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Admin commands
Rust dedicated servers provide 726 admin-only console commands for moderation, spawning, events, and server control.
-
ai.addignoreplayerAdd a player (or command user if no player is specified) to the AIs ignore list.Takes
player name or Steam ID -
ai.aizonestatsPrints the total count of registered AIInformationZone instances on the server -
ai.brainstatsPrints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server -
ai.clearignoredplayersRemove all players from the AIs ignore list. -
ai.deselectnpcRemoves the NPC you are looking at from your selection and hands it back to its normal AI. -
ai.killanimalsKills all animal NPCs and animal NPC2 entities currently on the server -
ai.killscientistsKills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server -
ai.movenpcOrders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait.Takes
text -
ai.printignoredplayersPrint a lost of all the players in the AI ignore list. -
ai.printorkilloffnavscientistsPrint 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) -
ai.releasenpcReleases every NPC selected with ai.selectnpc and hands them back to their normal AI. -
ai.removeignoreplayerRemove a player (or command user if no player is specified) from the AIs ignore list.Takes
player name or Steam ID -
ai.selectnpcAdds the NPC you are looking at to your selection so ai.movenpc can order it around. -
ai.selectnpclookatserverEditor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy -
ai.selectnpcsinrangeAdds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange.Takes
number (default 30) -
ai.setnpcreactiontimeThe time it takes for a NPC to fully notice a player standing right in front of them, in seconds.Takes
number (default 0.6499999761581421) -
ai.showdistributionsEditor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour -
ai.showstateToggles a debug readout of each NPC's current AI state for you. -
ai.sleepwakestatsPrints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities -
ai.wakesleepingaiWakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken -
airfieldairdropterminal.force_chargeAdds 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) -
airfieldairdropterminal.force_shortcircuitShuts down every active airdrop terminal within 100 meters of you and drains its charge. -
airfieldcallchinookterminal.force_chargeAdds 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) -
airfieldcallchinookterminal.force_shortcircuitShuts down every active Chinook call terminal within 100 meters of you and drains its charge. -
analytics.resetstatsResets the analytics counters. -
analytics.statsPrints the analytics totals: events, bytes and uploads. -
analytics.tablestatsPrints the analytics totals table by table. -
analytics.uploaderstatsPrints the analytics totals uploader by uploader. -
apartment.checkoutallroomsCheckout every room in the apartment complex -
apartment.checkoutroomChecks a room out of the apartment building. Takes the room number, or checks you out of your own room when left out.Takes
text -
apartment.fakerentroomRents an apartment room to a spawned dummy player. Takes the room number.Takes
text -
apartment.givestalecombattriggerAdmin test tool: injects a stale combat-zone trigger (TriggerSafeZoneOverride) into your trigger list without physically entering it, reproducing the reconnect/wake desync so you can verify safezone damage protection. Run it near a loaded apartment, then walk out into the world. -
apartment.printapartmentfurniturePrint list of furniture inside your roomTakes
text -
apartment.printitemtaxPrint out a list of all items that apartments will tax -
apartment.rentallroomsRents every free apartment room to spawned dummy players. -
apartment.rentallroomsoftypeRents every free apartment room of one size to spawned dummy players. Takes the size, from 1 to 3.Takes
whole number (default 0) -
apartment.rentroomGives you an apartment room. Takes the room number, and you cannot already have one.Takes
text -
apartment.scheduleddeathTest triggering the scheduled death in safezones -
apartment.testapartmentsecuritydoorTest triggering the apartment security door -
app.appbanBans a player by Steam ID from the server via the app layer, adding them to the banlist and kicking them if connected -
app.appunbanRemoves a ban for the specified Steam ID from the server banlist, allowing the player to reconnect -
app.infoPrints current server info including name, level, connected players, max players, and network address to the console -
app.retry_initializeRetry initializing the Rust+ companion server if it previously failed, pass true to restart it even if it's already runningTakes
true or false (default false) -
ballistagun.reloadForces the ballista gun nearest to the calling admin player to reload immediately; admin-onlyTakes
whole number (default 0) -
baseboat.seconds_between_shore_driftSets how many seconds pass between two drift steps of a boat toward the shore. Typed bare, it prints the current value. -
baseboat.seconds_until_shore_driftSets how many seconds a boat waits before it starts drifting toward the shore. Typed bare, it prints the current value. -
basemission.profilenextmissionsvalidstateworkqueueGenerate a performance capture containing the next run of updateMissionValidStateWorkQueue -
basesculpture.applyrandomshapesCarves random shapes into the sculpture you are looking at, or into every sculpture within the radius you give.Takes
number (default -1) -
basesculpture.listsavedsculpturesLists the sculptures saved on the server. -
basesculpture.loadsculptureLoads a saved sculpture onto the one you are looking at, or onto every one within a radius. Takes the file name, then an optional radius.Takes
text · number (default -1) -
basesculpture.printcrcPrints the checksum of the sculpture you are looking at, or of every one within the radius you give.Takes
number (default -1) -
basesculpture.savesculptureSaves the sculpture you are looking at to a file. Takes the file name.Takes
text -
batteringramhead.hurtDeals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-onlyTakes
number (default 0) -
boatbuildingstation.print_statsPrints every boat building station with its position and how long ago it was last used. -
boombox.clearradiobyuserClears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the server -
bot.crouch_serverSets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenariosTakes
true or false (default true) -
bot.sv_exec_commandExecutes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting onlyTakes
text -
bot.sv_exec_command_allExecutes a console command on every bot player currently on the server; hidden from admin UITakes
text -
bot.sv_exec_command_sphereExecutes a console command on all bot players within a given radius of the calling admin; hidden from admin UITakes
number (default 50) · text -
bradley.quickrespawnForces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only -
bradleyapc.spawnroadbradleySpawns a Bradley that drives the roads. -
camerarenderermanager.pool_statsPrints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return counters -
cannon.adminfireFires every loaded cannon on the map. -
cargoship.debug_cargo_statusPrints the state of every cargo ship on the map. -
cargoship.debug_infoPrints the harbor positions and approach data the cargo ship works from. -
cargoship.egressMakes every cargo ship on the map start leaving. -
cassette.clearcassettesClears the saved audio recording from all cassette items currently on the server; returns count of cassettes cleared -
cassette.clearcassettesbyuserClears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes cleared -
catapult.fireFire all catapults -
catapult.reloadReload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot playerTakes
whole number (default 1) -
ch47helicopteraicontroller.dropcrateCommands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately -
chat.searchSearches the server's chat history. Takes the text to look for.Takes
text -
chat.tailReturns the last lines of the chat history, 200 unless you give another number.Takes
whole number (default 200) -
cinematicentity.hideobjectsHides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)Takes
text -
clan.addtoclanAdds a player by SteamID64 to your current clan -
clan.disbandDisbands your current clan -
clan.infoPrints info about a clan given its ID or a steamID of a player in that clan -
clan.scoretestAdds a generic score event to your clan -
clawmarkspawner.showclawmarksShows or hides claw marks. Takes true or false, and flips the current state when left out. -
commands.echoPrints back the text you type after it. -
commands.findLists the commands and variables whose name contains the text you give. -
communityentity.pietestOpens a sample pie menu, the developers' test for server-made radial menus. -
communityentity.pietest_nextOpens the next page of that sample pie menu. -
communityentity.pietest_prevOpens the previous page of that sample pie menu. -
console.searchSearches the server console history. Takes the text to look for.Takes
text -
console.tailReturns the last lines of the server console, 200 unless you give another number.Takes
whole number (default 200) -
copypaste.copybox_svServer-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client commandTakes
text -
copypaste.copybuilding_svServer-side handler that copies all entities belonging to the building the player is looking at into a named paste file; called from the copybuilding client commandTakes
text -
copypaste.copyradius_svServer-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client commandTakes
text · number (default 0) -
copypaste.download_paste_svDownloads a paste file stored on the server (legacy server-side storage) by name and sends its entity data to the requesting client for local storageTakes
text -
copypaste.killbox_svServer-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.) -
copypaste.list_pastes_svLists all paste files stored in the legacy server-side copypaste directory and prints their names to the console -
copypaste.printselection_svServer-side handler that prints the names of all entities within the current selection bounds; used to preview what would be included in a copy operation -
copypaste.undopaste_svUndoes the most recent paste operation for the calling player by destroying all entities that were spawned in that paste; replies with 'History empty' if nothing to undo -
creative.togglealwaysonallSets the always-on state for all IAlwaysOn entities on the server (e.g. lights, switches); only works when alwaysOnEnabled is true and caller is in creative modeTakes
true or false (default false) -
creative.togglecreativemodeuserEnables or disables creative mode for a specific player by name or Steam ID; creative mode removes resource costs and unlocks building freelyTakes
player name or Steam ID · true or false (default false) -
data.exportExports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data pathTakes
text (default none) -
ddraw.ddrawotherSends a ddraw.text debug draw command to a specific player by Steam ID or name; allows admins to display debug text overlays on another player screenTakes
player name or Steam ID -
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 timerTakes
number (default 0) · number (default 100) -
debug.applybuildingblockrandomisationSets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visualsTakes
whole number (default 0) -
debug.applypuzzleresettimeApplies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testingTakes
number (default 0) -
debug.bench_ioSpawn lots of IO entities to lag the serverTakes
whole number (default 50) · text (default water_catcher_small) -
debug.breakheldBreak the current held object -
debug.breakheld_almostAlmost break the current held object -
debug.breakitemBreak all the items in your inventory whose name match the passed stringTakes
text -
debug.breakshieldBreaks the currently held shield -
debug.clearplayermodifiersRemoves all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing -
debug.cleartutorialforplayerIf a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)Takes
player name or Steam ID -
debug.completemissionCompletes all incomplete objectives in the calling player active mission, triggering the mission completion flow -
debug.completemissionstageCompletes 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) -
debug.completetutorialImmediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression -
debug.console_print_colorPrints a message to the server console using the specified ConsoleColor index; useful for testing coloured console outputTakes
text (default This is a test colored message) · whole number (default 2) -
debug.console_spamLogs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speedTakes
whole number (default 100) · whole number (default 50) -
debug.conveyorstrictmodereportPrints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow -
debug.deleteentitiesbyshortname<shortname> (optional: <radius>) - Delete entities with the given short prefab nameTakes
text · number (default 0) -
debug.deleteentitybyidDelete entities by id. Supports multiple arguments -
debug.drinkAdds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanicsTakes
whole number (default 1) · whole number (default 1) -
debug.dropworlditemsDrops a specified number of the given item short name as world entities from just in front of the calling player; useful for item physics testingTakes
whole number (default 0) · text -
debug.eatAdds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanicsTakes
whole number (default 1) · whole number (default 1) -
debug.emptytankermoduleemptyTankerModule - Clears the contents of the tanker module(s) of the modular car you're looking at -
debug.enable_player_movementSends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanicsTakes
true or false (default true) -
debug.fillmountsfillmounts <radius> - Spawns and mounts a player on every mount point in radiusTakes
whole number (default 0) -
debug.filltankermodulefillTankerModule <item> - Fills the tanker module(s) of the modular car you're looking at with the given liquid (e.g. water, water.salt, crude.oil)Takes
text -
debug.findgapFind 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) -
debug.flushgroupTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again -
debug.foodspoilingdeducttimehoursDeducts the given number of hours from all spoilable food on the serverTakes
number (default 0) -
debug.foodspoilinginventoryhoursApplies the given number of hours to all food in the players inventoryTakes
whole number (default 0) -
debug.foodspoilingspoilallSpoils all food on the server -
debug.forcechickensspawneggForces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logicTakes
number (default 50) -
debug.healTo disable revival if player is downed, pass in --no-recover as the first argument.Takes
text -
debug.hurtDeals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactionsTakes
whole number (default 1) -
debug.invisMake admin invisible -
debug.print_topologiesPrints out the topologies at your position -
debug.printgrouplayerPrints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment -
debug.printgroupsLogs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment -
debug.printmonumentblockerPrints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100)Takes
number (default 100) -
debug.printqueuesPrints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time -
debug.puzzleresetReset all puzzles. Optionally provide a number to only reset puzzles within a radius.Takes
whole number (default 2147483647) -
debug.puzzleresetinfoPrints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status -
debug.refillvitalsRefills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.Takes
text -
debug.refillvitalsallRefills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.Takes
text -
debug.refrigeratedinventoryhoursAdds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waitingTakes
number (default 0) -
debug.removeoverlappingstaticspawnpointsScans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points -
debug.renderinfoGenerates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame -
debug.repair_inventoryRepair all items in inventory -
debug.resetsleepingbagtimersResets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags -
debug.respawnvinetreesinradiusRespawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by playersTakes
number (default 0) -
debug.setdamageDeals enough bullet damage to bring the calling player or a named target to the specified health valueTakes
whole number (default 0) -
debug.setfoodSets the calling player or a named target player calorie level to the specified value directlyTakes
whole number (default 0) -
debug.sethealthSets the calling player or a named target player health to the specified value; useful for testing low-health or death scenariosTakes
number (default 0) -
debug.setmaxhealthOverrides the maximum health of the calling player or a named target; pass 0 to reset to the default valueTakes
whole number (default 0) -
debug.setradiationSets the calling player or a named target player radiation level to the specified value directlyTakes
whole number (default 0) -
debug.setthrowable0 = can't throw, 1 = can throw & melee, 2 = only throwableTakes
whole number (default 0) -
debug.setunloadablecarfillpercentSets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore levelTakes
number (default 0) -
debug.setwaterSets the calling player or a named target player hydration level to the specified value directlyTakes
whole number (default 0) -
debug.spawn_all_deployablesSpawns one of every deployable in a grid -
debug.spawnovenstresstestSpawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system -
debug.spawnparachutetesterSpawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copiedTakes
number (default 50) -
debug.stallStalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systemsTakes
number (default 0) -
debug.test_custom_vitalsSends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI renderingTakes
whole number (default 1) · whole number (default 60) · text (default ss) -
debug.testerrorLogs a test error and exception for testing error display. -
debug.testtutorialcinematicTriggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it -
debug.tutorialstatusPrints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state -
debug.vineswinginghighlightSends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement -
debug.vineswingingreportPrints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable -
decay.addfakeauthhistoryaddfakeauthhistory <count>, adds fake deauthed players to the auth history of the tool cupboard you are standing in, for testing group upkeep tiersTakes
whole number (default 1) -
decay.clearauthhistoryClears the deauthed player history on the tool cupboard you are standing in, dropping its group upkeep back to the number of authed players -
decay.drawnearbybuildingsdrawnearbybuildings <duration> <radius>, shows building ID of entitiesTakes
number (default 15) · number (default 30) -
decay.forcedecaytickCall the decay tick on every single entity on the server (for testing decay works) -
deepsea.closeInitiates the deep sea closing sequence -
deepsea.createdeepseaCreates the deep sea manager entity on the server -
deepsea.enterdeepseaTeleports the player (or their mounted vehicle) into the deep sea -
deepsea.leavedeepseaTeleports the player (or their mounted vehicle) back to the main island from the deep sea. -
deepsea.openInitiates the deep sea opening sequence -
deepsea.printboatteleportsPrints what players on the player's boat will be teleported to the deep sea -
deepsea.printentitycountPrints a breakdown of all entities currently in the deep sea -
deepsea.printlootPrints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea -
deepsea.printtimetowipePrints the current time remaining until the deep sea wipes -
deepsea.settimetonextopeningSets the time in seconds until the deep sea re-opens after a wipeTakes
number (default 0) -
deepsea.settimetowipeSets the time in seconds until the deep sea wipe triggersTakes
number (default 0) -
deepsea.spawnfloatingcityhereSpawns a random floating city prefab at the player position -
deepsea.spawnghostshiphereSpawns a random ghost ship prefab at the player position -
deepsea.spawnislandhereSpawns a random deep sea island prefab at the player position -
deepsea.spawnrhibgrouphereSpawns a RHIB patrol boat group at the player position -
deepsea.statusPrints the current deep sea status -
deepsea.testportalspawnlocationTests whether the calling player's current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in secondsTakes
number (default 25) · number (default 10) -
demo.recordStarts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connectedTakes
player name or Steam ID -
demo.stopStops the active server-side demo recording for the specified player and finalises the demo fileTakes
player name or Steam ID -
electricbattery.batteryidCharges or drains a battery by entity ID. Takes charge or deplete, then the ID, then an optional amount.Takes
text -
entity.countbyCount all entities created by provided users (separate users by space) -
entity.debug_toggleToggles the debug info overlay for an entity by net ID, showing position, velocity, health, and network state in the world -
entity.deletebyDestroy all entities created by provided users (separate users by space) -
entity.deletebytextblockDestroy all entities created by users in the provided text block (can use with copied results from ent auth)Takes
text -
entity.find_entityLists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on clientTakes
text -
entity.find_groupLists all networked entities belonging to the given network group ID in a formatted table; admin-only on clientTakes
whole number (default 0) -
entity.find_idLists the networked entity with the given network entity ID in a formatted table; admin-only on client -
entity.find_parentLists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client -
entity.find_radiusLists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on clientTakes
whole number (default 10) -
entity.find_selfLists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client -
entity.find_statusLists all networked entities whose status string contains the given filter text in a formatted table; admin-only on clientTakes
text -
entity.nudgeApplies a small positional nudge to an entity by net ID, useful for unsticking entities that are clipping into geometry -
entity.set_battery_chargeSets the charge level of an electric battery entity by net ID to the given percentage (0-100)Takes
number (default 0) -
entity.spawnSpawns a server entity by prefab name at a given world position and direction; returns the spawned entity net ID -
entity.spawngridSpawns a grid of server entities by prefab name centred at a position; useful for stress-testing entity counts -
entity.spawnitemSpawns a dropped item entity server-side by item short name at a given world position -
entity.spawnlootfromSpawns a copy of the loot table from one container prefab into the world at the calling player positionTakes
whole number (default 1) -
entity.spawnplantsSpawn every stage of every plant inside it's own planter, with an optional filterTakes
text -
entity.spawnvendorSpawns a complete NPC vendor by vendor name - both the shopkeeper NPC and the invisible vending machine it needs - at the position the calling player is looking at -
env.addtimeAdvances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing -
events.print_server_eventsPrints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time -
events.set_event_enabledEnables or disables a specific server event by name; disabled events will not trigger automatically until re-enabledTakes
text · true or false (default false) -
events.set_event_max_delaySets the maximum delay in seconds between automatic triggers of the named server eventTakes
text · number (default 0) -
events.set_event_min_delaySets the minimum delay in seconds between automatic triggers of the named server eventTakes
text · number (default 0) -
eventschedule.killalleventsKills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents -
eventschedule.triggereventTriggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguousTakes
text -
farmableanimal.simhoursSimulates the provided number of hours on all farm animals within 10mTakes
whole number (default 0) -
gamemode.setSets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore)Takes
text -
gc.allocAllocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughputTakes
whole number (default 1048576) -
gc.collectTriggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling -
gc.unloadCalls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM -
global.add_wallpaper_radius<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> randomTakes
text · number (default 0) -
global.adminui_deleteugccontentClears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity component -
global.adminui_fullrefreshTriggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at once -
global.adminui_requestfireworkpatternSends the firework pattern design data for the specified pattern firework entity to the requesting admin client -
global.adminui_requestplayerlistServer-side handler that serialises and sends the current player list to the requesting admin client for display in the admin UI -
global.adminui_requestserverconvarsServer-side handler that collects all ServerAdmin+ShowInAdminUI convars and sends them to the admin client for editing via the admin UI -
global.adminui_requestserverinfoServer-side handler that serialises and sends current server info (name, players, FPS, etc.) to the requesting admin client -
global.adminui_requestugccontentServer-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin clientTakes
whole number (default 0) · whole number (default 0) · whole number (default 0) -
global.adminui_requestugclistServer-side handler that scans all entities for UGC content (images, patterns, vending names) and sends a serialised list to the admin client -
global.applygenes<gene string> - Applies the given genes (e.g. "YYYGGG") to the clone/seed in your handsTakes
text (default YYYGGG) -
global.authcountReturns all entities that the provided player is authed to (TC's, locks, etc), supports --jsonTakes
player name or Steam ID · text -
global.authradiusAuthorises the specified player (or caller if none given) to all tool cupboards within the given radius around themTakes
number (default -1) · player name or Steam ID -
global.authradius_multiAuthorises multiple specified players to all tool cupboards within the given radius around the calling adminTakes
number (default -1) -
global.authradius_radiusFinds all players within playerRadius of the caller, then authorises each of them to TCs within authRadius of themselvesTakes
number (default -1) · number (default -1) -
global.banban <player> <reason> [optional duration]Takes
player name or Steam ID · text (default No Reason Given) -
global.banidbanid <steamid> <username> <reason> [optional duration]Takes
text (default unnamed) · text (default no reason) -
global.banlistList of banned users (sourceds compat) -
global.banlistexList of banned users - shows reasons and usernames -
global.bansList of banned users -
global.breakclothingBreaks all equipped clothing items currently worn by the calling player, reducing their condition to zero -
global.breakitemReduces the condition of all items in the calling player inventory whose short name matches the given string to zero, breaking them -
global.buildinfoGet information about this build -
global.carstatsGet information about all the cars in the world -
global.change_wallpaper_radius<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> randomTakes
text · number (default 0) -
global.clear_wallpaper_radiusclear_wallpaper_radius <radius>Takes
number (default 0) -
global.clearallspraysRemoves all spray paint entities from the server world; useful for cleaning up excessive player spray art -
global.clearallspraysbyplayerRemoves all spray paint entities created by a specific player, identified by Steam ID or name -
global.clearcontainerclearcontainer: Removes all items inside the container you're looking at -
global.clearcontainer_radiusclearcontainer_radius <radius>: Removes all items inside a container within a radius -
global.cleardroppeditemsRemoves all dropped item entities from the server, cleaning up every piece of loot on the ground -
global.clearspraysatpositioninradiusRemoves all spray paint entities within a given radius of the specified world position (X Y Z)Takes
number (default 0) -
global.clearspraysinradiusRemoves all spray paint entities within the given radius of the calling admin current positionTakes
number (default 16) -
global.clearugcbyplayerClears UGC content from all entities that have the specified player (by name or Steam ID) in their editing historyTakes
player name or Steam ID -
global.clearugcentitiesinrangeClears UGC content from all entities within the given radius of a world position; reports how many entities were clearedTakes
number (default 0) -
global.clearugcentityClears all UGC content from a single entity by network ID; reports success or failure -
global.clearvendingmachinenamescontainingClears the custom name UGC from all vending machines whose content string contains the given search text (case/symbol insensitive)Takes
text -
global.clientperfRequests a performance report from every connected client; supports legacy and JSON formats; used for monitoring client frame rates and memory usageTakes
text (default legacy) -
global.collidersPrints the count of enabled versus disabled Collider components currently in the scene -
global.deauthradiusRemoves authorisation for the specified player (or caller) from all tool cupboards within the given radiusTakes
number (default -1) · player name or Steam ID -
global.deauthradius_multiRemoves authorisation for multiple specified players from all tool cupboards within the given radius around the calling adminTakes
number (default -1) -
global.deauthradius_radiusFinds all players within playerRadius of the caller, then deauthorises each of them from TCs within authRadius of themselvesTakes
number (default -1) · number (default -1) -
global.dumpDumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash. -
global.dumpanimatorsDumps a diagnostic snapshot of animators into a diagnostics subfolder -
global.dumpentitiesDumps a diagnostic snapshot of entities into a diagnostics subfolder -
global.dumplodgroupsDumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder -
global.dumpnetworkDumps a diagnostic snapshot of network info into a diagnostics subfolder -
global.dumpobjectsDumps a diagnostic snapshot of objects into a diagnostics subfolder -
global.dumpphysicsDumps a diagnostic snapshot of physics into a diagnostics subfolder -
global.dumppreprocessDump list of prefabs pre-processed into a diagnostics subfolder -
global.dumprootobjectsDumps a diagnostic snapshot of root objects (all gameobjects across all scenes) into a /diagnostics/ subfolder. WARNING: this will stall the server and can cause it to crash. -
global.dumpsysteminformationDumps a diagnostic snapshot of system information into a diagnostics subfolder -
global.dumpwarmupDumps a diagnostic snapshot of warmup info into a diagnostics subfolder -
global.entcountReturns all entities that the provided player has placed, supports --jsonTakes
player name or Steam ID · text -
global.entidRuns an admin command (kill, lock, unlock, etc.) on a specific entity by network ID; blocks operation on players and point entitiesTakes
text · whole number (default 1) · number (default 0) -
global.fillcontainerfillcontainer <optional: category> - Fills the container you are looking at with random items, can also specify a category (ammunition, weapon etc.) -
global.fillcontainer_radiusfillcontainer_radius <radius> <optional: category> - Fills containers with random items within a radius, can also specify a category -
global.fillinventoryfillinventory <optional: category> - Fills your inventory with random items, can also specify a category (ammunition, weapon etc.) -
global.freeClears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only -
global.getugcinfoReturns a JSON object containing the UGC info (CRCs, type, player history) for the entity with the given network ID -
global.injurePuts the calling player or a named target into the wounded/downed state, simulating the critical injury bleed-out state -
global.injureplayerPuts the specified player into the wounded/downed state immediately without killing them; useful for testing the crawl/revive mechanicsTakes
player name or Steam ID -
global.kickKicks the specified player from the server with an optional reason; broadcasts the kick to chat and places them through the queue on reconnectTakes
player name or Steam ID · text (default no reason given) -
global.kickallKicks all currently connected players from the server with an optional reason; useful for forcing a restart or clearing the serverTakes
text (default No Reason Given) -
global.killallplayersDeals lethal damage to every non-NPC player currently connected to the server; reports the number of players killed -
global.killbeesKills all bee swarms -
global.killplayerDeals 1000 damage to the specified player (by name/SteamID/bot) killing them immediately; useful for testing death logic without console kill commandsTakes
player name or Steam ID -
global.listidList of banned users, by ID (sourceds compat) -
global.moderatoridAdds the specified Steam64 ID as a server moderator with optional name and reason; grants admin flag to the player if connectedTakes
text (default unnamed) · text (default no reason) -
global.muteMutes the specified connected player preventing them from using chat; optionally accepts a mute expiry timestamp for temporary mutesTakes
player name or Steam ID -
global.mutelistPrint a list of currently muted players -
global.objectsPrints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes -
global.owneridAdds the specified Steam64 ID as a server owner (auth level 2) with optional name and reason; requires the caller to also be auth level 2Takes
text (default unnamed) · text (default no reason) -
global.playerlistGet a list of players -
global.playerlistidsGet a list of player's IDs -
global.playersPrint out currently connected clients etc -
global.print_wallpaper_skinsLists all wallpaper skins -
global.printallscenesinbuildPrints all scenes registered in the build settings with their build index and asset path -
global.queuePrints the current state of server-side stability check and surroundings update queues; reports nothing useful on client -
global.quitQuits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode -
global.recoverRevives the calling player or a named target from the wounded state, restoring them to standing with a small amount of health -
global.recoverplayerRecovers the specified player from the wounded state, standing them back up at minimum healthTakes
player name or Steam ID -
global.removemoderatorRemoves moderator status from the specified Steam64 ID; removes admin flag from the player if currently connected -
global.removeownerRemoves owner status from the specified Steam64 ID; removes admin flag from the player if currently connected -
global.removeskipqueueRemoves skip queue permission from a SteamID -
global.reportRuns a server performance diagnostic report covering entity counts, memory usage, and active invokes, outputting results to the server console -
global.restartSchedules a server restart; optionally accepts a countdown in seconds and a broadcast message sent to all players before the restart occursTakes
whole number (default 300) -
global.saySends a message in chatTakes
the rest of the line -
global.serverinfoGet a list of information about the server -
global.skickSilently kicks the specified player without broadcasting to chat; the kick is logged to RCON onlyTakes
player name or Steam ID · text (default no reason given) -
global.skin_looking<skin>Takes
text · number (default 0) -
global.skin_radiusskin_radius 'skin' 'radius'Takes
text · number (default 0) -
global.skipqueueMoves the specified Steam64 ID to the front of the connection queue so they connect immediately on next join -
global.skipqueueidAdds skip queue permissions to a SteamIDTakes
text (default unnamed) · text (default no reason) -
global.sleepPuts the calling player into the sleeping state, disconnecting their control and making them a sleeping entity on the server -
global.sleepingusersShow user info for players on server. -
global.sleepingusersinrangeShow user info for sleeping players on server in range of the player.Takes
number (default 0) -
global.sleeptargetPuts the player that the calling admin is looking at into the sleeping state; useful for testing sleeping player interactions -
global.spectateEnters spectator mode; optionally accepts a player name or Steam ID to spectate that specific player from a third-person cameraTakes
text -
global.spectateidEnters spectator mode targeting the entity or player with the given network entity ID -
global.statsPrint out stats of currently connected clientsTakes
text -
global.statusPrint out currently connected clientsTakes
text · text -
global.steamrelayinitStarts access to Steam's relay network. -
global.steamstatusPrints the status of the server's Steam networking. -
global.subscriptionsPrints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag -
global.sysinfoPrints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform -
global.sysuidPrints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier -
global.teaminfoPrints a table of all members in the team of the specified player showing Steam ID, username, online status, and whether they are team leader; supports --jsonTakes
player name or Steam ID -
global.teleportTeleports the calling admin to a player by name or partial name match; if two arguments are given, moves the first-named player to the secondTakes
player name or Steam ID · player name or Steam ID -
global.teleport2autheditem<steamID/name> <optional: filter> - Teleport to a random entity the player is authed onTakes
player name or Steam ID · text -
global.teleport2deathTeleports the calling admin to their own most recent death location -
global.teleport2entityidTeleport to the entity with the specified network ID -
global.teleport2gridTeleports the calling admin to the centre of the named map grid square (e.g. A1, B3)Takes
text -
global.teleport2markerTeleports the calling admin to the map marker they have placed on their in-game mapTakes
text -
global.teleport2meTeleports the named player to the calling admin current positionTakes
player name or Steam ID -
global.teleport2missionTeleports the calling admin to the target location of their currently active mission objective -
global.teleport2nearestTeleports you to the nearest entity matching a name. Takes the name.Takes
text · whole number (default 0) -
global.teleport2owneditemTeleports the calling admin to an entity owned by a specified player, identified by Steam ID or nameTakes
player name or Steam ID · text -
global.teleport2satellitecrashsiteTeleports the calling admin to the currently locked-in satellite crash site. Does nothing if no satellite is descending. -
global.teleportanyTeleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filterTakes
text -
global.teleportboat2gridTeleports the calling admin and their player boat to the centre of the named map grid square (e.g. A1, B3)Takes
text -
global.teleportboat2markerTeleports the calling admin and their player boat to the map marker they have placed on their in-game mapTakes
text -
global.teleportboatposTeleports the calling admin and their player boat to exact world coordinates specified as X Y Z argumentsTakes
the rest of the line -
global.teleporteveryone2meTeleports all connected players to the calling admin current position -
global.teleportlosTeleports the calling admin to the point in the world that their line of sight is currently hittingTakes
whole number (default 1000) -
global.teleportnonsleepers2meTeleports all connected active (non-sleeping) players to the calling admin current position -
global.teleportposTeleports the calling admin or a named player to exact world coordinates specified as X Y Z argumentsTakes
the rest of the line -
global.teleportsleepers2meTeleports all sleeping player entities to the calling admin current position -
global.teleporttargetteam2meTeleports all members of the named player team to the calling admin current position -
global.teleportteam2meTeleports all members of the calling player team to the calling admin current position -
global.texturesPrints a list of all live Texture objects with their name and estimated runtime memory size -
global.togglespectateteaminfoToggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator modeTakes
true or false (default false) -
global.unbanRemoves the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnect -
global.unlockradiusClears the lock flag on every code lock and key lock within a radius of the calling player, so a base can be walked without its codes. Radius defaults to 20 metresTakes
number (default 20) -
global.unmuteRemoves the chat mute from the specified connected player, allowing them to send messages againTakes
player name or Steam ID -
global.updatemanifestImmediately update the manifest -
global.upgrade_looking<grade>Takes
text · number (default 0) -
global.upgrade_radiusupgrade_radius 'grade' 'radius'Takes
text · number (default 0) -
global.usersShow user info for players on server. -
global.usersinrangeShow user info for players on server in range of the player.Takes
number (default 0) -
global.usersinrangeofplayerShow user info for players on server in range of the supplied player (eg. Jim 50)Takes
player name or Steam ID · number (default 0) -
growableentity.growallServer admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantly -
growableentity.killallServer admin: kills all growable entities within 6m of the calling player, removing them from the planter -
handcuffs.togglecuffslockedToggles the locked state of the handcuffs held by the calling admin player, switching between locked and unlocked -
harmony.loadLoads and applies a Harmony patch assembly by file name, enabling server-side code patching without restartingTakes
text -
harmony.unloadUnloads a previously loaded Harmony patch assembly by file name, reverting any code modifications it appliedTakes
text -
heli.callSpawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player -
heli.calltomeOrders the active patrol helicopter to fly to the calling admin position and attack there -
heli.deathForces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence -
heli.dropSpawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing -
heli.fleeOrders the active patrol helicopter to immediately flee to a random distant location and disengage -
heli.moveMoves the active patrol helicopter to the calling admin current position without entering combat mode -
heli.orbitOrders the active patrol helicopter to orbit around the calling admin current position -
heli.orbitstrafeOrders the active patrol helicopter to orbit and strafe the calling admin position simultaneously -
heli.patrolOrders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map -
heli.strafeOrders the active patrol helicopter to perform a strafing run on the calling admin current position -
heli.testpuzzleTriggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle -
hexagongridgenerator.generategrid<gridSize> 5 <tileSpacing> 1.35Takes
whole number (default 5) · number (default 1.350000023841858) -
hierarchy.cdChanges the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objectsTakes
the rest of the line -
hierarchy.delDeletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the objectTakes
the rest of the line -
hierarchy.lsLists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the consoleTakes
text -
inventory.addownershipAdd ownership to itemTakes
text · text · whole number (default 1) -
inventory.clearinventoryClears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: --belt --wear --backpackTakes
player name or Steam ID -
inventory.convertownershipReduce ownership to item to allow new ownership to be addedTakes
text · text · whole number (default 1) -
inventory.copytoCopies the players inventory to the player in front of themTakes
text -
inventory.defsPrints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state -
inventory.deleteloadoutDeletes a named admin loadout file from the server; requires admin or developer permissions; loadout name is passed as the first argumentTakes
text -
inventory.deployloadoutDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jimTakes
text · text -
inventory.deployloadoutinrangeDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30Takes
text · number (default 0) -
inventory.equipslotEquips the belt/hotbar item at the given slot index for the calling admin or a named target player; requires admin or developer permissionsTakes
whole number (default 0) · player name or Steam ID -
inventory.equipslottargetEquips the belt/hotbar slot at the given index for the player the admin is currently looking at; requires admin or developer permissionsTakes
whole number (default 0) -
inventory.give{item} {amount} {condition} {skin} {container} {slot}Takes
text · whole number (default 1) · number (default 1) · text · whole number (default -1) -
inventory.giveallGives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chatTakes
text · whole number (default 1) -
inventory.givearm{itemid} {amount}Takes
whole number (default 0) · whole number (default 1) -
inventory.givebpGives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developerTakes
text -
inventory.giveequip{item}Takes
text · whole number (default 1) · number (default 1) -
inventory.giveid{itemid} {amount}Takes
whole number (default 0) · whole number (default 1) -
inventory.giveto{item} {player} {amount} {skin}Takes
text · text · whole number (default 1) -
inventory.listloadoutsPrints all saved inventory loadouts -
inventory.loadoutui_requestloadoutlistReads the list of saved admin loadouts from disk and sends it to the requesting player's client as a JSON array for display in the loadout UI -
inventory.pipetteidChecks whether the calling player has the specified item ID with the given skin ID in their inventory; used to validate pipette/skin matching server-sideTakes
whole number (default 0) -
inventory.reduceownershipReduce ownership to item to allow new ownership to be addedTakes
whole number (default 1) -
inventory.reloaddefsForces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update -
inventory.resetbpResets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipesTakes
player name or Steam ID -
inventory.saveloadoutSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutnameTakes
text -
inventory.set_item_imageSets the custom icon image ID on the item currently held by the calling player; the image ID refers to a server-side stored image used for custom item iconsTakes
whole number (default 0) -
inventory.setwornarmorslotsSet worn items to have maximum armor slots supportedTakes
whole number (default 4) -
inventory.unlockallUnlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediatelyTakes
player name or Steam ID -
ioentity.debugqueuePrints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only -
livestock.ageupImmediately ages up the nearest livestock animal: an infant grows into its next stage, an adult dies of old age. Optional search radius in metres (default 20).Takes
number (default 20) -
livestock.censusCounts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map).Takes
number (default 0) -
livestock.censusresetZeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now. -
livestock.cleargrazingGrows back every overgrazed patch of grass near the caller, and clears what the herd has eaten there. Optional radius in metres (default 100).Takes
number (default 100) -
livestock.completepregnancyMakes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20).Takes
number (default 20) -
livestock.cullexcessKills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: untamed animals first, then tame ones with no cupboard for a home, then the oldest and worst bred. An optional head count culls down to that instead. -
livestock.dungMakes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20).Takes
number (default 20) -
livestock.emptyfullnessEmpties the nearest livestock animal's fullness, so it goes looking for food. Optional search radius in metres (default 20). -
livestock.emptyhydrationEmpties the nearest livestock animal's hydration, so it goes looking for water. Optional search radius in metres (default 20). -
livestock.emptysocialEmpties the nearest livestock animal's social need, as if it had been on its own. Optional search radius in metres (default 20). -
livestock.fillfullnessFills the nearest livestock animal's fullness, as if it had just eaten its fill. Optional search radius in metres (default 20). -
livestock.fillhydrationFills the nearest livestock animal's hydration, as if it had just drunk its fill. Optional search radius in metres (default 20). -
livestock.fillsocialFills the nearest livestock animal's social need, as if it were standing in a herd the right size. Optional search radius in metres (default 20). -
livestock.forcebreedSends the nearest male livestock animal to mate with the nearest valid female, skipping the mate search. Optional search radius in metres (default 20).Takes
number (default 20) -
livestock.makepregnantMakes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20).Takes
number (default 20) -
livestock.overgrazehereMarks the grass where the caller is standing as overgrazed, without waiting for a herd to eat it. -
livestock.readytomilkMakes the nearest cow ready to milk now, without waiting out its cooldown. Optional search radius in metres (default 20).Takes
number (default 20) -
livestock.readytoshearMakes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20).Takes
number (default 20) -
livestock.renameRenames the nearest livestock animal. Usage: livestock.rename <name> [radius], quoting a name that contains spaces, radius in metres (default 20)Takes
text · number (default 20) -
livestock.sendhomeMoves the wild anchor of every livestock animal in range to where the caller is standing, so roam and the night gather aim here. A cupboard still outranks it. Optional radius in metres (default 30).Takes
number (default 30) -
livestock.setconditionSets the condition of the livestock animal the caller is looking at, or the nearest one. Condition is the slow average that price, dung and willingness read. Usage: livestock.setcondition <0-1> [radius], radius in metres (default 20)Takes
number (default -1) · number (default 20) -
livestock.setcuriousMakes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20)Takes
whole number (default 1) · number (default 20) -
livestock.setfamiliaritySets how many seconds of familiarity the calling player has with the livestock animal they are looking at, or the nearest one. Usage: livestock.setfamiliarity <seconds> [radius], radius in metres (default 20)Takes
number (default -1) · number (default 20) -
livestock.setfamiliarityallSets how many seconds of familiarity the calling player has with every livestock animal in range. 0 resets them all. Usage: livestock.setfamiliarityall <seconds> [radius], radius in metres (default 30)Takes
number (default -1) · number (default 30) -
livestock.setgeneSets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Longevity|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or GoodTakes
number (default 20) -
livestock.setinbredMakes the livestock animal you are looking at, or the nearest one, inbred or not, by forcing its two lineage markers together or apart. Usage: livestock.setinbred <0|1> [radius]Takes
true or false (default true) · number (default 20) -
livestock.showcoatPrints what the nearest livestock animal's coat is made of, which is its genes and, for a species with patches, its name. Usage: livestock.showcoat [radius], radius in metres (default 20)Takes
number (default 20) -
livestock.showgenesPrints the genes of the livestock animal you are looking at, or the nearest one, both copies of each, plus its lineage markers. Optional search radius in metres as the first argument (default 20).Takes
number (default 20) -
livestock.showhomeDraws an arrow from the livestock animal you are looking at, or the nearest one, to the cupboard it lives at, or to its wild anchor when it has none. Optional search radius in metres (default 20) and seconds to draw for (default 10).Takes
number (default 20) · number (default 10) -
livestock.spawnspecialSpawns one of the named special livestock animals in front of you, skipping the rarity roll but obeying every other rule. Usage: livestock.spawnspecial <name> [species], species being needed only for an entry that fits more than oneTakes
text · text -
livestock.specialsLists the special livestock animals this server has already produced, and counts the rest without naming them -
livestock.swapgenderSwaps the gender of the nearest livestock animal. Optional search radius in metres (default 20).Takes
number (default 20) -
log.levelSets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integerTakes
text -
manifest.printmanifestPrints the Facepunch application manifest in a formatted summary showing app name, version, and platform details -
manifest.printmanifestrawPrints the raw contents of the Facepunch manifest file as an unformatted string -
memsnap.fullTakes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/ -
memsnap.managedTakes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder -
memsnap.nativeTakes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder -
meta.addadd <convar> <amount> - adds amount to convarTakes
text · number (default 0.10000000149011612) -
metaldetectorsource.servercountsourcesLogs how many buried metal sources the server holds. -
navstress.benchRun the full benchmark suite: args agentCount (default 200)Takes
whole number (default 200) -
navstress.benchresultsPrint the last benchmark results -
navstress.build_envBuild the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50)Takes
number (default -140) · number (default 140) · number (default 50) -
navstress.chaseChase a sliding virtual target: args targetSpeed setDestinationHzTakes
number (default 5.5) · number (default 10) -
navstress.clearDespawn dummies and remove the field -
navstress.envreportPrint the last environment build report -
navstress.idleStop giving destinations and reset paths -
navstress.killforeignKill every NPC with a RustNavMeshAgent that is not a navstress dummy -
navstress.rebuildstormAsync tile rebuilds under the field: args rebuildsPerSecond (0 stops)Takes
number (default 1) -
navstress.refcompareReplay the scenario and compare against a recording: args nameTakes
text (default baseline) -
navstress.refrecordRecord the reference trajectory scenario: args nameTakes
text (default baseline) -
navstress.refresultsPrint the last refpath result -
navstress.setmodeFlip all dummies between steering and normal mode without respawningTakes
text (default steering) -
navstress.spawnSpawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoorsTakes
whole number (default 100) · text (default steering) · true or false (default false) · true or false (default false) -
navstress.statsPrint and reset tick statistics -
navstress.wanderRandom destinations forever: args intervalSeconds unreachableFractionTakes
number (default 4) · number (default 0) -
networkprofiler.packet_capturenetworkprofiler.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) -
networkprofiler.serverprofilenetworkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]Takes
number (default 0) -
networkprofiler.stop_packet_capturenetworkprofiler.stop_packet_capture - ends the running packet capture early -
nexus.broadcast_pingSends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times -
nexus.pingSends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivityTakes
text -
nexus.playeronlineChecks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster -
nexus.refreshislandsForces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments -
nexus.transferInitiates a Nexus transfer of the specified player to a named destination server or zone in the clusterTakes
text -
nexus.uploadmapReupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server! -
npcvendingmachine.addhoursSimulates the provided number of hours passing in the vending machine systemTakes
whole number (default 0) -
npcvendingmachine.printallpricechangesPrint out all current price changes on the server -
npcvendingmachine.resetdynamicpricingResets the state of all discounts and surcharges from NPC vending machines -
npcvendingmachine.resetfrequencytagsRecalculates how often NPC vending machines refill and prints the result in hours. -
physics.getboundsPrints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents -
physics.print_colliders_per_cellPrints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns -
physics.print_colliders_per_prefabPrints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisationTakes
whole number (default -1) -
physics.setbounds(center vec3) (extents vec3) -
player.clearhostileClear your hostile flag -
player.createskullCreates a human skull item named after the given player name (or a random name if none given) and gives it to the calling player's inventoryTakes
text -
player.createtrophyCreates a trophy head bag item for the specified entity type (by prefab name) and gives it to the calling player; used to generate mount-style trophy items for testingTakes
text -
player.dismountForces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode onlyTakes
whole number (default 0) -
player.fillwater<fresh/salt/rads> - Fills up liquid container items in your hotbar as well as any liquid containers you are looking atTakes
text -
player.gesture_radiusForces all players within a given radius (including the caller) to play one of the specified gesture names chosen at random; admin only; args: radius gesture1 [gesture2...]Takes
number (default 0) -
player.gesture_radius_notmeSame as gesture_radius but excludes the calling admin from the gesture; forces all other players within the radius to perform a random gesture from the provided listTakes
number (default 0) -
player.gotosleepForces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on botsTakes
whole number (default 0) -
player.markhostileMarks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviour -
player.printpresencePrints the calling player's current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flying -
player.printstatsPrints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracy -
player.ragdolloptional param {player}Takes
player name or Steam ID -
player.ragdollallragdolls -
player.ragdollallbutmeragdolls everyone except player -
player.ragdollotherRagdolls a player you're looking at -
player.reloadweaponsFully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammo -
player.resetmissionsResets the saved missions progress of the given playerTakes
player name or Steam ID -
player.resetmissions_allResets the saved missions progress of all player states on this server (online and offline players). Must be entered as "resetmissions_all Y" to execute.Takes
text -
player.resetstateResets the PlayerState of the given playerTakes
player name or Steam ID -
player.stopgesture_radiusCancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematicsTakes
number (default 0) -
player.swapseatMoves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode onlyTakes
whole number (default 0) · whole number (default 0) -
player.trigger_wildlife_trapAdmin-only: triggers the trap-think logic on the wildlife trap the calling player is looking at within 5 metres, simulating a catch attempt for testing -
player.unloadweaponsEmpties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviour -
player.wakeupWakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode onlyTakes
whole number (default 0) -
player.wakeupallWakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipe -
playerboat.kill_all_above_block_countKills all player boats that have more building blocks than the given threshold; used for server cleanupTakes
whole number (default 0) -
playerboat.kill_all_above_deployable_countKills all player boats that have more deployed entities than the given threshold; used for server cleanupTakes
whole number (default 0) -
playerboat.kill_io_deployablesKills any IO entities deployed on boats. Not a fast command. Use sparingly when needed. -
playerboat.kill_nonconvex_deployablesKills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed. -
playerboat.lookatdragbyanglePrints drag force debug data based on the angle between the boat heading and player look direction; admin-only -
playerboat.print_nonconvexPrints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed. -
playerboat.print_statsPrints statistics about all player boats on the server including block counts, deployable counts, and resource totals -
playerboat.setsailsopenOpens all sails on the player boat directly in front of the calling admin player; admin-only dev commandTakes
true or false (default false) · number (default 0) -
playerboat.sinkInstantly kills the player boat directly in front of the calling admin player; admin-only dev commandTakes
number (default 5) -
pool.clear_assetsClears all cached entries from the asset pool matching the optional name filter -
pool.clear_memoryClears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected -
pool.clear_prefabsClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools -
pool.export_prefabsExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count -
pool.fill_prefabsPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count overrideTakes
whole number (default 0) -
pool.print_arraypoolPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats -
pool.print_assetsPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacity -
pool.print_memoryPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --jsonTakes
text -
pool.print_prefabsPrints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json -
pool.reset_max_pool_counterResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand -
powergrid.fusestatusPrints the state of the fuses in the power grid. -
powergrid.statusPrints the power grid settings and its current state. -
profile.countsyncmoveentitiesCounts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers -
profile.dump_profile_recordersDumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics -
profile.flush_analyticsFlushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush -
profile.perfsnapshotprofile.perfsnapshot [delay=15, int] [name='Profile', str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar toolsTakes
whole number (default 15) · text (default Profile) · whole number (default 4) · true or false (default false) -
profile.perfsnapshot_streamprofile.perfsnapshot_stream [name='Profile', str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar toolsTakes
text (default Profile) · whole number (default 32) · whole number (default 8) · true or false (default false) -
profile.resetexportintervalResets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from now -
profile.startStarts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag -
profile.stopStops the active Unity Profiler binary log recording and finalises the file -
profile.stopwatchingallocsStops tracking of allocations -
profile.watchallocsParams: [Name = 'Allocs'] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are metTakes
text (default Allocs) · whole number (default 16) -
rcon.ban_ipBan an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistentTakes
text -
rcon.clear_rcon_failed_loginsClear all failed login attempts -
rcon.print_rcon_bansPrint a table of permanently banned IPs and networks. Use '--json' to return a JSON object -
rcon.print_rcon_clientsPrint a table of connected RCON clients. Use '--json' to return a JSON object -
rcon.print_rcon_failed_loginsPrint a table of clients with failed passwords. Use '--json' to return a JSON object -
rcon.unban_ipUnban an IP address from connecting to RCON, will also remove all attempt historyTakes
text -
relationshipmanager.addtoteamAdds the calling player to their existing team, creating the team entry if needed -
relationshipmanager.createandaddtoteamCreates a new team with the calling player and adds the specified player (by UID) to it; returns status stringTakes
whole number (default 0) -
relationshipmanager.fakeinviteSends a fake team invite from the given team ID to the calling player; used for testing team invite UI flow -
relationshipmanager.forceaddtoteamAdds a player to a team whether they are on the server or not -
relationshipmanager.sleeptoggleToggles the sleep/wake state of the entity the calling admin player is looking at (within 5m); admin-only -
relationshipmanager.trycreateteamCreates a new team with the calling player as leader; fails if teams are disabled (maxTeamSize == 0) -
relationshipmanager.wipe_all_contactsWipes all relationship contacts data for every player on the server; admin-only -
relationshipmanager.wipecontactsWipes all relationship contacts data for the calling player -
relay.cfg_reloadReloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart) -
relay.cfg_saveForces a save of the Rust Relay configuration to disk -
relay.clear_queueClears the relay send queue (useful if things are going wrong with the relay server) -
relay.reconnect_resetClears the reconnect attempt history, resetting the reconnect budget -
relay.restartAttempts to restart the Rust Relay connection (may cause short lag) -
relay.rpc_whitelist_addAdds an RPC Message to the RPC Whitelist -
relay.rpc_whitelist_rebuildRebuilds the RPC Whitelist ID List -
relay.rpc_whitelist_removeRemoves an RPC Message from the RPC Whitelist -
relay.shutdownShutsdown the Rust Relay sever connection -
relay.statusReturns a detailed Rust Relay status report -
render.print_global_entitiesPrint off count of global building entities on the server -
render.tree_entitiesPrint off count of trees to ensure server sent them all -
rentableshop.closenearestshopClose the nearest shop in 10m. Useful for testing -
rentableshop.processrenttickCharges rent on every open rentable shop right now. -
rentableshop.randomiseownerofnearestshopRandomise the owner of the nearest shop in 10m. Useful for testing -
rentableshop.resettakeoverprotectionofclosestshopReset the takeover protection duration of nearest shop. Useful for testing -
ridablehorse.ragdollRagdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states -
ridablehorse.setforsaleMarks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction -
ridablehorse.sethorsebreedSets the breed index of the horse directly in front of the calling admin player to the given integer valueTakes
whole number (default 0) -
room.draw_facesDraws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40].Takes
number (default 10) · number (default 40) -
room.draw_networkgroupsDraws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40].Takes
number (default 10) · number (default 40) -
room.draw_portalsDraws the portals of the building you are looking at (green = open, red = closed)Takes
number (default 10) -
room.draw_roomsDraws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders.Takes
number (default 10) · number (default 40) -
room.draw_visibleDraws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red)Takes
number (default 10) · number (default 60) -
room.exportbaseEditor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to 'capture'. To capture a base from a live server, copypaste it into an editor server first. -
room.exportpastesEditor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped. -
room.occlusionstatsPrints interior occlusion's shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden -
room.printfacesPrints 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) -
room.printhiddenPrints 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 -
room.printportalsPrints every portal of the building you are looking at (rooms joined, filler, open state) -
room.printroomsPrints the room partition of the building you are looking at -
room.printvisiblePrints the room a player is standing in and every room they can see into. Defaults to yourself.Takes
player name or Steam ID -
rustnav.bakestatsPrint accumulated navmesh bake statistics. Pass true to reset them insteadTakes
true or false (default false) -
rustnav.debugloadNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there. -
rustnav.debugpathNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there. -
rustnav.debugraycastNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there. -
rustnav.debugrebuildtileNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there. -
rustnav.debugsampleNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there. -
rustnav.debugsaveNavmesh debug command. Its body is empty on a dedicated server, so it does nothing there. -
rustnav.drawShows or hides a drawing of the navmesh around you. Takes true or false. -
rustnav.dumptilegeoRebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path>Takes
whole number (default -1) · whole number (default -1) · text -
rustnav.navmeshstatsList every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time -
rustnav.rebuildRebuilds the server's navmesh.Takes
true or false (default false) -
rustnav.setnumthreadsSets how many threads build the navmesh. Takes the number. -
santasleigh.dropCalls Santa's sleigh in to drop its presents on your position. -
satellite.launchDev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer's lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer's semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius] -
satellite.launchquickDev: exactly satellite.launch - same crash-site search and validation - but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius] -
satellite.randomTrigger a satellite crash at a random valid position on the map -
satellite.triggerTrigger a satellite crash at the calling player's position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]]Takes
number (default 0) · number (default 0) · number (default 0) -
server.backupBackup server folder -
server.botcountReturns the current number of bot (AI-controlled player) entities active on the server -
server.broadcastplayvideoSends a video URL to all connected players, causing the in-game video player to open and play the specified video on every clientTakes
text · true or false (default false) -
server.clear_bushes_radiusKills all server-side bush entities within a given radius of the calling player (or a specified world position); args: radius [x y z]Takes
number (default 0) -
server.clear_loot_spawn_cacheClears the loot spawn cache used to restrict loot into each era -
server.clear_trees_radiusKills all server-side tree entities within a given radius of the calling player (or a specified world position); args: radius [x y z]Takes
number (default 0) -
server.clearplayerreportcountsClear the player reports list -
server.corpseinfoGet info on player corpses on the server -
server.enforce_era_restrictionsDeletes items on the server that are not allowed in the era -
server.fillchickencoopDebug command: fills all chicken coops within 5 metres of the calling player to their maximum capacity -
server.fpsPrints the current server frame rate in frames per second -
server.listplayerreportcountsList the amount of reports players on the server have received -
server.listtoolcupboardsPrints all the Tool Cupboards on the server -
server.listvendingmachinesPrints all the vending machines on the server -
server.netprotocolReturns the network protocol identifier string the server is currently using; clients must match this to connect -
server.packetlogPrints a sorted table of network packet types and their cumulative call counts since logging was enabled; requires packetlog_enabled = true -
server.player_state_cache_countPrints the number of player states currently held in the in-memory player state cache -
server.player_state_cache_evictionsPrints the total number of player state cache entries evicted since server startup; high values suggest the cache size should be increased -
server.playerlistposPrints the position of all players on the server -
server.printdecryptqueuePrints how many packets and bytes wait in the server's decrypt queue. -
server.printeyesPrint the current player eyes.Takes
player name or Steam ID -
server.printposPrint the current player position.Takes
player name or Steam ID -
server.printposcenterPrint the current player center position.Takes
player name or Steam ID -
server.printreadqueuePrints the current server incoming network read queue depth (packet count and total byte size) -
server.printrotPrint the current player rotation.Takes
player name or Steam ID -
server.printwipeidPrints the current wipe id of the sav -
server.printwritequeuePrints the current server outgoing network write queue depth (packet count and total byte size) -
server.readcfgReads and executes serverauto.cfg then server.cfg from the server's cfg folder, applying all saved convar values -
server.resetrespawnsClear all static respawn pointsTakes
player name or Steam ID -
server.resetserveremojiRescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji -
server.rpclogPrints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = true -
server.saveForce save the current game -
server.sendnetworkupdateSend network update for all players -
server.setshowholstereditemsShow holstered items on player bodies -
server.snapshotThis sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information. -
server.startStarts a server -
server.stopStops a serverTakes
text (default Stopping Server) -
server.unlockrespawnsUnlock all static respawn pointsTakes
player name or Steam ID -
server.writecfgWrites config files -
serverocclusion.occlusionvalidategroupsValidates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies found -
serverocclusion.serverocclusiondebugTests occlusion visibility between two positions -
sleepingbag.assigntoplayerReassigns ownership of a sleeping bag (by entity ID) to the calling player; notifies both the old and new owner -
sleepingbag.clearfromplayerClears ownership of a sleeping bag (by entity ID), setting the owner ID to 0 and removing it from the old owner's bag list -
softcore.raidwindow_statusPrint the current raid-window state: server local time, effective hours, and whether the window is open right now -
spawn.cargoshipdockingtestSpawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harborsTakes
whole number (default 0) -
spawn.cargoshipeventSpawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler -
spawn.ch47eventTriggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300)Takes
whole number (default 300) -
spawn.delete_all_populationsDeletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes -
spawn.delete_populationsDeletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups -
spawn.dump_mapGenerates a debug spawn map for a named population, simulating up to the given number of spawn attempts and reporting how many would succeed; used to diagnose spawn point coverageTakes
text · whole number (default 100) -
spawn.fill_groupsFills all spawn groups to their maximum count without waiting for the normal tick interval -
spawn.fill_individualsImmediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay -
spawn.fill_populationsImmediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period -
spawn.ore_mapRenders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones) -
spawn.reportPrints a spawn handler report listing all populations, their current count, target count, and fill percentage; pass true for detailed mode or a name filter as a second argumentTakes
true or false (default false) · text -
spawn.reset_groupsClears all spawn groups of already spawned entities, then re-fills them -
spawn.respawnloot_allRespawns loot in all loot containers currently on the server -
spawn.respawnloot_lookingatRespawns loot in the loot container currently being looked at -
spawn.respawnloot_radiusRespawns loot in all loot containers within the given radiusTakes
number (default 20) -
spawn.scalarsPrints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable output -
spawn.simulate_loot<iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawnedTakes
whole number (default 100) -
spawn.svshielddummyServer-side handler that spawns a dummy player entity at the given position and direction loaded with the Shields loadout, optionally holstering the shield; triggered by spawn.shielddummyTakes
true or false (default false) -
stability.refresh_stabilityForces an immediate recalculation of stability for all building blocks in the world; expensive on large bases -
supply.callCalls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing -
supply.dropSpawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop -
system.cpu_affinitySets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5)Takes
text -
system.cpu_prioritySets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSXTakes
text -
telephonemanager.printallphonesPrints a table of all registered telephone entities showing their number, directory name, and world position -
territory.clearClear all territory ownership -
territory.createfactionCreate a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0>Takes
text · text -
territory.destroyRemove the territory grid entirely -
territory.factionsList created factions and their colours -
territory.fillFill every hex cell: territory.fill <faction name|none>Takes
text -
territory.setatSet the hex cell containing a world position: territory.setat <x> <z> <faction name|none>Takes
number (default 0) · number (default 0) · text -
territory.setcellSet a hex cell by index: territory.setcell <cell> <faction name|none>Takes
whole number (default 0) · text -
territory.sethereSet the hex cell at your position: territory.sethere <faction name|none>Takes
text -
territory.stateReturns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdings -
travellingvendor.spawnSpawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawn -
travellingvendor.starteventSpawns a Travelling Vendor event instance; registered as travellingvendor.startevent -
triggerbase.clearexcludelayersRemoves the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers -
triggerbase.setexcludelayersApplies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections -
tutorialisland.debugislandpositionsDraws a sphere on every tutorial island spawn point for you. Takes how long, 60 seconds by default.Takes
number (default 60) -
vddraw.setisrecordingToggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recordingTakes
true or false (default false) -
vehicle.autohoverToggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input -
vehicle.boatdriftinfoPrint out boat drift status for all boats -
vehicle.fixcarsFixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and moreTakes
whole number (default 2) -
vehicle.killboatsDestroys all boat vehicles (rowboats, RHIBs) currently spawned on the server -
vehicle.killcarsDestroys all modular car vehicles currently spawned on the server -
vehicle.killdronesDestroys all drone vehicles currently spawned on the server -
vehicle.killminisDestroys all minicopter vehicles currently spawned on the server -
vehicle.killmotorbikesDestroys all motorbike vehicles currently spawned on the server -
vehicle.killpushbikesDestroys all push bike vehicles currently spawned on the server -
vehicle.killscraphelisDestroys all scrap transport helicopter vehicles currently spawned on the server -
vehicle.killtrainsDestroys all train vehicles currently spawned on the server -
vehicle.setrepairablepadsForces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again.Takes
true or false (default true) -
vehicle.stop_all_trainsImmediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths -
vehicle.train_listList all train engines with their entity IDs and current speeds. -
vehicle.train_speedSet a train's target speed in km/h. Usage: vehicle.train_speed <km/h> (look-at) or vehicle.train_speed <id> <km/h>. Negative = reverse.Takes
number (default 0) · number (default 0) -
vehicle.train_speed_allSet all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse.Takes
number (default 0) -
vehicle.train_stopGradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>. -
vendingmachine.clearallvendingcustomerhistoryWipe the backend customer stats data on all vending machines. Slow operation. -
vendingmachine.clearallvendinghistoryWipe the backend stats data on all vending machines. Slow operation. -
voice.togglevoicerangeboostEnabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1Takes
player name or Steam ID · true or false (default false) -
watertreatmentflowratebroadcast.force_flow_rateForce the water treatment flow rate per minute. Pass no argument to release the override and return to pressure-derived state.Takes
number (default -1) -
watertreatmentflowratebroadcast.get_num_broadcastersPrints how many flow rate broadcasters the water treatment plant has. -
watertreatmentflowratebroadcast.get_num_listenersPrints how many listeners follow the water treatment plant's flow rate. -
watertreatmentwatertank.debug_wtp_pressurePrints the pressure, state and flow rate of every water tank at the water treatment plant. -
watertreatmentwatertank.force_pressureSets the pressure of every water tank at the water treatment plant. Takes the value, 200 by default.Takes
whole number (default 200) -
waypointrace.startraceStarts a waypoint race from a named set of waypoints. Takes the name.Takes
text -
weather.list_cloud_configsLists all available volumetric cloud configuration asset names registered in the Climate instance -
weather.loadLoads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clientsTakes
text -
weather.load_cloud_configLoads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clientsTakes
text -
weather.reportPrints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only -
weather.resetResets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients -
weather.reset_cloud_configClears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients -
wipetimer.printtimezonesPrints a JSON list of all system, Windows, and IANA timezone identifiers available on the server machine -
wipetimer.printwipePrints the current wipe timer status including next wipe date, frequency, and time remaining -
workshop.print_approved_skinsPrints a list of all workshop-approved skins on the server with their item short names and approved skin IDs -
world.drawboundsDraws flat wireframe boxes in the world showing world bounds (red), terrain margin (yellow), deep sea bounds (cyan), and portal bounds (green/magenta) for the given duration in secondsTakes
number (default 60) -
world.monumentsPrints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only -
world.renderlabsRenders a PNG of the current map's underwater labs, for a specific floorTakes
whole number (default 0) -
world.rendermapRenders a high resolution PNG of the current mapTakes
number (default 1) -
world.rendertunnelsRenders a PNG of the current map's tunnel network -
xmas.refillManually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players -
ziplinelaunchpoint.highlightDraws an arrow on every zipline launch point for you, for 60 seconds. -
ziplinelaunchpoint.reportPrints how many zipline launch and arrival points exist, with the total line length.
Nothing matches. Loosen a filter or clear the search.
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.