpclog Prints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = true
  632. server.save Force save the current game
  633. server.sendnetworkupdate Send network update for all players
  634. server.setshowholstereditems Show holstered items on player bodies
  635. server.snapshot This sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
  636. server.start Starts a server
  637. server.stop Stops a server

    Takes text (default Stopping Server)

  638. server.unlockrespawns Unlock all static respawn points

    Takes player name or Steam ID

  639. server.writecfg Writes config files
  640. serverocclusion.occlusionvalidategroups Validates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies found
  641. serverocclusion.serverocclusiondebug Tests occlusion visibility between two positions
  642. sleepingbag.assigntoplayer Reassigns ownership of a sleeping bag (by entity ID) to the calling player; notifies both the old and new owner
  643. sleepingbag.clearfromplayer Clears ownership of a sleeping bag (by entity ID), setting the owner ID to 0 and removing it from the old owner's bag list
  644. softcore.raidwindow_status Print the current raid-window state: server local time, effective hours, and whether the window is open right now
  645. spawn.cargoshipdockingtest Spawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harbors

    Takes whole number (default 0)

  646. spawn.cargoshipevent Spawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler
  647. spawn.ch47event Triggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300)

    Takes whole number (default 300)

  648. spawn.delete_all_populations Deletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes
  649. spawn.delete_populations Deletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups
  650. spawn.dump_map Generates a debug spawn map for a named population, simulating up to the given number of spawn attempts and reporting how many would succeed; used to diagnose spawn point coverage

    Takes text · whole number (default 100)

  651. spawn.fill_groups Fills all spawn groups to their maximum count without waiting for the normal tick interval
  652. spawn.fill_individuals Immediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay
  653. spawn.fill_populations Immediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period
  654. spawn.ore_map Renders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones)
  655. spawn.report Prints a spawn handler report listing all populations, their current count, target count, and fill percentage; pass true for detailed mode or a name filter as a second argument

    Takes true or false (default false) · text

  656. spawn.reset_groups Clears all spawn groups of already spawned entities, then re-fills them
  657. spawn.respawnloot_all Respawns loot in all loot containers currently on the server
  658. spawn.respawnloot_lookingat Respawns loot in the loot container currently being looked at
  659. spawn.respawnloot_radius Respawns loot in all loot containers within the given radius

    Takes number (default 20)

  660. spawn.scalars Prints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable output
  661. spawn.simulate_loot <iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawned

    Takes whole number (default 100)

  662. spawn.svshielddummy Server-side handler that spawns a dummy player entity at the given position and direction loaded with the Shields loadout, optionally holstering the shield; triggered by spawn.shielddummy

    Takes true or false (default false)

  663. stability.refresh_stability Forces an immediate recalculation of stability for all building blocks in the world; expensive on large bases
  664. supply.call Calls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing
  665. supply.drop Spawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop
  666. system.cpu_affinity Sets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5)

    Takes text

  667. system.cpu_priority Sets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX

    Takes text

  668. telephonemanager.printallphones Prints a table of all registered telephone entities showing their number, directory name, and world position
  669. territory.clear Clear all territory ownership
  670. territory.createfaction Create a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0>

    Takes text · text

  671. territory.destroy Remove the territory grid entirely
  672. territory.factions List created factions and their colours
  673. territory.fill Fill every hex cell: territory.fill <faction name|none>

    Takes text

  674. territory.setat Set the hex cell containing a world position: territory.setat <x> <z> <faction name|none>

    Takes number (default 0) · number (default 0) · text

  675. territory.setcell Set a hex cell by index: territory.setcell <cell> <faction name|none>

    Takes whole number (default 0) · text

  676. territory.sethere Set the hex cell at your position: territory.sethere <faction name|none>

    Takes text

  677. territory.state Returns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdings
  678. travellingvendor.spawn Spawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawn
  679. travellingvendor.startevent Spawns a Travelling Vendor event instance; registered as travellingvendor.startevent
  680. triggerbase.clearexcludelayers Removes the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers
  681. triggerbase.setexcludelayers Applies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections
  682. tutorialisland.debugislandpositions Draws a sphere on every tutorial island spawn point for you. Takes how long, 60 seconds by default.

    Takes number (default 60)

  683. vddraw.setisrecording Toggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recording

    Takes true or false (default false)

  684. vehicle.autohover Toggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input
  685. vehicle.boatdriftinfo Print out boat drift status for all boats
  686. vehicle.fixcars Fixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and more

    Takes whole number (default 2)

  687. vehicle.killboats Destroys all boat vehicles (rowboats, RHIBs) currently spawned on the server
  688. vehicle.killcars Destroys all modular car vehicles currently spawned on the server
  689. vehicle.killdrones Destroys all drone vehicles currently spawned on the server
  690. vehicle.killminis Destroys all minicopter vehicles currently spawned on the server
  691. vehicle.killmotorbikes Destroys all motorbike vehicles currently spawned on the server
  692. vehicle.killpushbikes Destroys all push bike vehicles currently spawned on the server
  693. vehicle.killscraphelis Destroys all scrap transport helicopter vehicles currently spawned on the server
  694. vehicle.killtrains Destroys all train vehicles currently spawned on the server
  695. vehicle.setrepairablepads Forces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again.

    Takes true or false (default true)

  696. vehicle.stop_all_trains Immediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths
  697. vehicle.train_list List all train engines with their entity IDs and current speeds.
  698. vehicle.train_speed Set a train's target speed in km/h. Usage: vehicle.train_speed <km/h> (look-at) or vehicle.train_speed <id> <km/h>. Negative = reverse.

    Takes number (default 0) · number (default 0)

  699. vehicle.train_speed_all Set all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse.

    Takes number (default 0)

  700. vehicle.train_stop Gradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>.
  701. vendingmachine.clearallvendingcustomerhistory Wipe the backend customer stats data on all vending machines. Slow operation.
  702. vendingmachine.clearallvendinghistory Wipe the backend stats data on all vending machines. Slow operation.
  703. voice.togglevoicerangeboost Enabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1

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

  704. watertreatmentflowratebroadcast.force_flow_rate Force the water treatment flow rate per minute. Pass no argument to release the override and return to pressure-derived state.

    Takes number (default -1)

  705. watertreatmentflowratebroadcast.get_num_broadcasters Prints how many flow rate broadcasters the water treatment plant has.
  706. watertreatmentflowratebroadcast.get_num_listeners Prints how many listeners follow the water treatment plant's flow rate.
  707. watertreatmentwatertank.debug_wtp_pressure Prints the pressure, state and flow rate of every water tank at the water treatment plant.
  708. watertreatmentwatertank.force_pressure Sets the pressure of every water tank at the water treatment plant. Takes the value, 200 by default.

    Takes whole number (default 200)

  709. waypointrace.startrace Starts a waypoint race from a named set of waypoints. Takes the name.

    Takes text

  710. weather.list_cloud_configs Lists all available volumetric cloud configuration asset names registered in the Climate instance
  711. weather.load Loads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients

    Takes text

  712. weather.load_cloud_config Loads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients

    Takes text

  713. weather.report Prints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only
  714. weather.reset Resets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients
  715. weather.reset_cloud_config Clears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients
  716. wipetimer.printtimezones Prints a JSON list of all system, Windows, and IANA timezone identifiers available on the server machine
  717. wipetimer.printwipe Prints the current wipe timer status including next wipe date, frequency, and time remaining
  718. workshop.print_approved_skins Prints a list of all workshop-approved skins on the server with their item short names and approved skin IDs
  719. world.drawbounds Draws flat wireframe boxes in the world showing world bounds (red), terrain margin (yellow), deep sea bounds (cyan), and portal bounds (green/magenta) for the given duration in seconds

    Takes number (default 60)

  720. world.monuments Prints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only
  721. world.renderlabs Renders a PNG of the current map's underwater labs, for a specific floor

    Takes whole number (default 0)

  722. world.rendermap Renders a high resolution PNG of the current map

    Takes number (default 1)

  723. world.rendertunnels Renders a PNG of the current map's tunnel network
  724. xmas.refill Manually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players
  725. ziplinelaunchpoint.highlight Draws an arrow on every zipline launch point for you, for 60 seconds.
  726. ziplinelaunchpoint.report Prints how many zipline launch and arrival points exist, with the total line length.

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 server administrators control 726 dedicated server console commands, executed from the in-game F1 console or over RCON.

Every entry in the RustPotato Console Commands reference (726 entries in the admin console commands view across 106 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 admin page?

The Rust admin console directory lists 726 admin console commands organized into 106 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 726 entries in this view across 106 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.