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Server variables
Rust dedicated servers read 1,651 console variables (convars), with 414 saved to disk by writecfg.
-
adventcalendar.overrideadventcalendardayMakes the advent calendar act as if it were this day of the month. 0 uses the real date. = 0Admin Whole number Default
0 -
adventcalendar.overrideadventcalendarmonthMakes the advent calendar act as if it were this month. 0 uses the real date. = 0Admin Whole number Default
0 -
ai.accuratevisiondistanceWhen enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance = trueAdmin On / off Default
true -
ai.aimedatangleThe angle under which the AI will think it's being aimed at at by a player = 10Admin Decimal number Default
10 -
ai.animal_ignore_foodIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true) = trueAdmin On / off Default
true -
ai.batch_navmesh_pathfollowingRun RustNav movement, steering and corridor queries in the transform job. = trueAdmin On / off Default
true -
ai.batch_navmesh_transformsBatch RustNav agent transform updates using jobs. Disable to apply each update immediately. = trueAdmin On / off Default
true -
ai.critters_frametimeTarget frame time in seconds for the Critters budget = 0.2Admin Decimal number Default
0.2 -
ai.critters_startle_distanceHow close can a player get before a critter gets startled and runs away = 0.5Admin Decimal number Default
0.5 -
ai.debugmovedrawWhether ai.selectnpc and ai.movenpc draw their DDraw markers - turn it off to keep the view clean while commanding NPCs. = trueAdmin On / off Default
trueSaved -
ai.debugmovegaitGait ai.movenpc uses when called without one - set it to walk to keep commanded NPCs at walking speed. One of: sneak, walk, jog, run, sprint, fullsprint = "run"Admin Text Default
"run"Saved -
ai.debugmovespacingGap in metres between the destinations ai.movenpc hands out when more than one NPC is selected, so they don't all path to the same point. = 2Admin Decimal number Default
2Saved -
ai.defaultinterpolationdelayDefault network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections = 0.1Admin Decimal number Default
0.1 -
ai.designingenabledAllows the in-game AI design editor on NPC brains built for it. = falseAdmin On / off Default
falseSaved -
ai.effectaiweaponsWhen enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely = falseAdmin On / off Default
false -
ai.frametimeTarget frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame = 5Admin Decimal number Default
5 -
ai.fsm_frametimeTarget frame time in seconds for the default FSMComponent budget = 1Admin Decimal number Default
1 -
ai.groupsWhen enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals = trueAdmin On / off Default
true -
ai.ignoreplayersWhen enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference = falseAdmin On / off Default
false -
ai.logissuesWhen enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors = falseAdmin On / off Default
false -
ai.moveWhen enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running = trueAdmin On / off Default
true -
ai.nav_carve_heightThe height of the carve volume. (default: 2) = 2Admin Decimal number Default
2 -
ai.nav_carve_min_base_sizeThe minimum size we allow a carving volume to be. (default: 2) = 2Admin Decimal number Default
2 -
ai.nav_carve_min_building_blocks_to_apply_optimizationThe minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25) = 25Admin Whole number Default
25 -
ai.nav_carve_size_multiplierThe size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4) = 4Admin Decimal number Default
4 -
ai.nav_carve_use_building_optimizationIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false) = falseAdmin On / off Default
false -
ai.navthinkWhen enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running = trueAdmin On / off Default
true -
ai.npc_alertness_drain_ratenpc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01) = 0.01Admin Decimal number Default
0.01 -
ai.npc_alertness_to_aim_modifierThis is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33) = 0.5Admin Decimal number Default
0.5 -
ai.npc_alertness_zero_detection_modnpc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5) = 0.5Admin Decimal number Default
0.5 -
ai.npc_check_spawner_is_on_navmeshWhen enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations = trueAdmin On / off Default
true -
ai.npc_cover_compromised_cooldownnpc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10) = 10Admin Decimal number Default
10 -
ai.npc_cover_info_tick_rate_multiplierThe rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20) = 20Admin Decimal number Default
20 -
ai.npc_cover_path_vs_straight_dist_max_diffnpc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2) = 2Admin Decimal number Default
2 -
ai.npc_cover_use_path_distanceIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance. = trueAdmin On / off Default
true -
ai.npc_deliberate_hit_randomizerThe percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f) = 0.85Admin Decimal number Default
0.85 -
ai.npc_deliberate_miss_offset_multiplierThe offset with which the NPC will maximum miss the target. (default: 1.25) = 1.25Admin Decimal number Default
1.25 -
ai.npc_deliberate_miss_to_hit_alignment_timeThe time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) = 1.5Admin Decimal number Default
1.5 -
ai.npc_door_trigger_sizenpc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5) = 1.5Admin Decimal number Default
1.5 -
ai.npc_enableIf npc_enable is set to false then npcs won't spawn. (default: true) = trueAdmin On / off Default
true -
ai.npc_families_no_hurtIf npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true) = trueAdmin On / off Default
true -
ai.npc_gun_noise_silencer_modifierThe modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15) = 0.15Admin Decimal number Default
0.15 -
ai.npc_htn_player_base_damage_modifierBaseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f) = 1.15Admin Decimal number Default
1.15 -
ai.npc_htn_player_frustration_thresholdnpc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3) = 3Admin Whole number Default
3 -
ai.npc_ignore_chairsIf npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true) = trueAdmin On / off Default
true -
ai.npc_junkpile_dist_aggro_gatenpc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8) = 8Admin Decimal number Default
8 -
ai.npc_junkpilespawn_chancedefines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1) = 0.07Admin Decimal number Default
0.07 -
ai.npc_max_junkpile_countnpc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30) = 30Admin Whole number Default
30 -
ai.npc_max_population_military_tunnelsnpc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3) = 3Admin Whole number Default
3 -
ai.npc_max_roam_multiplierThis is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3) = 3Admin Decimal number Default
3 -
ai.npc_only_hurt_active_target_in_safezoneIf npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true) = trueAdmin On / off Default
true -
ai.npc_patrol_point_cooldownnpc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5) = 5Admin Decimal number Default
5 -
ai.npc_reasoning_system_tick_rate_multiplierThe rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1) = 1Admin Decimal number Default
1 -
ai.npc_respawn_delay_max_military_tunnelsnpc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920) = 1920Admin Decimal number Default
1920 -
ai.npc_respawn_delay_min_military_tunnelsnpc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480) = 480Admin Decimal number Default
480 -
ai.npc_sensory_system_tick_rate_multiplierThe rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5) = 5Admin Decimal number Default
5 -
ai.npc_spawn_on_cargo_shipSpawn NPCs on the Cargo Ship. (default: true) = trueAdmin On / off Default
true -
ai.npc_spawn_on_deep_sea_islandsSpawn NPCs on deep sea islands (default: false) = trueAdmin On / off Default
true -
ai.npc_spawn_on_junkpileSpawn NPCs on junkpiles (default: true) = trueAdmin On / off Default
true -
ai.npc_spawn_per_tick_max_military_tunnelsnpc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1) = 1Admin Whole number Default
1 -
ai.npc_spawn_per_tick_min_military_tunnelsnpc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1) = 1Admin Whole number Default
1 -
ai.npc_speed_crouch_runnpc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25) = 0.25Admin Decimal number Default
0.25 -
ai.npc_speed_crouch_walknpc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1) = 0.1Admin Decimal number Default
0.1 -
ai.npc_speed_runnpc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4) = 0.4Admin Decimal number Default
0.4 -
ai.npc_speed_sprintnpc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0) = 1Admin Decimal number Default
1 -
ai.npc_speed_walknpc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18) = 0.18Admin Decimal number Default
0.18 -
ai.npc_use_new_aim_systemIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true) = trueAdmin On / off Default
true -
ai.npc_use_thrown_weaponsIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true) = trueAdmin On / off Default
true -
ai.npc_valid_aim_conenpc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8) = 0.8Admin Decimal number Default
0.8 -
ai.npc_valid_mounted_aim_conenpc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92) = 0.92Admin Decimal number Default
0.92 -
ai.npcbarksenabledLets NPCs play their voice lines and conversations. = falseAdmin On / off Default
falseSaved -
ai.npchealthmultiplierGlobal health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs = 1Admin Decimal number Default
1 -
ai.npcswimmingWhen enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies = trueAdmin On / off Default
true -
ai.ocean_critters_movement_frametimeTarget frame time in seconds for the Ocean Critters swimming movement budget = 0.2Admin Decimal number Default
0.2 -
ai.ocean_patrol_path_iterationsMaximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost = 100000Admin Whole number Default
100000 -
ai.scientist_spawners_enabledDo any kind of scientists spawn on the map (default: true) = trueAdmin On / off Default
true -
ai.sensetimeHow frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react = 1Admin Decimal number Default
1 -
ai.setdestinationsamplenavmeshWhen enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh = trueAdmin On / off Default
true -
ai.showstateflashdurationHow long (in seconds) a value that has just moved stays coloured in the ai.showState read-out; 0 stops it colouring at all = 1.5Admin Decimal number Default
1.5 -
ai.sleepwakeWhen enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times = trueAdmin On / off Default
true -
ai.smokegrenadenpcradiusRadius in metres within which a thrown smoke grenade suppresses NPC vision and targeting = 4Admin Decimal number Default
4 -
ai.spliceupdatesWhen enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick = trueAdmin On / off Default
true -
ai.thinkWhen enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place = trueAdmin On / off Default
true -
ai.tickrateNumber of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost = 5Admin Decimal number Default
5 -
ai.usecalculatepathWhen enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only = trueAdmin On / off Default
true -
ai.usegridWhen enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues = trueAdmin On / off Default
true -
ai.usesetdestinationfallbackWhen enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target = trueAdmin On / off Default
true -
ai.watchedangleThe angle under which the AI will think it's being watched by another entity = 50Admin Decimal number Default
50 -
aibrainsenses.humanknownplayerslosupdateintervalInterval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions = 0.2Admin Decimal number Default
0.2 -
aibrainsenses.knownplayerslosupdateintervalInterval in seconds between line-of-sight update ticks for all NPC types tracking known player positions = 0.5Admin Decimal number Default
0.5 -
aibrainsenses.updateintervalInterval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings = 0.5Admin Decimal number Default
0.5 -
aiinformationzone.usesimpleloscheckMakes NPCs choosing where to move use the simpler line-of-sight test. = falseAdmin On / off Default
false -
aimanager.ai_dormantIf ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well. = trueAdmin On / off Default
true -
aimanager.ai_dormant_max_wakeup_per_tickai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30) = 30Admin Whole number Default
30 -
aimanager.ai_htn_animal_tick_budgetai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms) = 4Admin Decimal number Default
4 -
aimanager.ai_htn_player_junkpile_tick_budgetai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms) = 4Admin Decimal number Default
4 -
aimanager.ai_htn_player_tick_budgetai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms) = 4Admin Decimal number Default
4 -
aimanager.ai_htn_use_agency_tickIf ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true) = trueAdmin On / off Default
true -
aimanager.ai_to_player_distance_wakeup_rangeIf an agent is beyond this distance to a player, it's flagged for becoming dormant. = 160Admin Decimal number Default
160 -
aimanager.nav_disableIf set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move = falseAdmin On / off Default
false -
aimanager.nav_obstacles_carve_statenav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. = 2Admin Whole number Default
2 -
aimanager.nav_waitIf true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background. = trueAdmin On / off Default
true -
aimanager.pathfindingiterationsperframeThe maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.Admin Whole number
-
aimanager.setdestination_navmesh_failsafeIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called. = falseAdmin On / off Default
false -
aimountedweaponcontroller.burst_lengthHow long, in seconds, an AI-manned mounted weapon keeps firing in one burst. = 3Admin Decimal number Default
3 -
aimountedweaponcontroller.fire_rateSeconds between two shots of an AI-manned mounted weapon inside a burst. = 0.125Admin Decimal number Default
0.125 -
aimountedweaponcontroller.time_between_burstsPause, in seconds, between two bursts of an AI-manned mounted weapon. = 3Admin Decimal number Default
3 -
aithinkmanager.animalframebudgetmsMilliseconds per frame the server may spend on animal AI. = 2Admin Decimal number Default
2 -
aithinkmanager.framebudgetmsMilliseconds per frame the server may spend on NPC AI. = 2Admin Decimal number Default
2 -
aithinkmanager.petframebudgetmsMilliseconds per frame the server may spend on pet AI. = 1Admin Decimal number Default
1 -
analytics.analytics_bulk_container_urlAzure blob container url for use with client secret authentication RCON only · = ""Text Default
""Saved -
analytics.analytics_bulk_upload_urlAzure blob container url + SAS token, enables a more efficient upload method RCON only · = ""Text Default
""Saved -
analytics.analytics_headerHeader key of secret when uploading analytics RCON only · = "X-API-KEY"Text Default
"X-API-KEY"Saved -
analytics.analytics_secretHeader secret value when uploading analytics RCON only · = ""Text Default
""Saved -
analytics.azure_client_idAzure client id for authentication RCON only · = ""Text Default
""Saved -
analytics.azure_client_secretAzure client secret for authentication RCON only · = ""Text Default
""Saved -
analytics.azure_tenant_idAzure tenant id for authentication RCON only · = ""Text Default
""Saved -
analytics.dryrunExecutes entire flow without actually sending out anything = falseAdmin On / off Default
false -
analytics.gameplay_analyticsToggle whether gameplay analytics is collected RCON only · = falseOn / off Default
falseSaved -
analytics.gameplay_rpc_analyticsToggle whether gameplay rpc logging is collected RCON only · = trueOn / off Default
trueSaved -
analytics.gameplay_tick_analyticsToggle whether gameplay tick analytics is collected RCON only · = falseOn / off Default
falseSaved -
analytics.logLogs each analytics batch to the console as it is written and uploaded. = falseAdmin On / off Default
false -
analytics.performance_analyticsToggle to turn off server performance collection RCON only · = trueOn / off Default
trueSaved -
analytics.server_analytics_urlAddress the server uploads its analytics to. RCON only · = "https://gw.facepunch.com/analytics/rust/server"Text Default
"https://gw.facepunch.com/analytics/rust/server" -
antihack.admincheatSpares an admin who has just used an admin cheat, noclip for one, from the anti-hack checks. = trueAdmin On / off Default
true -
antihack.build_inside_checkLevel of the check that stops building inside rocks and monuments. 0 turns it off. = 2Admin Whole number Default
2 -
antihack.build_losradiusRadius, in meters, of the line-of-sight test between a player and the piece they place. = 0.01Admin Decimal number Default
0.01 -
antihack.build_losradius_sleepingbagThe same radius when the piece is a sleeping bag. = 0.3Admin Decimal number Default
0.3 -
antihack.build_terraincheckCounts terrain as a blocker in the building line-of-sight test. = trueAdmin On / off Default
true -
antihack.build_vehiclecheckCounts vehicles as blockers in the building line-of-sight test. = trueAdmin On / off Default
true -
antihack.check_mount_distanceLevel of the distance and line-of-sight check when a player mounts something. 0 turns it off. = 1Admin Whole number Default
1 -
antihack.debuglevelHow much the anti-hack logs: 1 logs each enforcement, 2 and up logs every violation. = 1Admin Whole number Default
1 -
antihack.enforcementlevelWhat happens to a player over the violation limit: 0 nothing, 1 or more kicks them. = 1Admin Whole number Default
1 -
antihack.explosive_vehicle_parent_damage_deployablesShould explosives parented to vehicles damage deployables = falseAdmin On / off Default
false -
antihack.eye_clientframesListed in the anti-hack's violation reports, but no check on the server reads it. = 2Admin Decimal number Default
2 -
antihack.eye_distance_parented_mounted_forgivenessExtra distance, in meters, a mounted or parented player's reported eye position may be off. = 2Admin Decimal number Default
2 -
antihack.eye_forgivenessDistance, in meters, a player's reported eye position may be off before the attack is thrown out. = 0.4Admin Decimal number Default
0.4 -
antihack.eye_history_forgivenessDistance, in meters, a player's eye history may stray from their movement history. = 0.1Admin Decimal number Default
0.1 -
antihack.eye_history_penaltyViolation points added when the eye history check fails. = 100Admin Decimal number Default
100 -
antihack.eye_losradiusRadius, in meters, of the line-of-sight test between a player's body and their eyes. = 0.158Admin Decimal number Default
0.158 -
antihack.eye_noclip_backtrackingHow far back, in meters, the eye noclip test starts its trace. = 0.01Admin Decimal number Default
0.01 -
antihack.eye_noclip_cutoffEye movement, in meters, under which the eye noclip test is skipped. = 0.06Admin Decimal number Default
0.06 -
antihack.eye_noclip_marginMargin, in meters, taken off the player's radius in the eye noclip test. = 0.25Admin Decimal number Default
0.25 -
antihack.eye_penaltyViolation points added when an eye position check fails. = 0Admin Decimal number Default
0 -
antihack.eye_protectionLevel of the eye position checks on attacks. 0 turns them off, each level up adds a check. = 4Admin Whole number Default
4 -
antihack.eye_serverframesListed in the anti-hack's violation reports, but no check on the server reads it. = 2Admin Decimal number Default
2 -
antihack.eye_terraincheckCounts terrain as a blocker in the eye line-of-sight test. = trueAdmin On / off Default
true -
antihack.eye_vehiclecheckCounts vehicles as blockers in the eye line-of-sight test. = trueAdmin On / off Default
true -
antihack.flyhack_extrusionHow far below a player, in meters, the fly-hack check looks for ground. = 2Admin Decimal number Default
2 -
antihack.flyhack_forgiveness_horizontalHorizontal distance, in meters, a player may cover in the air before the fly-hack check counts it. = 1.5Admin Decimal number Default
1.5 -
antihack.flyhack_forgiveness_horizontal_inertiaExtra horizontal allowance in the fly-hack check for a player carried by momentum. = 10Admin Decimal number Default
10 -
antihack.flyhack_forgiveness_verticalVertical distance, in meters, a player may climb in the air before the fly-hack check counts it. = 1Admin Decimal number Default
1 -
antihack.flyhack_forgiveness_vertical_inertiaExtra vertical allowance in the fly-hack check for a player carried by momentum. = 7Admin Decimal number Default
7 -
antihack.flyhack_marginMargin, in meters, taken off the ground test radius of the fly-hack check. = 0.1Admin Decimal number Default
0.1 -
antihack.flyhack_maxstepsMost positions the fly-hack check tests along one move. = 15Admin Whole number Default
15 -
antihack.flyhack_penaltyViolation points added when the fly-hack check fails, scaled by the distance. = 100Admin Decimal number Default
100 -
antihack.flyhack_protectionLevel of the fly-hack check. 0 turns it off. = 3Admin Whole number Default
3 -
antihack.flyhack_rejectRejects the move when the fly-hack check fails. = trueAdmin On / off Default
true -
antihack.flyhack_stepsizeDistance, in meters, between two positions the fly-hack check tests. Never under 0.1. = 0.1Admin Decimal number Default
0.1 -
antihack.forcepositionSends a player their corrected position when the server rejects a move. = trueAdmin On / off Default
true -
antihack.hotbar_network_mode= 0Admin Whole number Default
0 -
antihack.impact_effect_distance_forgivenessHow far outside an entity's bounds, in meters, a client may place an impact effect. = 0.45Admin Decimal number Default
0.45 -
antihack.maxdeltatimeLongest gap between two player updates, in seconds, the movement checks accept. = 1Admin Decimal number Default
1 -
antihack.maxdesyncLongest a player may go without sending an update, in seconds, before their attacks are thrown out. = 0.8Admin Decimal number Default
0.8 -
antihack.maxviolationViolation level at which the anti-hack acts on a player. = 100Admin Decimal number Default
100 -
antihack.melee_backtrackingHow far back, in meters, the melee line-of-sight test starts its trace. = 0.01Admin Decimal number Default
0.01 -
antihack.melee_clientframesClient frames of delay the melee reach check allows for. = 2Admin Decimal number Default
2 -
antihack.melee_entity_bounds_radiusRadius, in meters, of the test that a melee hit really touches the entity. = 0.05Admin Decimal number Default
0.05 -
antihack.melee_forgivenessSlack on the melee reach check, as a fraction of the allowed distance. = 0.5Admin Decimal number Default
0.5 -
antihack.melee_los_entity_realposTests melee line of sight against where the entity really is, not only where the client says the hit landed. = trueAdmin On / off Default
true -
antihack.melee_los_entity_realpos_distanceDistance, in meters, beyond which that real-position test fails the hit. = 1.3Admin Decimal number Default
1.3 -
antihack.melee_losforgivenessSlack, in meters, on the melee line-of-sight test. = 0.2Admin Decimal number Default
0.2 -
antihack.melee_penaltyViolation points added when a melee check fails. = 0Admin Decimal number Default
0 -
antihack.melee_protectionLevel of the melee checks. 0 turns them off, each level up adds a check. = 5Admin Whole number Default
5 -
antihack.melee_serverframesServer frames of delay the melee reach check allows for. = 2Admin Decimal number Default
2 -
antihack.melee_terraincheckCounts terrain as a blocker in the melee line-of-sight test. = trueAdmin On / off Default
true -
antihack.melee_vehiclecheckCounts vehicles as blockers in the melee line-of-sight test. = trueAdmin On / off Default
true -
antihack.mesh_inside_check_distanceHow far up, in meters, the server looks to tell whether a player is inside a mesh. 0 turns the test off. = 50Admin Decimal number Default
50 -
antihack.modelstateChecks the model state a client sends against what the server knows. = trueAdmin On / off Default
true -
antihack.noclip_backtrackingHow far back, in meters, the noclip test starts its trace. = 0.01Admin Decimal number Default
0.01Saved -
antihack.noclip_marginMargin, in meters, taken off the player's radius in the noclip test. = 0.16Admin Decimal number Default
0.16 -
antihack.noclip_margin_dismountThe same margin when a dismount position is tested. = 0.22Admin Decimal number Default
0.22Saved -
antihack.noclip_maxstepsMost positions the noclip check tests along one move. = 15Admin Whole number Default
15 -
antihack.noclip_penaltyViolation points added when the noclip check fails, scaled by the distance. = 0Admin Decimal number Default
0 -
antihack.noclip_protectionLevel of the noclip check. 0 turns it off. = 3Admin Whole number Default
3 -
antihack.noclip_rejectRejects the move when the noclip check fails. = trueAdmin On / off Default
true -
antihack.noclip_stepsizeDistance, in meters, between two positions the noclip check tests. Never under 0.1. = 0.1Admin Decimal number Default
0.1 -
antihack.objectplacementBlocks building and deploying for a player who has just tripped a movement check. = trueAdmin On / off Default
true -
antihack.parenthistoryTakes the target's parent, a vehicle or a ship, into account when a hit is validated. = trueAdmin On / off Default
true -
antihack.projectile_anglechangeLargest change of direction, in degrees, a projectile may show between two updates. = 60Admin Decimal number Default
60 -
antihack.projectile_backtrackingHow far back, in meters, the projectile line-of-sight test starts its trace. = 0.01Admin Decimal number Default
0.01 -
antihack.projectile_clientframesClient frames of delay the projectile checks allow for. = 2Admin Decimal number Default
2 -
antihack.projectile_damagedepthHits after which a projectile stops dealing damage. = 2Admin Whole number Default
2 -
antihack.projectile_defaultcheckCounts the default layer as a blocker in the projectile line-of-sight test. = trueAdmin On / off Default
true -
antihack.projectile_deployedcheckCounts deployables as blockers in the projectile line-of-sight test. = trueAdmin On / off Default
true -
antihack.projectile_desyncLongest a shooter may have gone without an update, in seconds, for their projectile to count. = 1Admin Decimal number Default
1 -
antihack.projectile_distance_forgiveness_minimumDeclared with the projectile checks, but nothing in the server code reads it. = 25Admin Decimal number Default
25 -
antihack.projectile_forgivenessSlack on the projectile distance and timing checks, as a fraction. = 0.5Admin Decimal number Default
0.5 -
antihack.projectile_impactspawndepthHits after which a projectile stops triggering the on-hit effect of its ammo. = 1Admin Whole number Default
1 -
antihack.projectile_losforgivenessSlack, in meters, on the projectile line-of-sight test. = 0.2Admin Decimal number Default
0.2 -
antihack.projectile_penaltyViolation points added when a projectile check fails. = 0Admin Decimal number Default
0 -
antihack.projectile_positionoffsetAdjusts a projectile's start position for a shooter who is mounted or riding something. = trueAdmin On / off Default
true -
antihack.projectile_protectionLevel of the projectile checks. 0 turns them off, each level up adds a check. = 6Admin Whole number Default
6 -
antihack.projectile_serverframesServer frames of delay the projectile checks allow for. = 2Admin Decimal number Default
2 -
antihack.projectile_terraincheckCounts terrain as a blocker in the projectile line-of-sight test. = trueAdmin On / off Default
true -
antihack.projectile_trajectoryDistance, in meters, a projectile's end point may be off its simulated trajectory. = 2Admin Decimal number Default
2 -
antihack.projectile_trajectory_updateDistance, in meters, a projectile update may be off its simulated trajectory. = 0.02Admin Decimal number Default
0.02 -
antihack.projectile_update_limitMost position updates one projectile may send. = 4Admin Whole number Default
4 -
antihack.projectile_vehiclecheckCounts vehicles as blockers in the projectile line-of-sight test. = trueAdmin On / off Default
true -
antihack.projectile_velocitychangeLargest speed-up factor a projectile may show between two updates. = 1.1Admin Decimal number Default
1.1 -
antihack.relaxationpauseSeconds after a violation before a player's violation level starts to fall. = 10Admin Decimal number Default
10 -
antihack.relaxationrateViolation points that fade per second once that pause is over. = 0.1Admin Decimal number Default
0.1 -
antihack.reportingSends anti-hack violations to EAC as player behavior reports. = falseAdmin On / off Default
false -
antihack.rpc_timer_forgivenessSlack, in seconds, on timed actions such as stirring a biofuel generator or untying a crate. = 1Admin Decimal number Default
1 -
antihack.rpcstallfadeSeconds a player still counts as recently stalled after their updates resume. = 2.5Admin Decimal number Default
2.5 -
antihack.rpcstallmodeLevel of the block on actions sent by a player whose updates have stalled. 0 turns it off. = 1Admin Whole number Default
1 -
antihack.rpcstallthresholdSeconds without an update before a player counts as stalled. = 0.8Admin Decimal number Default
0.8 -
antihack.server_occlusion_admin_bypassLets admins and developers see every player, skipping server occlusion. = falseAdmin On / off Default
false -
antihack.server_occlusion_blocked_grid_threshold= 0Admin Whole number Default
0 -
antihack.server_occlusion_cachingCaches server occlusion results between grid cells. = trueAdmin On / off Default
true -
antihack.server_occlusion_disable_losSwitches the line-of-sight test of server occlusion off for everyone. = falseAdmin On / off Default
false -
antihack.server_occlusion_disable_sleeper_losSkips the occlusion test for sleeping players, so they are always sent. = falseAdmin On / off Default
false -
antihack.server_occlusion_neighbour_threshold= 2Admin Whole number Default
2 -
antihack.server_occlusion_save_gridSaves the server occlusion grid to a file and reads it back on the next start. = trueAdmin On / off Default
true -
antihack.server_occlusion_use_neighbour_thresholds= falseAdmin On / off Default
false -
antihack.speedhack_forgivenessSpeed over the limit a player is allowed before the speed-hack check counts it. = 2Admin Decimal number Default
2 -
antihack.speedhack_forgiveness_inertiaExtra allowance in the speed-hack check for a player carried by momentum. = 10Admin Decimal number Default
10 -
antihack.speedhack_penaltyViolation points added when the speed-hack check fails, scaled by the distance. = 0Admin Decimal number Default
0 -
antihack.speedhack_protectionLevel of the speed-hack check. 0 turns it off. = 3Admin Whole number Default
3 -
antihack.speedhack_rejectRejects the move when the speed-hack check fails. = trueAdmin On / off Default
true -
antihack.speedhack_slopespeedSpeed allowance in the speed-hack check for a player sliding down a slope. = 10Admin Decimal number Default
10 -
antihack.speedhack_water_thresholdHow deep in water a player has to be for the speed-hack check to treat them as swimming. = 0.4Admin Decimal number Default
0.4 -
antihack.stall_position_restrictionsHolds back other players' positions from a client whose own updates have stalled. = trueAdmin On / off Default
true -
antihack.strict_mount_checksDeclared with the mount checks, but nothing in the server code reads it. = 1Admin Whole number Default
1 -
antihack.terrain_check_geometryAlso tests whether a player's eyes are inside a mesh, not only under the terrain. = falseAdmin On / off Default
false -
antihack.terrain_killKills a player caught inside the terrain. = trueAdmin On / off Default
true -
antihack.terrain_paddingHow far under the terrain surface, in meters, a player may be before the check fails. = 0.3Admin Decimal number Default
0.3 -
antihack.terrain_penaltyViolation points added when a player is caught inside the terrain. = 100Admin Decimal number Default
100 -
antihack.terrain_protectionLevel of the inside-terrain check. 0 turns it off. = 1Admin Whole number Default
1 -
antihack.terrain_timesliceSpreads the inside-terrain check over this many frames, one slice of players per frame. = 64Admin Whole number Default
64 -
antihack.terrain_vehicle_seat_paddingExtra padding, in meters, in the inside-terrain check for players in vehicle seats. = 0.3Admin Decimal number Default
0.3 -
antihack.tick_buffer_noclip_thresholdSeconds of buffered player updates the noclip check tolerates. = 2Admin Decimal number Default
2 -
antihack.tick_buffer_preventionsTurns on the protections against a client that holds its updates back and sends them in a burst. = trueAdmin On / off Default
true -
antihack.tick_buffer_reject_thresholdSeconds of buffered player updates past which the move is rejected. = 3Admin Decimal number Default
3 -
antihack.tick_buffer_server_lag_thresholdServer frame time, in seconds, above which those buffer protections stand down. = 0.3Admin Decimal number Default
0.3 -
antihack.tick_distance_forgivenessDistance, in meters, a player may move in one update while the distance check is paused for them. = 5Admin Decimal number Default
5 -
antihack.tick_max_distanceFarthest a player may move in one update, in meters. = 1.1Admin Decimal number Default
1.1 -
antihack.tick_max_distance_fallingThe same limit for a player in the air. = 4Admin Decimal number Default
4 -
antihack.tick_max_distance_parentedThe same limit for a player riding something. = 3Admin Decimal number Default
3 -
antihack.tickhistoryforgivenessSlack, in meters, when a hit is checked against the target's recent positions. = 0.1Admin Decimal number Default
0.1 -
antihack.tickhistorytimeSeconds of recent positions the server keeps for each player. = 0.5Admin Decimal number Default
0.5 -
antihack.use_legacy_mesh_inside_checkUses the older inside-mesh test, which lets rays hit back faces. = trueAdmin On / off Default
true -
antihack.userlevelWho the anti-hack checks apply to: 0 regular players only, 1 admins too, 2 developers too. = 2Admin Whole number Default
2 -
apartment.adminapartmentbypassShould admins be able to bypass apartment authorization checks? = falseAdmin On / off Default
falseSaved -
apartment.adminapartmentnoclipShould admins be able to noclip in apartments? = trueAdmin On / off Default
true -
apartment.allowcombatoutsideofbreakinShould combat be allowed inside apartment rooms outside of the break-in period? = trueAdmin On / off Default
trueSaved -
apartment.apartmentevictiondelayHow long should we wait before evicting a player from their apartment if they don't pay rent? = 86400Admin Decimal number Default
86400Saved -
apartment.apartmentfreerenthoursHow many hours of scrap upkeep does the apartments spawn with (so players don't see 'Eviction' vital right after renting an apartment = 4Admin Decimal number Default
4 -
apartment.apartmentinvisibleblockerShould an invisible blocker prevent guests from entering apartments that they don't have access to? = trueAdmin On / off Default
trueSaved -
apartment.breakinsecondsHow long a player needs to hold the break in interaction on an apartment door with a master key = 30Admin Decimal number Default
30Saved -
apartment.intruderauthsecondsHow long a player stays authorized on an apartment room after breaking in with a master key = 300Admin Decimal number Default
300 -
apartment.masterkeypriceHow much scrap the apartment security NPC charges for a master key = 1000Admin Whole number Default
1000Saved -
apartment.npcsecuritydooropentimeHow long should the apartment security NPC keep the door open for after being paid? = 300Admin Decimal number Default
300 -
apartment.rentscalingShould the rent scale based on the items you have stored inside your apartment? = 0Admin Decimal number Default
0 -
app.alarmcooldownCooldown time before alarms can send another notification (in seconds) = 30Admin Decimal number Default
30 -
app.endpointBase address for the Rust+ companion server API = "https://companion-rust.facepunch.com/api"Admin Text Default
"https://companion-rust.facepunch.com/api" -
app.listenipIP address the server listens on for incoming connections; leave empty to bind to all available network interfaces = ""Admin Text Default
"" -
app.logexceptionsWhen enabled, server-side C# exceptions are written to the server log file; disabling reduces log noise on servers with known non-critical exceptions = trueAdmin On / off Default
true -
app.maxconnectionsMaximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message = 500Admin Whole number Default
500 -
app.maxconnectionsperipMaximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots = 10Admin Whole number Default
10 -
app.maxmessagesizeMaximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks = 1048576Admin Whole number Default
1048576 -
app.notificationsEnables sending push notifications = trueAdmin On / off Default
true -
app.portUDP port number the server listens on; default is 28015; must be open in firewall for players to connect = 0Admin Whole number Default
0 -
app.publicipPublic IP address advertised to the Steam server browser; leave empty to auto-detect; set explicitly if behind NAT = ""Admin Text Default
"" -
app.queuelimitMax number of queued messages - set to 0 to disable message processing = 100Admin Whole number Default
100 -
app.serveridThe server's ID for Rust+. The companion app stays off while it is empty. = ""Admin Text Default
""Saved -
app.updateDisables updating entirely - emergency use only = trueAdmin On / off Default
true -
autoturret.ammo_update_msHow many milliseconds to spend on ammo updating per frame = 0.1Admin Decimal number Default
0.1 -
autoturret.scan_budget_msHow many milliseconds to spend on target scanning per frame = 0.5Admin Decimal number Default
0.5 -
autoturret.tick_update_msHow many milliseconds to spend on a tick per frame = 1Admin Decimal number Default
1 -
baseboat.debug_eject_aiWhen enabled, logs debug information about AI ejection events when passengers are removed from boat seats = falseAdmin On / off Default
false -
baseboat.do_shore_driftWhen enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapses = trueAdmin On / off Default
true -
baseboat.drift_speedSpeed at which a boat drifts back toward the shore. = 1Admin Decimal number Default
1 -
baseboat.generate_pathsWhen enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testing = trueAdmin On / off Default
true -
basefirework.maxactivefireworksCap on the fireworks going off at the same time. = 25Admin Whole number Default
25 -
basefishingrod.forcefailWhen enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedback = falseAdmin On / off Default
false -
basefishingrod.forcesuccessWhen enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logic = falseAdmin On / off Default
false -
basefishingrod.immediatehookWhen enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite response = falseAdmin On / off Default
false -
basemetaldetector.detectlongrangetickInterval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches = 1Admin Decimal number Default
1 -
basemetaldetector.detectminmovementdistanceMinimum distance in metres the player must move before a new long-range detection check is triggered = 1Admin Decimal number Default
1 -
basemetaldetector.nearestdistancetickInterval in seconds between nearest-detectable-object distance checks performed by the metal detector = 0.25Admin Decimal number Default
0.25 -
basemission.missionpervalidstatecooldownMinimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueue = 3Admin Decimal number Default
3Saved -
basemission.missionsenabledWhen enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server = trueAdmin On / off Default
true -
basemission.missionvalidstateworkqueuebudgetHow long per frame (ms) to spend processing updateMissionValidStateWorkQueue = 0.1Admin Decimal number Default
0.1Saved -
basemission.missionvalidstateworkqueuecooldownMinimum time (s) between starting runs of updateMissionValidStateWorkQueue = 3Admin Decimal number Default
3Saved -
basemountable.canpausemountedplayersyncToggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently) = falseAdmin On / off Default
false -
basenavigator.basenavmovementframeintervalHow many frames between base navigation movement updates = 2Admin Whole number Default
2 -
basenavigator.maxstepupdistanceThe max step-up height difference for pet base navigation = 1.7Admin Decimal number Default
1.7 -
basenavigator.navtypedistanceLength of the downward ray an NPC casts to tell what kind of ground it is on. = 1Admin Decimal number Default
1 -
basenavigator.navtypeheightoffsetHeight above the NPC from which that ground ray starts. = 0.5Admin Decimal number Default
0.5 -
basenavigator.stucktriggerdurationHow long we are not moving for before trigger the stuck event = 10Admin Decimal number Default
10 -
basepet.movementupdatebudgetmsMilliseconds per frame the server may spend on pet movement. = 1Admin Decimal number Default
1 -
basepet.onlyqueuebasenavmovementsSends only base-navigation movement through the budgeted queue. Other NPCs move right away. = trueAdmin On / off Default
true -
basepet.queuedmovementsallowedLets NPC movement updates go through a budgeted queue instead of all running at once. = trueAdmin On / off Default
true -
baseplayer.allowrelationshipserverocclusionWhen enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restarts = trueAdmin On / off Default
trueSaved -
baseplayer.botcolliderframebudgetmsPer-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders = 0.05Admin Decimal number Default
0.05 -
baseplayer.lifestoryframebudgetmsMilliseconds per frame the server may spend updating players' life stories. = 0.25Admin Decimal number Default
0.25 -
baseplayer.relationshipupdatequeueframebudgetmsPer-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue = 0.05Admin Decimal number Default
0.05 -
basesculpture.useconvexcollidersUse convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modifications = falseAdmin On / off Default
falseSaved -
basesiegeweapon.outsidedecayminutesHow many minutes before a siege weapon loses all its health while outside = 600Admin Decimal number Default
600 -
basesubmarine.deepwaterdecayminutesHow long before a submarine loses all its health while in deep water = 120Admin Decimal number Default
120 -
basesubmarine.outsidedecayminutesHow long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used = 180Admin Decimal number Default
180 -
basesubmarine.oxygenminutesHow long a submarine can stay underwater until players start taking damage from low oxygen = 10Admin Decimal number Default
10 -
batching.verboseVerbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console = 0Admin Whole number Default
0 -
batteringram.maxbuildingblockgradeMaximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone) = 2Admin Whole number Default
2 -
bear.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
beehive.updatehiveintervalHow long before a Beehive will update = 120Admin Decimal number Default
120 -
beehive.updatehivestatsintervalHow long before the Beehive will perform temperature and inside checks = 120Admin Decimal number Default
120 -
beehive.xpincreaseperhoneycombHow much the Nucleus's XP should be increased per honeycomb generated = 2Admin Whole number Default
2 -
beeswarmai.breakrangeRange to leave current target alone (should be higher than search) = 15Admin Decimal number Default
15 -
beeswarmai.disableSwitches bee swarm AI off. = falseAdmin On / off Default
false -
beeswarmai.flamesettingdistanceHow far away fire has to be to set the swarm on fire = 5.5Admin Decimal number Default
5.5 -
beeswarmai.killwithouttargettimeHow long a swarm will stick around without a target = 150Admin Decimal number Default
150 -
beeswarmai.searchrangeRange to find new targets = 10Admin Decimal number Default
10 -
beeswarmai.think_budget_msHow many milliseconds to spend on thinking per frame = 0.1Admin Decimal number Default
0.1 -
beeswarmai.waterthresholdHow much water a player needs to be in to be ignored = 0.6Admin Decimal number Default
0.6 -
beeswarmmaster.amounttospawnHow many child swarms a master swarm will create = 3Admin Whole number Default
3 -
beeswarmmaster.killwithoutatargettimeHow long a master swarm will stick around without a target = 150Admin Decimal number Default
150 -
beeswarmmaster.secondsbetweenspawnsHow long before a master swarm will create a child = 60Admin Decimal number Default
60 -
bigwheelgame.spinfrequencysecondsSeconds between two spins of the big wheel. = 45Admin Decimal number Default
45 -
bike.doplayerdamageCan bike crashes cause damage or death to the rider? = trueAdmin On / off Default
true -
bike.motorbikemonumentpopulationMotorbike population in monuments = 1Admin Decimal number Default
1 -
bike.outsidedecayminutesHow long before a bike loses all its health while outside = 1440Admin Decimal number Default
1440 -
bike.pedalmonumentpopulationPedal bike population in monuments = 1Admin Decimal number Default
1 -
bike.pedalroadsidepopulationPedal bike population active on the server (roadside spawns) = 1Admin Decimal number Default
1 -
bike.playerdamageragdollthesholdAmount of collision damage on a bike required to ragdoll the player = 10Admin Decimal number Default
10 -
blackjackmachine.maxbetMaximum initial bet per round = 500Admin Whole number Default
500 -
boar.populationPopulation active on the server, per square km = 5Admin Decimal number Default
5 -
boatai.allow_sleepingWhen enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boats = falseAdmin On / off Default
false -
boatai.avoidance_update_intervalHow often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance. = 0.8Admin Decimal number Default
0.8 -
boatai.boat_ai_frame_budget_msHow long per frame to spend on boat ai = 0.3Admin Decimal number Default
0.3Saved -
boatai.draw_debugsWhen enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding state = falseAdmin On / off Default
false -
boatai.enable_mount_sync_distanceDistance players need to be to start syncing mounted seats = 750Admin Decimal number Default
750 -
boatai.max_speed_percentageMaximum speed as a fraction of the boat's top speed that AI-controlled boats will use; default 0.9; saved and shown in admin UI = 0.9Admin Decimal number Default
0.9Saved -
boatai.print_debugsWhen enabled, logs verbose boat AI decision-making output to the server console each AI tick = falseAdmin On / off Default
false -
boatai.seconds_until_sleepNumber of seconds a boat AI will wait without player interaction before entering sleep mode; default 30s = 30Admin Decimal number Default
30 -
boatbuildingblock.alwayrotatableLets boat building blocks be rotated at any time, not only just after they are placed. = trueAdmin On / off Default
trueSaved -
boatbuildingblock.alwaysdemolishableLets boat building blocks be demolished at any time, not only just after they are placed. = trueAdmin On / off Default
trueSaved -
boatbuildingblock.forwarddamagetoparentboatWhen enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity = trueAdmin On / off Default
true -
boatbuildingblockdecay.decaydelayminutesMultiplied by the base BuildingBlockDecay duration = 30Admin Decimal number Default
30 -
boatbuildingblockdecay.decaydurationmultiplierMultiplied by the base BuildingBlockDecay duration = 1Admin Decimal number Default
1 -
boatbuildingstation.autocloseplayercheckintervalSeconds between two checks that decide whether an open boat building station closes by itself. = 150Admin Decimal number Default
150 -
boatbuildingstation.autocloseplayerchecktriggercountHow many of those checks have to pass before a boat building station closes by itself. = 2Admin Whole number Default
2 -
boatbuildingstation.editfinishuseintervalCooldown, in seconds, on a boat building station after an edit is finished. = 5Admin Decimal number Default
5Saved -
boatbuildingstation.globaleditfinishuseintervalServer-wide cooldown, in seconds, between two finished boat edits. 0 turns it off. = 0Admin Decimal number Default
0 -
boatbuildingstation.logboatbuildingeventsLogs boat building events to the server console. = falseAdmin On / off Default
false -
boatbuildingstation.max_bbsHow many boat building stations one player can have. = 1Admin Whole number Default
1Saved -
boatbuildingstation.staticstationsenabledKeeps the boat building stations that come with the map. Off, they are removed when the server starts. = trueAdmin On / off Default
true -
boombox.backtracklengthHow many hops a speaker or boombox will traverse to find a connection = 30Admin Whole number Default
30Saved -
boombox.serverurllistA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc = ""Admin Text Default
""Saved -
bradley.enabledWhen false, prevents the Bradley APC from spawning or respawning on the server = trueAdmin On / off Default
true -
bradley.respawndelayminutesNumber of minutes after the Bradley APC is destroyed before it respawns at its patrol path; default is 60 minutes = 60Admin Decimal number Default
60 -
bradley.respawndelayvarianceRandom variance multiplier applied to respawnDelayMinutes; a value of 1.0 means the actual delay is randomly chosen between 0 and respawnDelayMinutes = 1Admin Decimal number Default
1 -
bradleyapc.deployattackdistancemaxFarthest an attacker can be, in meters, for the Bradley to send its scientists out. = 50Admin Decimal number Default
50 -
bradleyapc.deployhealthrangemaxDeclared with the Bradley's scientist settings, but nothing in the server code reads it. = 0.5Admin Decimal number Default
0.5 -
bradleyapc.deployhealthrangeminDeclared with the Bradley's scientist settings, but nothing in the server code reads it. = 0.4Admin Decimal number Default
0.4 -
bradleyapc.deployintervalSeconds between two scientists stepping out of the Bradley. = 1Admin Decimal number Default
1 -
bradleyapc.deployondamagecheckintervalShortest time, in seconds, between two checks for sending scientists out when the Bradley is hit. = 1Admin Decimal number Default
1 -
bradleyapc.killscientistsonbradleydeathRemoves the Bradley's scientists when the Bradley is destroyed. = falseAdmin On / off Default
false -
bradleyapc.mountafternotattackeddurationSeconds without taking damage before the Bradley calls its scientists back in. = 180Admin Decimal number Default
180 -
bradleyapc.mountafternotfireddurationSeconds without landing a shot on a target before the Bradley counts as unable to fire at players. = 60Admin Decimal number Default
60 -
bradleyapc.mountafternottargetsdurationSeconds without a valid target before the Bradley calls its scientists back in. = 60Admin Decimal number Default
60 -
bradleyapc.scientistredeploymentminintervalDeclared with the Bradley's scientist settings, but nothing in the server code reads it. = 60Admin Decimal number Default
60 -
bradleyapc.usesmokegrenadesHas the Bradley drop smoke grenades when its scientists get out and when they climb back in. = trueAdmin On / off Default
true -
buoyancy.use_batchingWhen enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency = trueAdmin On / off Default
true -
burieditems.burieditemweightMetal detector loot weight is 100. = 100Admin Whole number Default
100 -
burieditems.buryitemchance[0.0 to 1.0] = 0.85Admin Decimal number Default
0.85 -
burieditems.expirytimeTime in seconds before an item expires. = 86400Admin Decimal number Default
86400 -
burieditems.maxburieditemsHow many buried items the server keeps track of at once. = 32Admin Whole number Default
32 -
camerarenderer.completionframebudgetmsPer-frame CPU budget in milliseconds for completing pending companion server camera renders = 5Admin Decimal number Default
5 -
camerarenderer.developerpermissionsEnable developer-specific permissions for camera access (less restricted) = trueAdmin On / off Default
true -
camerarenderer.enabledWhen enabled, the companion server camera rendering system is active and processes camera render requests from the companion app = trueAdmin On / off Default
true -
camerarenderer.entitymaxageMaximum age in frames for a known collider entity entry in the companion server camera cache before it is evicted = 5Admin Whole number Default
5 -
camerarenderer.entitymaxdistanceMaximum distance in metres from the companion server camera at which entity colliders are tracked for rendering = 100Admin Whole number Default
100 -
camerarenderer.farplaneFar clipping plane distance in metres for companion server camera renders; default 250 = 250Admin Decimal number Default
250 -
camerarenderer.heightHeight in pixels of the companion server camera render output; default 180 = 180Admin Whole number Default
180 -
camerarenderer.layermaskPhysics layer mask used for raycasting in companion server camera depth sampling; defaults to solid, water, and player movement layers = 1218656529Admin Whole number Default
1218656529 -
camerarenderer.maxraysperframeMaximum number of raycasts per frame used for companion server camera depth sampling = 100000Admin Whole number Default
100000 -
camerarenderer.maxrendersperframeMaximum number of camera render tasks that can complete per frame for companion server cameras = 25Admin Whole number Default
25 -
camerarenderer.nearplaneNear clipping plane distance for companion server camera renders; 0 = use default = 0Admin Decimal number Default
0 -
camerarenderer.playermaxdistanceMaximum distance in metres at which player entities are included in companion server camera renders = 30Admin Whole number Default
30 -
camerarenderer.playernamemaxdistanceMaximum distance in metres at which player name labels are included in companion server camera render output = 10Admin Whole number Default
10 -
camerarenderer.rayjitterMaximum per-axis camera rotation jitter, in sample cells, applied to each companion server camera render so a stationary camera still returns a natural scatter of ray samples instead of a rigid grid; 0 disables = 0.5Admin Decimal number Default
0.5 -
camerarenderer.renderintervalInterval in seconds between successive companion server camera render dispatches; default 0.05s (20 Hz) = 0.05Admin Decimal number Default
0.05 -
camerarenderer.samplesperrenderNumber of raycast samples taken per companion server camera render pass for depth reconstruction = 3000Admin Whole number Default
3000 -
camerarenderer.verticalfovVertical field of view in degrees for companion server camera renders; default 65 = 65Admin Decimal number Default
65 -
camerarenderer.widthWidth in pixels of the companion server camera render output; default 320 = 320Admin Whole number Default
320 -
cannon.ignore_boat_mount_restrictionsAllows mounting cannons outside of boats for testing. = falseAdmin On / off Default
false -
cargoship.cargo_escape_boat_rhibGives the cargo ship a RHIB as its escape boat. Off, it carries the primitive boat instead. = trueAdmin On / off Default
true -
cargoship.dock_timeSeconds the cargo ship stays docked at a harbor. = 480Admin Decimal number Default
480 -
cargoship.docking_debugLogs the cargo ship's docking steps to the server console. = falseAdmin On / off Default
false -
cargoship.egress_duration_minutesMinutes the cargo ship takes to leave before it is removed. = 10Admin Decimal number Default
10 -
cargoship.event_duration_minutesMinutes a cargo ship event lasts. = 50Admin Decimal number Default
50 -
cargoship.event_enabledRuns the cargo ship event. Off, a cargo ship is removed a second after it spawns. = trueAdmin On / off Default
true -
cargoship.loot_round_spacing_minutesMinutes between two loot respawns on the cargo ship. = 10Admin Decimal number Default
10 -
cargoship.loot_roundsHow many times loot respawns on the cargo ship. = 3Admin Whole number Default
3 -
cargoship.refresh_loot_on_dockRespawns the cargo ship's loot when it docks at a harbor. = trueAdmin On / off Default
true -
cargoship.should_dockLets the cargo ship dock at harbors along its route. = trueAdmin On / off Default
true -
cassette.maxcassettefilesizembLargest audio file, in megabytes, a cassette accepts. = 5Admin Decimal number Default
5Saved -
cctv.camera_disable_secondsSeconds a CCTV camera stays off once it has been disabled. = 300Admin Decimal number Default
300 -
cctv.inputbudgetmsMilliseconds per frame the server may spend on CCTV camera input. = 0.05Admin Decimal number Default
0.05Saved -
chat.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session = trueAdmin On / off Default
true -
chat.globalchatOpens global chat. Off, chat.say sends nothing. = trueAdmin On / off Default
trueSaved -
chat.hidechatintutorialKeeps players on the tutorial island out of chat. = trueAdmin On / off Default
trueSaved -
chat.historysizeNumber of messages to keep in memory for chat history = 1000Admin Whole number Default
1000 -
chat.localchatOpens local chat. Off, chat.localsay sends nothing. = falseAdmin On / off Default
falseSaved -
chat.localchatrangeMaximum distance in metres within which local chat messages are visible to nearby players; messages from beyond this range are not received = 100Admin Decimal number Default
100 -
chat.serverlogWhen enabled, all chat messages are written to the server log file in addition to being broadcast to players = trueAdmin On / off Default
true -
chicken.populationPopulation active on the server, per square km = 3Admin Decimal number Default
3 -
clan.editsrequireclantableIf enabled then players will need to be near a Clan Table to make changes to clans = trueAdmin On / off Default
trueSaved -
clan.enabledEnables the clan system if set to true (must be set at boot, requires restart) = trueAdmin On / off Default
true -
clan.maxmembercountMaximum number of members each clan can have (local backend only!) = 100Admin Whole number Default
100 -
clan.scorefordestroyingbradleyHow much score players earn for destroying bradley = 50Admin Whole number Default
50 -
clan.scorefordestroyingpatrolheliHow much score players earn for destroying patrol heli = 50Admin Whole number Default
50 -
clan.scoreforenablingwatertreatmentplantHow much score players earn for running the water treatment plant, per consumed item = 3Admin Whole number Default
3 -
clan.scoreforhackingcratesHow much score players earn for hacking crates = 5Admin Whole number Default
5 -
clan.scoreforinsertheavyfuseinpowerplantHow much score players earn for inserting a heavy fuse into powerplant = 5Admin Whole number Default
5 -
clan.scoreforlaunchingsatelliteHow much score players earn for launching a satellite = 25Admin Whole number Default
25 -
clan.scoreforlootingelitecrateHow much score players earn for looting an elite crate = 5Admin Whole number Default
5 -
clan.scoreforlootingsatelliteHow much score players earn for looting a crashed satellite's crates = 10Admin Whole number Default
10 -
clan.scoreforopeninghackedcratesHow much score players earn for opening hacked crates = 10Admin Whole number Default
10 -
clan.scoreforreachingcargoshipHow much score players earn for reaching cargo ship = 10Admin Whole number Default
10 -
clan.scoreforrunningexcavatorHow much score players earn for running the excavator, per diesel fuel consumed = 3Admin Whole number Default
3 -
clan.scoreforstartingoilrigfuelswitchHow much score players earn for starting the oil rig fuel switch = 5Admin Whole number Default
5 -
clan.scoreforswipingredkeycardHow much score players earn for swiping a red keycard = 5Admin Whole number Default
5 -
clothlod.clothloddistdistance cloth will simulate until = 20Admin Decimal number Default
20 -
codelock.lockoutcooldownDuration in seconds a player is locked out from attempting the code lock after exceeding maxFailedAttempts; default 900s (15 minutes) = 900Admin Decimal number Default
900 -
codelock.maxfailedattemptsMaximum number of failed code entry attempts on a code lock before the player is locked out; default 8 = 8Admin Decimal number Default
8 -
commandblock.commands_enabledCan command blocks execute commands = falseAdmin On / off Default
false -
commandblock.log_executionsPrint a log message when a command block is executed = trueAdmin On / off Default
true -
commandblock.use_playerIf enabled, commands from command blocks will run using the last player who set them, allowing for a wider range of commands to be used = falseAdmin On / off Default
false -
console.consolehistorysizeMaximum number of console history entries = 50Admin Whole number Default
50 -
construct.frameminutesDeclared in the code, but nothing on the server reads it. = 30Admin Decimal number Default
30 -
construction.alternativeloschecks_enabledLets building pieces that define alternative line-of-sight points use them when they are placed. = trueAdmin On / off Default
trueSaved -
convartimedprefabspawner.prefab_despawn_timeTime in seconds before spawned prefabs are despawned. Set to 0 to disable despawning. = 20Admin Decimal number Default
20Saved -
convartimedprefabspawner.prefab_spawn_intervalTime in seconds between prefab spawns. Set to 0 to disable spawning. = 0Admin Decimal number Default
0 -
convartimedprefabspawner.prefab_spawn_interval_varianceVariance in seconds to add/subtract from the spawn interval = 3Admin Decimal number Default
3Saved -
convartimedprefabspawner.prefab_spawn_random_position_offsetMaximum random offset (sphere radius) from the spawner's position when spawning prefabs = 0Admin Decimal number Default
0Saved -
convartimedprefabspawner.prefab_spawn_random_rotationIf true, spawned prefabs will have a random rotation = trueAdmin On / off Default
trueSaved -
coverpointvolume.cover_point_sample_step_heightcover_point_sample_step_height defines the height of the steps we do vertically for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 2.0) = 2Admin Decimal number Default
2 -
coverpointvolume.cover_point_sample_step_sizecover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 6.0) = 6Admin Decimal number Default
6 -
cow.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
crabs.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
craft.instantWhen enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in development = falseAdmin On / off Default
false -
creative.allusersApply creative mode to the entire server = falseAdmin On / off Default
falseSaved -
creative.alwaysonenabledFailsafe toggle that must be true before any alwaysOn commands work; prevents items from accidentally entering the always-on state outside of creative mode = falseAdmin On / off Default
falseSaved -
creative.bypassholdtoplacedurationBypasses bypassHoldToPlaceDuration when deploying items = falseAdmin On / off Default
falseSaved -
creative.freebuildBuild blocks for free = falseAdmin On / off Default
falseSaved -
creative.freeplacementBypasses all placement checks = falseAdmin On / off Default
falseSaved -
creative.freerepairBypass the 30s repair cooldown when repairing objects = falseAdmin On / off Default
falseSaved -
creative.unlimitedioBypasses limits on IO length and points = falseAdmin On / off Default
falseSaved -
crocodile.populationPopulation active on the server, per square km = 1Admin Decimal number Default
1 -
dartsgame.accuracyadjustspeedDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 1Admin Decimal number Default
1Saved -
dartsgame.accuratevelocitythresholdDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.05Admin Decimal number Default
0.05Saved -
dartsgame.cooldownbetweenthrowsDarts timing setting the server only passes on to clients. Nothing on the server reads it. = 3Admin Decimal number Default
3Saved -
dartsgame.debugcanplayagainstselfLets one player take both sides of a darts game, for testing. = falseAdmin On / off Default
falseSaved -
dartsgame.holdfocusaddedfrictionDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.45Admin Decimal number Default
0.45Saved -
dartsgame.holdfocusdurationDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 2Admin Decimal number Default
2Saved -
dartsgame.idlekicksecondsSeconds after a player steps away from the darts board before their game times out. = 180Admin Whole number Default
180Saved -
dartsgame.maxaccuracyDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0Admin Decimal number Default
0Saved -
dartsgame.maxthrowtimerDarts timing setting the server only passes on to clients. Nothing on the server reads it. = 10Admin Decimal number Default
10Saved -
dartsgame.maxzoomDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.5Admin Decimal number Default
0.5Saved -
dartsgame.minaccuracyDarts aiming setting the server only passes on to clients. Nothing on the server reads it. = 0.1Admin Decimal number Default
0.1Saved -
dartsgame.needdoubletowinRequires a double to finish a darts game. = trueAdmin On / off Default
trueSaved -
dartsgame.reticlefrictionDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.5Admin Decimal number Default
0.5Saved -
dartsgame.reticleinputbufferapplicationDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 100Admin Decimal number Default
100Saved -
dartsgame.reticleinputspeedDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.01Admin Decimal number Default
0.01Saved -
dartsgame.reticlemaxvelocityDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 3Admin Decimal number Default
3Saved -
dartsgame.reticlerandomforcestrengthDarts reticle setting the server only passes on to clients. Nothing on the server reads it. = 0.5Admin Decimal number Default
0.5Saved -
dartsgame.reticlespawnpointradiusoffsetAdded to the dartboard's radius to set how far out the aiming reticle spawns. = 0.5Admin Decimal number Default
0.5Saved -
dartsgame.scoretargetSets the score target in Darts. Standard games are either 301 or 501. = 301Admin Whole number Default
301Saved -
debug.bag_respawn_parentingWhether to parent players immediately on spawning to a boat if the bag is on a boat = trueAdmin On / off Default
true -
debug.callbacksWhen enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains = falseAdmin On / off Default
false -
debug.checkparentingtriggersWhen enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs = trueAdmin On / off Default
true -
debug.checktriggersWhen enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes = falseAdmin On / off Default
false -
debug.debugclippingchecksShows debug info for what objects are causing clipping checks to fail. = falseAdmin On / off Default
false -
debug.debugdismountsLogs every dismount position check to the server console. = falseAdmin On / off Default
false -
debug.disableconditionDo not damage any items = falseAdmin On / off Default
false -
debug.disablelootnavobstaclesindeepseaWhen true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas = trueAdmin On / off Default
true -
debug.logWhen enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further outputAdmin On / off
-
debug.printmissionspeakinfoWhen enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire = falseAdmin On / off Default
false -
debug.puzzleresettimemultiplierMultiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower = 1Admin Decimal number Default
1 -
debug.tutorial_start_cooldownMinimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam = 60Admin Whole number Default
60 -
decay.bracket_0_blockcountNumber of blocks in the 1st upkeep bracket = 15Admin Whole number Default
15 -
decay.bracket_0_costfractionBlocks in the 1st upkeep bracket will cost this value per day to maintain = 0.1Admin Decimal number Default
0.1 -
decay.bracket_0_doorcountNumber of doors in the 1st upkeep bracket = 15Admin Whole number Default
15 -
decay.bracket_0_doorfractionDoors in the 1st upkeep bracket will cost this value per day to maintain = 0.1Admin Decimal number Default
0.1 -
decay.bracket_1_blockcountNumber of blocks in the 2nd upkeep bracket = 50Admin Whole number Default
50 -
decay.bracket_1_costfractionBlocks in the 2nd upkeep bracket will cost this value per day to maintain = 0.15Admin Decimal number Default
0.15 -
decay.bracket_1_doorcountNumber of doors in the 2nd upkeep bracket = 50Admin Whole number Default
50 -
decay.bracket_1_doorfractionDoors in the 2nd upkeep bracket will cost this value per day to maintain = 0.15Admin Decimal number Default
0.15 -
decay.bracket_2_blockcountThe number of blocks in the 3rd upkeep bracket = 125Admin Whole number Default
125 -
decay.bracket_2_costfractionBlocks in the 3rd upkeep bracket will cost this value per day to maintain = 0.2Admin Decimal number Default
0.2 -
decay.bracket_2_doorcountThe number of doors in the 3rd upkeep bracket = 125Admin Whole number Default
125 -
decay.bracket_2_doorfractionDoors in the 3rd upkeep bracket will cost this value per day to maintain = 0.2Admin Decimal number Default
0.2 -
decay.bracket_3_costfractionBlocks in the 4th upkeep bracket will cost this value per day to maintain = 0.333Admin Decimal number Default
0.333 -
decay.bracket_3_doorfractionDoors in the 4th upkeep bracket will cost this value per day to maintain = 0.333Admin Decimal number Default
0.333 -
decay.build_twig_cost_multiplierCan players upgrade building blocks to wood = 1Admin Decimal number Default
1Saved -
decay.debugWhen enabled, logs decay tick details to the console including which entities took damage and how much = falseAdmin On / off Default
false -
decay.delay_metalHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.delay_overrideWhen set to a value above 0 everything will decay with this delay = 0Admin Decimal number Default
0 -
decay.delay_stoneHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.delay_toptierHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.delay_twigHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.delay_woodHow long should this building grade decay be delayed when not protected by upkeep, in hours = 0Admin Decimal number Default
0 -
decay.duration_metalHow long should this building grade take to decay when not protected by upkeep, in hours = 8Admin Decimal number Default
8 -
decay.duration_overrideWhen set to a value above 0 everything will decay with this duration = 0Admin Decimal number Default
0 -
decay.duration_stoneHow long should this building grade take to decay when not protected by upkeep, in hours = 5Admin Decimal number Default
5 -
decay.duration_toptierHow long should this building grade take to decay when not protected by upkeep, in hours = 12Admin Decimal number Default
12 -
decay.duration_twigHow long should this building grade take to decay when not protected by upkeep, in hours = 1Admin Decimal number Default
1 -
decay.duration_woodHow long should this building grade take to decay when not protected by upkeep, in hours = 3Admin Decimal number Default
3 -
decay.high_wall_upkeepUpkeep scale for external walls and gates = 0.2Admin Decimal number Default
0.2Saved -
decay.outside_test_rangeMaximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings = 50Admin Decimal number Default
50 -
decay.scaleMultiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decay = 1Admin Decimal number Default
1 -
decay.tickInterval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently = 600Admin Decimal number Default
600 -
decay.upgrade_hqm_cost_multiplierCan players upgrade building blocks to hqm = 1Admin Decimal number Default
1Saved -
decay.upgrade_hqm_enabledCan players upgrade building blocks to hqm = trueAdmin On / off Default
trueSaved -
decay.upgrade_metal_cost_multiplierCan players upgrade building blocks to metal = 1Admin Decimal number Default
1Saved -
decay.upgrade_metal_enabledCan players upgrade building blocks to metal = trueAdmin On / off Default
trueSaved -
decay.upgrade_stone_cost_multiplierCan players upgrade building blocks to stone = 1Admin Decimal number Default
1Saved -
decay.upgrade_stone_enabledCan players upgrade building blocks to stone = trueAdmin On / off Default
trueSaved -
decay.upgrade_wood_cost_multiplierCan players upgrade building blocks to wood = 1Admin Decimal number Default
1Saved -
decay.upgrade_wood_enabledCan players upgrade building blocks to wood = trueAdmin On / off Default
trueSaved -
decay.upkeepIs upkeep enabled = trueAdmin On / off Default
true -
decay.upkeep_grief_protectionHow many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours) = 1440Admin Decimal number Default
1440 -
decay.upkeep_group_count_locksShould players holding a code on one of the building's doors count towards the group size, whether it is the master code or the guest code = trueAdmin On / off Default
true -
decay.upkeep_group_history_maxMaximum number of players a tool cupboard remembers in the group window, oldest are dropped first = 256Admin Whole number Default
256 -
decay.upkeep_group_max_multiplierUpper limit on the group size upkeep multiplier = 3Admin Decimal number Default
3 -
decay.upkeep_group_scalingShould upkeep cost scale with the number of players authed on the tool cupboard = trueAdmin On / off Default
true -
decay.upkeep_group_tier_0_increaseEach player in the 1st upkeep group tier increases upkeep cost by this fraction = 0Admin Decimal number Default
0 -
decay.upkeep_group_tier_0_playercountNumber of players in the 1st (free) upkeep group tier = 4Admin Whole number Default
4 -
decay.upkeep_group_tier_1_increaseEach player in the 2nd upkeep group tier increases upkeep cost by this fraction = 0.02Admin Decimal number Default
0.02 -
decay.upkeep_group_tier_1_playercountNumber of players in the 2nd (small group) upkeep group tier = 6Admin Whole number Default
6 -
decay.upkeep_group_tier_2_increaseEach player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited = 0.04Admin Decimal number Default
0.04 -
decay.upkeep_group_window_hoursPlayers who authed within this many hours still count towards the group size, even if they have since deauthed = 24Admin Decimal number Default
24 -
decay.upkeep_heal_scaleScale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay = 1Admin Decimal number Default
1 -
decay.upkeep_inside_decay_scaleScale at which objects decay when they are inside, default of 0.1 = 0.1Admin Decimal number Default
0.1 -
decay.upkeep_lock_min_usersIf a code lock has <= this number of users it won't count its users towards group upkeep tax = 2Admin Whole number Default
2 -
decay.upkeep_period_minutesHow many minutes does the upkeep cost last? default : 1440 (24 hours) = 1440Admin Decimal number Default
1440 -
decay.use_door_upkeep_bracketsShould doors have their own upkeep brackets separate from building blocks = falseAdmin On / off Default
false -
decayentity.debuggetprivilegeWhen enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculations = falseAdmin On / off Default
false -
decayentity.demolish_secondsTime window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes) = 600Admin Whole number Default
600 -
deepsea.allow_all_vehiclesAllow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles = falseAdmin On / off Default
false -
deepsea.allow_swimmersAllow players to swim to the deep sea = falseAdmin On / off Default
false -
deepsea.block_buildingBlocks building in deep sea water, except for pieces made for it. = trueAdmin On / off Default
trueSaved -
deepsea.debug_portal_spawnattemptsWhen enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or failed = falseAdmin On / off Default
false -
deepsea.enabledToggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startup = trueAdmin On / off Default
trueSaved -
deepsea.entities_spawnintervalWhen generating, the interval in seconds in between each entity spawn (island, ghost ship and floating city). Increase if you're experiencing lag when the deep sea is opening. = 5Admin Decimal number Default
5 -
deepsea.floatingcity_countNumber of floating cities to spawn in the deep sea = 1Admin Whole number Default
1 -
deepsea.floatingcity_edgemarginMinimum distance in metres floating cities must be from the deep sea boundary edge when spawning = 1500Admin Decimal number Default
1500 -
deepsea.floatingcity_mindistMinimum distance in metres required between floating city = 1500Admin Decimal number Default
1500 -
deepsea.floatingcity_radiusExclusion radius in metres around floating cities = 500Admin Decimal number Default
500 -
deepsea.forceentranceportaldirection0 Random, 1 North, 2 East, 3 South, 4 West = 0Admin Whole number Default
0 -
deepsea.ghostship_countNumber of ghost ship to spawn in the deep sea zone = 4Admin Whole number Default
4 -
deepsea.ghostship_edgemarginMinimum distance in metres ghost ships must be from the deep sea boundary edge when spawning = 450Admin Decimal number Default
450 -
deepsea.ghostship_mindistMinimum distance in metres required between ghost ships = 400Admin Decimal number Default
400 -
deepsea.ghostship_radiusExclusion radius in metres around ghost ship = 80Admin Decimal number Default
80 -
deepsea.hackablecrate_countNumber of hackable crates to spawn in the deep sea = 1Admin Whole number Default
1 -
deepsea.island_countNumber of islands to spawn in the deep sea zone = 6Admin Whole number Default
6 -
deepsea.island_edgemarginMinimum distance in metres islands must be from the deep sea boundary edge when spawning = 750Admin Decimal number Default
750 -
deepsea.island_mindistMinimum distance in metres required between islands = 600Admin Decimal number Default
600 -
deepsea.island_portal_terrain_distanceDistance in metres from the main island shore at which deep sea entrance portals are placed = 750Admin Decimal number Default
750 -
deepsea.island_radiusExclusion radius in metres around islands = 300Admin Decimal number Default
300 -
deepsea.logsWhen enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debugging = falseAdmin On / off Default
false -
deepsea.loot_respawn_scalePopulation multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double = 1Admin Decimal number Default
1 -
deepsea.loot_scalePopulation multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double = 1Admin Decimal number Default
1 -
deepsea.navmesh_spawnintervalWhen generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening. = 5Admin Decimal number Default
5 -
deepsea.openonserverwipeShould the deep sea open as soon as the server wiped? = falseAdmin On / off Default
false -
deepsea.rhib_countNumber of RHIB boat groups to spawn in the deep sea = 4Admin Whole number Default
4 -
deepsea.rhib_edgemarginMinimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning = 1150Admin Decimal number Default
1150 -
deepsea.rhib_mindistMinimum distance in metres required between RHIB groups = 300Admin Decimal number Default
300 -
deepsea.rhib_radiusExclusion radius in metres around each RHIB group = 10Admin Decimal number Default
10 -
deepsea.spawngroups_spawnintervalWhen generating, the interval in seconds in between each spawn groups fill (dwellings/crates/scientists on island, ghost ships). Increase if you're experiencing lag when the deep sea is opening. = 0.15Admin Decimal number Default
0.15 -
deepsea.stricttransitionrepositionEnsure all players on a mounted boat are repositioned after a transition, if this is false we rely on parenting exclusively = trueAdmin On / off Default
true -
deepsea.terrain_everywhereApplies the deep sea terrain config and foliage to the whole map, not just inside the deep sea = falseAdmin On / off Default
falseSaved -
deepsea.wipecooldownmaxMaximum seconds before a deep sea re-opens after closing = 5400Admin Decimal number Default
5400 -
deepsea.wipecooldownminMinimum seconds before a deep sea re-opens after closing = 5400Admin Decimal number Default
5400 -
deepsea.wipedurationDuration in seconds of the deep sea wipe = 10800Admin Decimal number Default
10800 -
deepsea.wipeendphasedurationDuration in seconds of the final wipe phase, bad weather kicking in etc = 1800Admin Decimal number Default
1800Saved -
deepsea.wiperadiationphasedurationSeconds before radiation starts to ramp in before the deep sea wipe = 300Admin Decimal number Default
300 -
demo.recordlistComma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recording = ""Admin Text Default
""Saved -
demo.recordlistmodeControls the behavior of recordlist, 0=whitelist, 1=blacklist = 0Admin Whole number Default
0Saved -
demo.splitmegabytesMaximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large = 200Admin Decimal number Default
200 -
demo.splitsecondsMaximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour) = 3600Admin Decimal number Default
3600 -
drone.altitudespeedoverrideIf greater than zero, overrides the drone's vertical movement speed = 0Admin Decimal number Default
0 -
drone.disablesamtargetingStops SAM sites from targeting drones. = falseAdmin On / off Default
false -
drone.maxcontrolrangeHow far drones can be flown away from the controlling computer station = 600Admin Decimal number Default
600Saved -
drone.movementspeedoverrideIf greater than zero, overrides the drone's planar movement speed = 0Admin Decimal number Default
0 -
drone.samproximityfuseradiusRadius at which a SAM missile's proximity fuse detonates against drones, capped by the missile's 20m trigger sphere = 10Admin Decimal number Default
10 -
droppeditem.broadcast_debug_ddrawWill broadcast debug ddraw information on ALL dropped items to ALL players = falseAdmin On / off Default
false -
droppeditem.remove_rb_on_sleepWhether Rigidbody components are removed from DroppedItems when sleeping = falseAdmin On / off Default
false -
droppeditem.underwater_drag_budget_msHow many milliseconds to spend on updating underwater drag levels = 0.05Admin Decimal number Default
0.05 -
dungeonnavmesh.use_baked_terrain_meshDeclared with the dungeon navmesh, but nothing in the server code reads it. = trueAdmin On / off Default
true -
dynamicnavmesh.use_baked_terrain_meshHas the dynamic navmesh use the baked terrain mesh when it rebuilds. = falseAdmin On / off Default
false -
egghuntevent.includebotsWill spawn eggs for bots, only for debug purposes - don't enable it! = falseAdmin On / off Default
false -
electricbattery.dischargebudgetmsMilliseconds per frame the server may spend on battery discharge. = 0.05Admin Decimal number Default
0.05Saved -
env.dayGets or sets the current in-game day of the month; used for calendar-driven events and date displayAdmin Whole number
-
env.daylengthHow many real minutes one in-game day lasts on the server. Not sent to clients, whose sky keeps its own day length between time syncs, so lower it headless or in the editor to run a day through quickly. Never zero, freeze time with env.progresstime insteadAdmin Decimal number
-
env.monthGets or sets the current in-game month (1-12); used for seasonal event triggers and calendar displayAdmin Whole number
-
env.nightlight_brightnessNight light setting the server only passes on to clients. Nothing on the server reads it. = 0.008Admin Decimal number Default
0.008Saved -
env.nightlight_distanceNight light setting the server only passes on to clients. Nothing on the server reads it. = 5Admin Decimal number Default
5Saved -
env.nightlight_fadefractionNight light setting the server only passes on to clients. Nothing on the server reads it. = 0.65Admin Decimal number Default
0.65Saved -
env.oceanlevelHeight of the sea surface, in meters. = 0Admin Decimal number Default
0Saved -
env.progresstimeWhen enabled, the server advances the in-game time of day automatically; disabling freezes time at its current valueAdmin On / off
-
env.redmoonSky setting the server only passes on to clients. Nothing on the server reads it. = falseAdmin On / off Default
falseSaved -
env.timeGets or sets the current in-game time of day as a decimal hour (0.0-24.0); writing a value immediately jumps the time to that pointAdmin Decimal number
-
env.yearGets or sets the current in-game year; used for date display and long-running server event trackingAdmin Whole number
-
eventschedulewipeoffset.event_hours_before_wipeNumber of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe = 24Admin Decimal number Default
24 -
excavatorsignalcomputer.automaticchargeneededforsuppliesAmount of charge required for the excavator to automatically trigger supply drop delivery without player activation = 600Admin Decimal number Default
600 -
excavatorsignalcomputer.chargeneededforsuppliesAmount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop = 600Admin Decimal number Default
600 -
fishing.debugoverfishingLogs the overfishing checks to the server console. = falseAdmin On / off Default
false -
fishing.disableoverfishingTurns overfishing off, so a fishing spot never runs dry. = falseAdmin On / off Default
falseSaved -
fishing.overfishedareadurationminutesMinutes a fishing spot stays overfished. = 30Admin Decimal number Default
30Saved -
fishing.overfishedarearadiusRadius, in meters, of an overfished area. = 16Admin Decimal number Default
16Saved -
fishing.successesuntiloverfishedCatches in one spot before it becomes overfished. = 25Admin Whole number Default
25Saved -
fps.limitCaps the server's frame rate.Admin Whole number Saved
-
frankensteinbrain.movetowardsrateSeconds between two destination updates while the Frankenstein pet walks to a point. = 1Admin Decimal number Default
1 -
frankensteinpet.decayminutesHow long before a Frankenstein Pet dies un controlled and not asleep on table = 180Admin Decimal number Default
180 -
frog.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
gamemodesoftcore.allow_tc_corpse_no_buildingLets a destroyed tool cupboard leave its contents behind as a lootable corpse even with no building attached. = trueAdmin On / off Default
true -
gamemodesoftcore.gather_rateGlobal multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yield = 2Admin Decimal number Default
2Saved -
gamemodesoftcore.reclaim_building_authWhen enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base = falseAdmin On / off Default
false -
gamemodesoftcore.reclaim_fraction_beltFraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%) = 0.5Admin Decimal number Default
0.5 -
gamemodesoftcore.reclaim_fraction_mainFraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%) = 0.5Admin Decimal number Default
0.5 -
gamemodesoftcore.reclaim_fraction_wearFraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%) = 1Admin Decimal number Default
1 -
gamemodesoftcore.reclaim_suicideWhen enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill) = falseAdmin On / off Default
false -
gamephysics.defaultmaxresultsperqueryHow many results to collect per command - DONT set this too low or you'll risk missing results = 48Admin Whole number Default
48 -
gc.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current sessionAdmin On / off
-
gc.incremental_enabledRead-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtimeAdmin On / off
-
gc.incremental_millisecondsTime slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more framesAdmin Whole number
-
global.allowadminuiControls whether the in-game admin UI is displayed to admins = trueAdmin On / off Default
trueSaved -
global.cinematicgingerbreadcorpsesWhen enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's = falseAdmin On / off Default
false -
global.developerDeveloper mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging = 0Admin Whole number Default
0 -
global.disablebagdroppingDisables the backpacks that appear after a corpse times out = falseAdmin On / off Default
false -
global.forceunloadbundlesWhen enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident = trueAdmin On / off Default
true -
global.job_system_threadsNumber of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUsAdmin Whole number
-
global.maxspraysperplayerIf a player sprays more than this, the oldest spray will be destroyed. 0 will disable = 40Admin Whole number Default
40Saved -
global.maxthreadsMaximum number of Unity job system worker threads; controls the background thread pool size for job dispatching = 8Admin Whole number Default
8 -
global.perfControls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage = 0Admin Whole number Default
0Saved -
global.showbotsinplayerlistInclude bots in the admin UI player list (debugging purpose only) = falseAdmin On / off Default
false -
global.spraydurationBase time (in seconds) that sprays last = 10800Admin Decimal number Default
10800Saved -
global.sprayoutofauthmultiplierMultiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f) = 0.5Admin Decimal number Default
0.5Saved -
global.steamconnectiontimeoutConnection timeout of the Steam networking layer. It lives in the networking library, not in the game's own code.Admin Whole number
-
global.steamnagleflushNagle flush switch of the Steam networking layer. It lives in the networking library, not in the game's own code.Admin On / off
-
global.steamnagletimeNagle time, in microsecondsAdmin Whole number
-
global.steamnetdebugTurns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything)Admin Whole number
-
global.steamnetdebug_ackrttSteam networking debug level for acknowledgements and round-trip times.Admin Whole number
-
global.steamnetdebug_messageSteam networking debug level for messages.Admin Whole number
-
global.steamnetdebug_p2prendezvousSteam networking debug level for peer-to-peer rendezvous.Admin Whole number
-
global.steamnetdebug_packetdecodeSteam networking debug level for packet decoding.Admin Whole number
-
global.steamnetdebug_packetgapsSteam networking debug level for packet gaps.Admin Whole number
-
global.steamnetdebug_sdrrelaypingsSteam networking debug level for relay pings.Admin Whole number
-
global.steamsendbufferUpper limit of buffered pending bytes to be sentAdmin Whole number
-
global.steamsendratemaxMaxminum send rate clamp, 0 is no limitAdmin Whole number
-
global.steamsendrateminMinimum send rate clamp, 0 is no limitAdmin Whole number
-
global.updatenetworkpositionwithdebugcamerawhilespectatingWhen true, the server network position is updated to match the debug camera world position while spectating; useful for testing position-dependent server logic from the spectator view = falseAdmin On / off Default
false -
growableentity.framebudgetmsMilliseconds per frame the server may spend on growing plants. = 0.25Admin Decimal number Default
0.25 -
guntrap.gun_trap_budget_msHow many milliseconds to spend on target scanning per frame = 0.5Admin Decimal number Default
0.5 -
hackablelockedcrate.decaysecondsHow many seconds until the crate is destroyed without any hack attempts = 7200Admin Decimal number Default
7200 -
hackablelockedcrate.requiredhacksecondsHow many seconds for the crate to unlock = 900Admin Decimal number Default
900 -
halloween.enabledEnables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics = trueAdmin On / off Default
true -
halloween.murdererpopulationPopulation active on the server, per square km = 0Admin Decimal number Default
0 -
halloween.scarecrow_beancan_vs_player_dmg_modifierModified damage from beancan explosion vs players (Default: 0.1). = 0.1Admin Decimal number Default
0.1 -
halloween.scarecrow_body_dmg_modifierModifier to how much damage scarecrows take to the body. (Default: 0.25) = 0.25Admin Decimal number Default
0.25 -
halloween.scarecrow_chase_stopping_distanceStopping distance for destinations set while chasing a target (Default: 0.5) = 0.5Admin Decimal number Default
0.5 -
halloween.scarecrow_throw_beancan_global_delayThe delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds). = 8Admin Decimal number Default
8 -
halloween.scarecrowpopulationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
halloween.scarecrows_throw_beancansScarecrows can throw beancans (Default: true). = trueAdmin On / off Default
true -
halloweendungeon.lifetimeHow long each active dungeon should last before dying = 600Admin Decimal number Default
600 -
halloweendungeon.populationPopulation active on the server = 1Admin Decimal number Default
1 -
handcuffs.maxconditionrepairlossonpushMaximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push = 0.4Admin Decimal number Default
0.4 -
handcuffs.restrainedpushdamageDamage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5 = 5Admin Decimal number Default
5 -
hbhfsensor.debugdrawWhen enabled, broadcasts debug drawing for HBHFSensor visibility checks (eye position, forward, range, per-player LOS rays). = falseAdmin On / off Default
false -
heli.bulletaccuracyCone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate = 2Admin Decimal number Default
2 -
heli.bulletdamagescaleMultiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage = 1Admin Decimal number Default
1 -
heli.gunsNumber of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it = 1Admin Whole number Default
1 -
heli.lifetimeminutesHow many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes = 30Admin Decimal number Default
30 -
hotairballoon.minimumaltitudeterrainLowest ground height, in meters, the flight ceiling is measured from. Shared by hot air balloons, drones and helicopters. = 25Admin Decimal number Default
25 -
hotairballoon.outsidedecayminutesHow long before a HAB loses all its health while outside = 180Admin Decimal number Default
180 -
hotairballoon.populationPopulation active on the server = 1Admin Decimal number Default
1 -
hotairballoon.serviceceilingHow high above the ground, in meters, hot air balloons, drones and helicopters can climb. = 175Admin Decimal number Default
175 -
inventory.disableattirelimitationsDisables all attire limitations, so NPC clothing and invalid overlaps can be equipped = falseAdmin On / off Default
falseSaved -
inventory.stackable_item_ownershipWhen enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing = falseAdmin On / off Default
false -
ioentity.allow_on_boatsAllows the deployment and usage of IO entities on player boats and tugboats. = trueAdmin On / off Default
trueSaved -
ioentity.backtrackingNumber of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed = 8Admin Whole number Default
8 -
ioentity.debugbudgetPrint out what is taking so long in the IO frame budget = falseAdmin On / off Default
false -
ioentity.debugbudgetthresholdIgnore frames with a lower ms than this while debugBudget is active = 2Admin Decimal number Default
2 -
ioentity.framebudgetelectrichighprioritymsMilliseconds per frame the server may spend on high-priority electrical updates. = 1Admin Decimal number Default
1 -
ioentity.framebudgetelectriclowprioritymsMilliseconds per frame the server may spend on low-priority electrical updates. = 0.5Admin Decimal number Default
0.5 -
ioentity.framebudgetfluidmsMilliseconds per frame the server may spend on fluid updates. = 0.25Admin Decimal number Default
0.25 -
ioentity.framebudgetgenericmsMilliseconds per frame the server may spend on generic IO updates. = 1Admin Decimal number Default
1 -
ioentity.framebudgetindustrialmsMilliseconds per frame the server may spend on industrial updates. = 0.25Admin Decimal number Default
0.25 -
ioentity.framebudgetkineticmsMilliseconds per frame the server may spend on kinetic updates. = 1Admin Decimal number Default
1 -
ioentity.infiniteiopowerAll player placed electrical entities will receive full power without needing to be plugged into anything = falseAdmin On / off Default
falseSaved -
ioentity.responsetimeMinimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network = 0.1Admin Decimal number Default
0.1 -
itemmanager.enablepoolingWhen enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction = trueAdmin On / off Default
true -
jellyfish.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
junkpile.destroyifspawnonsleepingbagRemoves a junk pile that spawns on top of a sleeping bag. = trueAdmin On / off Default
true -
junkpile.destroyifspawnonsleepingbagdistanceRadius, in meters, searched for sleeping bags around a new junk pile. = 3Admin Decimal number Default
3 -
junkpile.destroyifspawnonsleepingbagtimeSeconds after a junk pile spawns before that sleeping bag check runs. = 4Admin Decimal number Default
4 -
junkpilewater.destroyablebyplayerboatsLets player-built boats smash floating junk piles. = trueAdmin On / off Default
true -
junkpilewater.framebudgetmsMilliseconds per frame the server may spend checking for players near floating junk piles. = 0.05Admin Decimal number Default
0.05 -
junkpilewater.minimumplayerboatmasstobedestroyedLightest a player boat can be and still smash a floating junk pile. = 2000Admin Decimal number Default
2000 -
junkpilewater.minimumplayerboatvelocitytobedestroyedSlowest a player boat can go and still smash a floating junk pile. = 5Admin Decimal number Default
5 -
legacyshelter.max_sheltersHow many legacy shelters one player can have. = 1Admin Whole number Default
1Saved -
livestock.agescaleMultiplier applied to livestock grow and old-age times; 0.5 = grow up twice as fast, 0 = disable aging entirely = 1Admin Decimal number Default
1 -
livestock.allowmountingWhether livestock can be mounted into vehicle flatbeds = trueAdmin On / off Default
trueSaved -
livestock.baselinenameweightHow many notional players livestock.namelocale counts as when the languages of everyone connected are weighed up, so one player alone does not name the whole herd = 5Admin Whole number Default
5 -
livestock.breedcooldownHow long (in seconds) a male livestock animal waits before breeding again, counted from conception. The female's is derived from how long her calf takes to grow up = 600Admin Decimal number Default
600 -
livestock.breedingenabledWhether livestock look for a mate on their own; disabling it leaves livestock.makepregnant working = trueAdmin On / off Default
true -
livestock.breedonlyathomeWhether livestock breed only while a cupboard is their home = falseAdmin On / off Default
false -
livestock.breedpauseconditionCondition at or below which a livestock animal stops being willing to breed = 0.6Admin Decimal number Default
0.6Saved -
livestock.breedresumeconditionCondition at or above which a livestock animal that stopped breeding is willing again = 0.7Admin Decimal number Default
0.7Saved -
livestock.breedsearchradiusHow far (in metres) a male livestock animal looks for a mate = 30Admin Decimal number Default
30 -
livestock.calmedtrustfloorThe seconds a livestock animal credits to a player under a livestock handling effect; kept inside the tolerated band on purpose = 60Admin Decimal number Default
60 -
livestock.calvingcooldownscaleScales how long a mother waits after calving before she can carry again. 1 is one calf grown up per birth = 1Admin Decimal number Default
1 -
livestock.conditionfallsecondsHow many seconds a totally neglected livestock animal takes to go from full health to dead = 3600Admin Decimal number Default
3600 -
livestock.conditionfullcontentmentContentment at or above which a livestock animal is healthy and heals towards full = 0.5Admin Decimal number Default
0.5 -
livestock.conditionrisesecondsHow many seconds a well kept livestock animal takes to heal from nothing back to full health = 3600Admin Decimal number Default
3600 -
livestock.curiousbreakdistanceHow far (in metres) a player can get before a curious livestock animal gives up following them = 20Admin Decimal number Default
20 -
livestock.curiouschanceThe share of livestock born curious, so they follow a player they know without needing a lead; 0 disables curious animals = 0.2Admin Decimal number Default
0.2 -
livestock.debugconditionAdds the condition and its breeding band to a livestock animal's ai.showState read-out = falseAdmin On / off Default
false -
livestock.debugdaybudgetAdds the day budget shares to a livestock animal's ai.showState read-out = falseAdmin On / off Default
false -
livestock.debuggaitAdds walk speed and gait penalty to a livestock animal's ai.showState read-out = falseAdmin On / off Default
false -
livestock.debuggenesAdds an animal's genes to its ai.showState read-out = falseAdmin On / off Default
false -
livestock.debugovergrazingLogs livestock overgrazing as it happens = falseAdmin On / off Default
false -
livestock.debugspecialsLogs each special livestock animal as it spawns = falseAdmin On / off Default
false -
livestock.defendreactiontimeHow recently (in seconds) a player the herd counts as one of its own must have been attacked for a bull to come after whoever is doing it; 0 stops him defending players = 5Admin Decimal number Default
5 -
livestock.devnamechanceThe chance a freshly named livestock animal is given a developer's handle instead of an ordinary name; one named that way never founds a dynasty = 0Admin Decimal number Default
0 -
livestock.dungconditionfloorCondition below which a livestock animal stops dunging at all. A starving animal never dungs whatever this says = 0.15Admin Decimal number Default
0.15 -
livestock.dungconditionfullCondition at or above which a livestock animal dungs at its full authored rate = 0.8Admin Decimal number Default
0.8 -
livestock.dungslowestscaleHow much longer a livestock animal at the condition floor waits between dung drops than one in its prime = 3Admin Decimal number Default
3 -
livestock.dynasticnamesWhether a newborn livestock animal takes its same-sex parent's name one generation on, so a line reads Melk then Melk Junior then Melk the 3rd = trueAdmin On / off Default
true -
livestock.familiaritydistresspenaltyHow many seconds of familiarity a player loses with the herd around an animal they hurt = 30Admin Decimal number Default
30 -
livestock.familiarityforgetscaleHow many seconds a player has to stay away from a livestock animal short of a full bond for it to forget one second they spent near it, so at 3 fourteen minutes are gone in forty two. A full bond never fades, 0 never forgets = 3Admin Decimal number Default
3 -
livestock.familiarityhurtpenaltyHow many seconds of familiarity a player loses with a livestock animal they hurt = 60Admin Decimal number Default
60 -
livestock.familiarityradiusHow close (in metres) a player has to be for a livestock animal to count the time; must sit inside the animal's sense radius; 0 disables familiarity = 20Admin Decimal number Default
20 -
livestock.familiarityrateMultiplies how fast livestock familiarity builds up; 20 makes a five minute bond take fifteen seconds. For testing, leave at 1 for play = 1Admin Decimal number Default
1 -
livestock.friskythresholdHow well met a livestock animal's worst need must be (0-1) before it will canter about for the fun of it; above 1 disables it = 0.85Admin Decimal number Default
0.85 -
livestock.genebadchanceThe chance each allele of a wild livestock animal is rolled Bad; the rest come out Ok = 0.3Admin Decimal number Default
0.3 -
livestock.genedungbadHow often a Bad Dung livestock animal drops dung, as a share of an average one = 0.6Admin Decimal number Default
0.6 -
livestock.genedunggoodHow often a Good Dung livestock animal drops dung, as a multiple of an average one = 1.6Admin Decimal number Default
1.6 -
livestock.genefertilitybadHow often a Bad Fertility livestock animal breeds, as a share of an average one; litter size never falls below one = 0.65Admin Decimal number Default
0.65 -
livestock.genefertilitygoodHow often a Good Fertility livestock animal breeds, and how many young it carries, as a multiple of an average one = 1.6Admin Decimal number Default
1.6 -
livestock.genegoodchanceThe chance each allele of a wild livestock animal is rolled Good = 0.2Admin Decimal number Default
0.2 -
livestock.genehardinessbadHow well a Bad Hardiness livestock animal tolerates going short of food, water or room, as a share of an average one = 0.7Admin Decimal number Default
0.7 -
livestock.genehardinessgoodHow well a Good Hardiness livestock animal tolerates going short of food, water or room, as a multiple of an average one = 1.5Admin Decimal number Default
1.5 -
livestock.genelongevitybadHow long a Bad Longevity livestock animal lives, as a share of an average one = 0.65Admin Decimal number Default
0.65 -
livestock.genelongevitygoodHow long a Good Longevity livestock animal lives, as a multiple of an average one = 1.5Admin Decimal number Default
1.5 -
livestock.genemutationchanceThe chance each inherited livestock allele is rerolled from scratch instead of coming from its parent; leaving this at 0 is what makes breeding predictable enough to reason about = 0Admin Decimal number Default
0 -
livestock.genesenabledWhether livestock genes do anything; off makes every animal an average one without touching the genomes they carry = trueAdmin On / off Default
true -
livestock.geneyieldbadHow much milk or wool a Bad Yield livestock animal gives, as a share of an average one = 0.6Admin Decimal number Default
0.6 -
livestock.geneyieldgoodHow much milk or wool a Good Yield livestock animal gives, as a multiple of an average one = 1.6Admin Decimal number Default
1.6 -
livestock.grazesuntilovergrazedHow many times livestock can graze one patch of grass before it is eaten bare = 2Admin Whole number Default
2 -
livestock.grudgedurationHow long (in seconds) a livestock animal stays wary of a player that hurt it or one of its herd, moving off when they come close again; 0 disables grudges = 45Admin Decimal number Default
45 -
livestock.grudgerangeHow close (in metres) a remembered aggressor has to get before a wary livestock animal moves off = 8Admin Decimal number Default
8 -
livestock.inbredscaleWhat every gene's slider position is multiplied by on an inbred livestock animal, for its coat and for what it produces alike. At 0.5 a Good gene looks and performs as Ok and an Ok gene falls halfway to Bad. An animal is inbred when both its lineage markers match = 0.5Admin Decimal number Default
0.5Saved -
livestock.leadbreakdistanceHow far (in metres) a player can get from an animal they are leading before the lead breaks. 0 never breaks it = 7Admin Decimal number Default
7 -
livestock.localenamesWhether livestock names follow the languages of whoever is connected; off names every animal from the English pool, as before the packs existed = trueAdmin On / off Default
true -
livestock.maxlittersizeThe most young one livestock birth can ever produce, however good the mother's Fertility is = 3Admin Whole number Default
3 -
livestock.maxperspeciesHow many livestock animals of one species a server holds before none of that species breeds. Cattle and sheep are counted apart against the same number, 0 never caps = 300Admin Whole number Default
300 -
livestock.maxtrustThe most seconds of trust a player can build with a livestock animal, which is the full bond: it can breed, standing in your cupboard makes that its home, your trust stops fading and a bull defends you = 900Admin Decimal number Default
900 -
livestock.motherlydurationHow long (in seconds) a mother stands her ground for her own calf after something has threatened it, rather than running like any other cow; 0 disables maternal defence = 300Admin Decimal number Default
300 -
livestock.namelocaleThe language livestock are named in when nobody connected speaks one the game has names for, and the language the baseline weight reinforces = "en"Admin Text Default
"en" -
livestock.overgrazedareacooldownminutesHow long (in minutes) an overgrazed patch of grass takes to grow back = 30Admin Decimal number Default
30 -
livestock.overgrazedarearadiusHow far (in metres) an overgrazed patch of grass reaches from its centre = 5Admin Decimal number Default
5 -
livestock.overgrazingenabledWhether grass a herd has eaten bare stops feeding them until it grows back = trueAdmin On / off Default
true -
livestock.panelageWhether a farm animal's status panel says whether it is young or grown = trueAdmin On / off Default
trueSaved -
livestock.panelallelesWhether both copies of every livestock gene are shown rather than only the one the animal expresses. Reveals what an animal carries without breeding it = falseAdmin On / off Default
falseSaved -
livestock.paneldungWhether a farm animal's status panel shows how often it dungs, after its genes = falseAdmin On / off Default
falseSaved -
livestock.panelgenderWhether the male and female symbols are shown next to a farm animal's name on its status panel = falseAdmin On / off Default
falseSaved -
livestock.panelgenesWhether the gene discs are shown on the livestock status panel, along with the inbred warning that explains them = falseAdmin On / off Default
falseSaved -
livestock.paneltrustWhether a farm animal's status panel shows how much it trusts you, as one segment per band of the trust ladder = falseAdmin On / off Default
falseSaved -
livestock.panelyieldWhether a farm animal's status panel shows what it produces and how often, after its genes = falseAdmin On / off Default
falseSaved -
livestock.priceageprimeHow far through its life a livestock animal stays worth its full price, from 0 in its prime to 1 at death by old age = 0.5Admin Decimal number Default
0.5 -
livestock.priceconditionfloorCondition at or below which a livestock animal sells for the least a vendor will pay = 0.15Admin Decimal number Default
0.15 -
livestock.priceconditionfullCondition at or above which a livestock animal sells for the vendor's full price = 0.8Admin Decimal number Default
0.8 -
livestock.pricefullqualityscaleThe livestock sale value that counts as full quality, which is a full budget for the vendor's sale table = 1.5Admin Decimal number Default
1.5 -
livestock.pricegeneweightHow far a livestock animal's genes move what a vendor pays, where 1 pays its full gene advantage and 0 prices every animal as an average one = 1Admin Decimal number Default
1 -
livestock.priceoldestscaleWhat a livestock animal at the very end of its life sells for, as a share of the vendor's full price = 0.5Admin Decimal number Default
0.5 -
livestock.pricewildpenaltyHow much less a livestock animal that no player bred sells for, as a share of its price, so a herd raised from birth outsells one rounded up in the wild = 0.85Admin Decimal number Default
0.85 -
livestock.priceworstscaleWhat a livestock animal at the condition floor sells for, as a share of the vendor's full price = 0.4Admin Decimal number Default
0.4 -
livestock.profileTimes how long livestock spend in their needs queue and FSM tick, for livestock.census. Off by default because the measurement itself costs = falseAdmin On / off Default
false -
livestock.specialchanceThe chance each wild livestock spawn is one of the named special animals; births, purchases, age-ups and saves never roll for one = 0.005Admin Decimal number Default
0.005 -
livestock.trustfloorThe seconds a livestock animal credits to the team, cupboard authed and door code sharers of anyone it is bonded with; kept inside the tolerated band on purpose = 60Admin Decimal number Default
60 -
livestock.trusttofollowHow many seconds near a livestock animal before a curious one follows you without a lead = 5Admin Decimal number Default
5 -
livestock.trusttoleadHow many seconds near a livestock animal before you can lead it, after which it also ages, can starve and gives dung, milk or wool = 300Admin Decimal number Default
300 -
livestock.trusttotolerateHow many seconds near a livestock animal before a bull stops squaring up at you = 30Admin Decimal number Default
30 -
livestock.vendorannoyedtimeHow many seconds a livestock vendor refuses to look at goods whose every offer was turned down = 900Admin Decimal number Default
900 -
livestock.vendorgenerouschanceThe chance each livestock offer is a generous one, where the vendor pays for a better animal than the one in front of him; 0 disables it = 0.05Admin Decimal number Default
0.05 -
livestock.vendorgenerousmaxThe most a generous livestock offer lifts an animal's quality by = 0.25Admin Decimal number Default
0.25 -
livestock.vendorgenerousminThe least a generous livestock offer lifts an animal's quality by = 0.1Admin Decimal number Default
0.1 -
livestock.vendoroffercountHow many offers a livestock vendor makes for one animal before he is annoyed and stops buying = 3Admin Whole number Default
3 -
livestock.vendorofferitemsHow many items a livestock vendor picks for one offer before paying the rest of its value in the sale table's fallback = 2Admin Whole number Default
2 -
livestock.vendoroffervarianceHow far a livestock vendor's offer can swing either side of what an animal is really worth = 0.05Admin Decimal number Default
0.05 -
livestock.vendorwoollotsizeHow much wool counts as a full lot, which is a full budget for the vendor's wool table = 400Admin Whole number Default
400 -
livestock.vendorwoolminimumHow much wool a player must be carrying before a livestock vendor will haggle over it at all = 25Admin Whole number Default
25 -
livestock.wildconditionfloorLowest condition a livestock animal nobody can lead falls to from neglect, so wildlife never dies of it = 0.5Admin Decimal number Default
0.5 -
marchingcubesmanager.collidermiplevel[0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surface = 1Admin Whole number Default
1 -
marchingcubesmanager.debuglogLogs when a marching cubes generator frees memory. = falseAdmin On / off Default
false -
marchingcubesmanager.generatorpoolcount[1-16] - each generator has constant memory overhead, but will allow more to process at once = 4Admin Whole number Default
4 -
megaphone.megaphonevoicerangeMegaphone setting the server only passes on to clients. Nothing on the server reads it. = 100Admin Decimal number Default
100Saved -
metaldetectorflag.timeoutdurationSeconds before a metal detector flag disappears, give or take 20%. = 10800Admin Decimal number Default
10800 -
metaldetectorsource.attemptspersubsourcespawnTries the server makes to place each buried metal source. = 5Admin Whole number Default
5 -
metaldetectorsource.mindistancebetweensubsourcesClosest two buried metal sources can sit, in meters. = 1.5Admin Decimal number Default
1.5 -
metaldetectorsource.populationPopulation active on the server, per square km = 1200Admin Decimal number Default
1200 -
metaldetectorsource.timeoutdurationSeconds before a buried metal source disappears, give or take 20%. = 7200Admin Decimal number Default
7200 -
minicopter.populationPopulation active on the server = 0Admin Decimal number Default
0 -
mlrs.brokendownminutesHow many minutes before the MLRS recovers from use and can be used again = 20Admin Decimal number Default
20 -
modularcar.outsidedecayminutesHow many minutes before a ModularCar loses all its health while outside = 864Admin Decimal number Default
864 -
modularcar.populationPopulation active on the server = 3Admin Decimal number Default
3 -
monumentnavmesh.use_baked_terrain_meshHas monument navmeshes use the baked terrain mesh when they are built. = trueAdmin On / off Default
true -
motorrowboat.decaystartdelayminutesHow long until decay begins after the boat was last used = 45Admin Decimal number Default
45 -
motorrowboat.deepwaterdecayminutesHow long before a boat loses all its health while in deep water = 120Admin Decimal number Default
120 -
motorrowboat.outsidedecayminutesHow long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used = 180Admin Decimal number Default
180 -
motorrowboat.populationPopulation active on the server = 1Admin Decimal number Default
1 -
mountedweapon.antihack_levelStrictness of the aim checks on mounted weapons, from 0 (off) to 3. Level 2 adds the snap limit, level 3 the turn-speed limit. = 0Admin Whole number Default
0 -
mountedweapon.antihack_max_degrees_per_second_pitchFastest a mounted weapon may pitch, in degrees per second, at check level 3. = 720Admin Decimal number Default
720 -
mountedweapon.antihack_max_degrees_per_second_yawFastest a mounted weapon may turn, in degrees per second, at check level 3. = 720Admin Decimal number Default
720 -
mountedweapon.antihack_max_snap_degreesLargest jump in aim, in degrees, a mounted weapon accepts in one update from check level 2. = 35Admin Decimal number Default
35 -
mountedweapon.debugDraws debug information for mounted weapons. = falseAdmin On / off Default
falseSaved -
mountedweapon.enable_client_authorityLets the gunner's client drive the aim of a mounted weapon. = trueAdmin On / off Default
trueSaved -
net.global_network_debugToggle printing time taken to send all global entities to client when they connect = falseAdmin On / off Default
false -
net.global_networked_basesWhen enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius = trueAdmin On / off Default
true -
net.limit_global_update_broadcast(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless = trueAdmin On / off Default
true -
net.network_group_debugToggle checking network group bounds whenever an entity changes its network group = falseAdmin On / off Default
false -
net.visdebugWhen enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius = falseAdmin On / off Default
false -
net.visibilityradiusdeepseaNetwork visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead = 10Admin Whole number Default
10 -
net.visibilityradiusfaroverrideOverrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients = -1Admin Whole number Default
-1 -
net.visibilityradiusnearoverrideOverrides the near (high-priority) network visibility radius in grid cells; -1 = use default = -1Admin Whole number Default
-1 -
nexus.clanclatbatchdurationMaximum duration in seconds to batch clan chat messages to send to other servers on the nexus = 1Admin Decimal number Default
1 -
nexus.defaultzonecontactradiusDefault distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates) = 0.33Admin Decimal number Default
0.33 -
nexus.endpointURL endpoint to use for the Nexus API = "https://gw.facepunch.com/nexus/"Admin Text Default
"https://gw.facepunch.com/nexus/"Saved -
nexus.hidefullislandsHide islands that we know are full, preventing players from being transferred to them = falseAdmin On / off Default
false -
nexus.islandspawndistanceHow far away islands should be spawned, as a factor of the map size = 1.5Admin Decimal number Default
1.5 -
nexus.loadingtimeoutTime in seconds to keep players in the loading state before going to sleep = 900Admin Decimal number Default
900 -
nexus.loggingWhen enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers = trueAdmin On / off Default
true -
nexus.mapimagescaleScale of the map to render and upload to the nexus = 0.5Admin Decimal number Default
0.5 -
nexus.messagelockdurationTime in seconds to allow the server to process nexus messages before re-sending (requires restart) = 5Admin Whole number Default
5 -
nexus.pingintervalTime in seconds to wait between server status pings = 30Admin Decimal number Default
30 -
nexus.playermanifestintervalInterval in seconds to broadcast the player manifest to other servers on the nexus = 30Admin Decimal number Default
30 -
nexus.protectiondurationMaximum time in seconds to keep transfer protection enabled on entities = 300Admin Decimal number Default
300 -
nexus.rpctimeoutmultiplierMultiplier for nexus RPC timeout durations in case we expect different latencies = 1Admin Decimal number Default
1 -
nexus.secretkeyShared secret key used to authenticate Nexus inter-server communication; must match across all servers in the same Nexus cluster = ""Admin Text Default
"" -
nexus.timeoffsetTime offset in hours from the nexus clock = 0Admin Decimal number Default
0 -
nexus.transferflushtimeMaximum amount of time in seconds that transfers should be cached before auto-saving = 60Admin Whole number Default
60 -
nexus.zonecontrollerName of the zone controller implementation used for this Nexus server (e.g. basic, advanced); controls how players are routed between servers = "basic"Admin Text Default
"basic" -
npc.vendor_attack_heli_enabledKeeps the attack helicopter on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_hab_enabledKeeps the hot air balloon on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_minicopter_enabledKeeps the minicopter on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_rhib_enabledKeeps the RHIB on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_rowboat_enabledKeeps the rowboat on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_scrap_heli_enabledKeeps the scrap transport helicopter on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_sub_duo_enabledKeeps the duo submarine on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npc.vendor_sub_solo_enabledKeeps the solo submarine on sale at its vendor. = trueAdmin On / off Default
trueSaved -
npcautoturret.forcedamageblockedsleepersIf an npc turret is firing at a sleeping player and the player is blocked, still apply damage = trueAdmin On / off Default
true -
npcautoturret.sleeperhostiledelayHow many seconds until a sleeping player is considered hostile = 1200Admin Decimal number Default
1200Saved -
npcvendingmachine.dynamicpricingenabledWhether to run the the dynamic pricing system = trueAdmin On / off Default
trueSaved -
npcvendingmachine.maximumpricemultiplierThe maximum point that a price can increase to (2 = 200%) = 2Admin Decimal number Default
2Saved -
npcvendingmachine.minimumpricemultiplierThe Minimum point that the price can drop to (0.5 = 50% off) = 0.5Admin Decimal number Default
0.5Saved -
npcvendingmachine.pricedecreaseamountHow much to decrease the price for if it is underselling (0.05 = 5%) = 0.05Admin Decimal number Default
0.05Saved -
npcvendingmachine.priceincreaseamountHow much to increase the price by if it is selling a lot (0.05 = 5%) = 0.1Admin Decimal number Default
0.1Saved -
npcvendingmachine.priceupdatefrequencybiweeklyHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 2Admin Decimal number Default
2Saved -
npcvendingmachine.priceupdatefrequencydefaultHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 3Admin Decimal number Default
3Saved -
npcvendingmachine.priceupdatefrequencyweeklyHow many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 1Admin Decimal number Default
1Saved -
npcvendingmachine.startingpricemultiplierWhat discount surcharge should be applied to items when the server starts = 2Admin Decimal number Default
2Saved -
panther.populationPopulation active on the server, per square km = 0.5Admin Decimal number Default
0.5 -
parachute.bypassrepackHands the parachute back ready to use after a landing, with no repacking. = falseAdmin On / off Default
falseSaved -
parachute.landinganimationsPlays the heavy landing animation when a player lands under a parachute. = falseAdmin On / off Default
falseSaved -
party.maxpartyspawnattemptsMaximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping = 50Admin Whole number Default
50 -
party.maxpartyspawndistanceMaximum distance in metres between party member spawn points when spawning a group together on wake-up = 100Admin Whole number Default
100 -
party.nearbypartyspawnsWhen enabled, party members respawn near each other rather than at random map locations when joining a server together = trueAdmin On / off Default
true -
patrolhelicopterai.flee_damage_percentageFraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%) = 0.35Admin Decimal number Default
0.35 -
patrolhelicopterai.monument_crashWhen enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain = trueAdmin On / off Default
true -
patrolhelicopterai.use_danger_zonesWhen enabled, the patrol helicopter avoids designated danger zones during its patrol route = trueAdmin On / off Default
true -
petbrain.controldistanceFarthest a pet can be from its owner, in meters, and still follow orders. = 100Admin Decimal number Default
100Saved -
petbrain.drownindeepwaterMakes pets take drowning damage in deep water. = trueAdmin On / off Default
true -
petbrain.drowntimerSeconds a pet lasts in deep water before it drowns. = 15Admin Decimal number Default
15 -
petbrain.idlewhenownermountedSends a pet idle while its owner is mounted. = trueAdmin On / off Default
true -
petbrain.idlewhenownerofflineordeadSends a pet idle while its owner is offline, asleep or dead. = trueAdmin On / off Default
true -
physics.allowhorsetempragdollWhen enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions = trueAdmin On / off Default
true -
physics.allowplayertempragdollWhen enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing = trueAdmin On / off Default
true -
physics.autosynctransformsWhen enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms syncAdmin On / off
-
physics.batchsynctransformsWhen enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync = trueAdmin On / off Default
true -
physics.bouncethresholdMinimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impactsAdmin Decimal number
-
physics.droppedmodeThe collision detection mode that dropped items and corpses should use = 2Admin Whole number Default
2 -
physics.gravityGravity multiplier = 1Admin Decimal number Default
1Saved -
physics.groundwatchdebugWhen enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world = falseAdmin On / off Default
false -
physics.groundwatchdelaySeconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead = 0.1Admin Decimal number Default
0.1 -
physics.groundwatchfailsNumber of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry = 1Admin Whole number Default
1 -
physics.sendeffectsSend effects to clients when physics objects collide = trueAdmin On / off Default
true -
physics.serverragdollmodeThe collision detection mode that server-side ragdolls should use = 3Admin Whole number Default
3 -
physics.serversideragdollsDo ragdoll physics calculations on the server, or use the old client-side system = falseAdmin On / off Default
falseSaved -
physics.sleepthresholdEnergy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usageAdmin Decimal number
-
physics.solveriterationcountThe default solver iteration count permitted for any rigid bodies (default 7). Must be positiveAdmin Whole number
-
physics.towingmaxlinearaccelfromjointMaximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing = 40Admin Decimal number Default
40 -
physics.treecollisionDo players and vehicles collide with trees? = trueAdmin On / off Default
trueSaved -
physicstumblingentity.angular_drag_overrideOverride for rigidbody angular drag. Set to -1 to disable. = -1Admin Decimal number Default
-1Saved -
physicstumblingentity.drag_overrideOverride for rigidbody drag. Set to -1 to disable. = -1Admin Decimal number Default
-1Saved -
physicstumblingentity.max_tumbling_forceMaximum force applied on collision to cause tumbling = 1000Admin Decimal number Default
1000Saved -
physicstumblingentity.min_tumbling_forceMinimum force applied on collision to cause tumbling = 600Admin Decimal number Default
600Saved -
physicstumblingentity.player_impulse_multiplierMultiplier for impulse applied to players when ragdolled by this entity = 10Admin Decimal number Default
10Saved -
physicstumblingentity.tumbling_force_cone_angleCone angle in degrees for randomizing tumbling force direction = 30Admin Decimal number Default
30Saved -
physicstumblingentity.velocity_threshold_for_tumbling_forceMinimum velocity required for an object to get tumbling force applied on collision = 1.5Admin Decimal number Default
1.5Saved -
ping.auto_refresh_regionWhen enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to dateAdmin On / off
-
ping.ping_estimate_loggingWhen enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracyAdmin On / off
-
ping.ping_estimationWhen enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping trafficAdmin On / off
-
ping.ping_parallelWhen enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneouslyAdmin On / off
-
ping.ping_refresh_intervalInterval in minutes between automatic background ping estimation refreshes for server list region latency sortingAdmin Whole number
-
ping.ping_samplesNumber of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to completeAdmin Whole number
-
planterbox.outsidetestdistanceMaximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight = 100Admin Decimal number Default
100 -
planterboxstatic.deepsearespawnchecktimerInterval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s = 600Admin Decimal number Default
600 -
planterboxstatic.favourablegenechanceChance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable genes are picked up, but it greatly reduces the chances. = 0.5Admin Decimal number Default
0.5 -
player.adminsafezonelootingShould admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones? = falseAdmin On / off Default
false -
player.dropbackpackondeathWhen enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death = trueAdmin On / off Default
true -
player.dropbackpackondownedWhen enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery = trueAdmin On / off Default
true -
player.keepteaondeathWhen enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost = falseAdmin On / off Default
false -
player.tickrate_clUpdates per second each client sends to the server, between 16 and 128. = 32Admin Whole number Default
32Saved -
player.tickrate_svTick rate setting the server only passes on to clients. Nothing on the server reads it. = 16Admin Whole number Default
16Saved -
player.woundforeverWhether the crawling state expires = falseAdmin On / off Default
falseSaved -
playerboat.aboardplayercheckintervalInterval in seconds between checks to determine whether any players are still aboard the boat = 2Admin Decimal number Default
2 -
playerboat.anchoreddriftdelaysecondsTime in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours) = 21600Admin Decimal number Default
21600 -
playerboat.corpsesecondsSeconds a wrecked player boat stays before it is removed. = 1800Admin Decimal number Default
1800 -
playerboat.debugvisWhen enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones = falseAdmin On / off Default
false -
playerboat.decayminutesHow long before a boat loses all its health while outside = 720Admin Decimal number Default
720 -
playerboat.decaystartdelayminutesHow long until decay begins after the boat was last used = 1440Admin Decimal number Default
1440 -
playerboat.deepseatransitionpowerdowngracedurationDuration in seconds after entering the deep sea zone that a player boat has before its engine is powered down = 10Admin Decimal number Default
10 -
playerboat.deployandeditanywhereAllow Deploy & Edit anywhere in the ocean, bypassing location checks. = falseAdmin On / off Default
falseSaved -
playerboat.destructiblewrecksenabledMakes wrecked player boats destructible. = trueAdmin On / off Default
trueSaved -
playerboat.dragbyangle_exponentCurve exponent of the angle-based drag on player boats. = 0.4Admin Decimal number Default
0.4 -
playerboat.dragbyangle_maxcontribAngle contribution at which that drag reaches its maximum. = 50Admin Decimal number Default
50 -
playerboat.dragbyangle_maxdragHighest drag the angle of a player boat's hull can add. = 2.2Admin Decimal number Default
2.2 -
playerboat.dragbyangle_mincontribAngle contribution under which that drag stays at its minimum. = 5Admin Decimal number Default
5 -
playerboat.dragbyangle_mindragLowest drag the angle of a player boat's hull adds. = 0.65Admin Decimal number Default
0.65 -
playerboat.editenabledLets players put a boat into edit mode at a boat building station. = trueAdmin On / off Default
trueSaved -
playerboat.enginepositioninfluences0 - 1 = 0.05Admin Decimal number Default
0.05 -
playerboat.finisheditingenabledLets players finish editing a boat at a boat building station. = trueAdmin On / off Default
trueSaved -
playerboat.hammerrepairenabledLets players repair a finished boat with a hammer. = trueAdmin On / off Default
trueSaved -
playerboat.maxblockcountMost building blocks a player boat can have. 0 or less removes the cap. = 180Admin Whole number Default
180Saved -
playerboat.maxdeployablecountMost deployables a player boat can carry. 0 or less removes the cap. = 120Admin Whole number Default
120Saved -
playerboat.orphansendimmediateWhen enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed = trueAdmin On / off Default
true -
playerboat.placementupthresholdMaximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees = 30Admin Decimal number Default
30 -
playerboat.powerdownonnoplayersWhen enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats = trueAdmin On / off Default
true -
playerboat.sailpositioninfluence0 - 1 = 0.1Admin Decimal number Default
0.1 -
playerboat.usedestructiblewreckstabilityLets the pieces of a destructible boat wreck lose stability and collapse. = trueAdmin On / off Default
trueSaved -
playerboat.velocitymaxTop speed of a player boat, in meters per second. = 15Admin Decimal number Default
15Saved -
playerhelicopter.insidedecayminutesHow long before a player helicopter loses all its health while indoors = 2880Admin Decimal number Default
2880 -
playerhelicopter.outsidedecayminutesHow long before a player helicopter loses all its health while outside = 480Admin Decimal number Default
480 -
playerinventory.directionaldropenabledWhen enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops = trueAdmin On / off Default
true -
playerinventory.forcebirthdayWhen enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing = falseAdmin On / off Default
false -
polarbear.populationPopulation active on the server, per square km = 1Admin Decimal number Default
1 -
pool.debugWhen enabled, logs additional diagnostic information about pool hits, misses, and spills to the console = falseAdmin On / off Default
false -
pool.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session = trueAdmin On / off Default
true -
pool.modeWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter = 2Admin Whole number Default
2 -
pool.prewarmWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter = trueAdmin On / off Default
true -
pooltable.debug_poolLogs pool table game state to the server console. = falseAdmin On / off Default
falseSaved -
pooltable.idle_reset_secondsAnyone can reset a pool game nobody has interacted with for this many seconds = 180Admin Decimal number Default
180 -
pooltable.physics_update_ratePhysics updates per second on a pool table. = 64Admin Decimal number Default
64Saved -
pooltable.show_tooltipsShow pool game tooltip notifications = falseAdmin On / off Default
falseSaved -
pooltable.watch_after_shot_secondsSeconds the shooter stays seated watching their shot before being dismounted = 2Admin Decimal number Default
2 -
powergrid.enabledSwitches the monument power grid on. Off, recyclers run without it. = trueAdmin On / off Default
trueSaved -
powergrid.fusedecayhighpopConnected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop. = 100Admin Whole number Default
100Saved -
powergrid.fusedecaylowpopConnected player count at or below which heavy fuses in the power plant decay at fuseDecayLowPopScale times the normal rate. Decay rate scale rises linearly as pop increases to fuseDecayHighPop where scale returns to 1x. = 10Admin Whole number Default
10Saved -
powergrid.fusedecaylowpopscaleMultiplier on the decay rate of heavy fuses in the power plant while the connected player count is at or below fuseDecayLowPop. At 1 the player count has no effect on decay. = 0.25Admin Decimal number Default
0.25Saved -
powergrid.fusefulldecaycountHow many of the worst condition heavy fuses in the power plant decay at the full rate (burning out after fuseLifespanSeconds). Every other inserted fuse decays slowly instead. If 0 no fuse ever decays at the full rate. = 3Admin Whole number Default
3Saved -
powergrid.fuselifespansecondsHow long a heavy fuse plugged into the power plant lasts while it is decaying at the full rate (how long the worst fuses in the power plant survive for). If <= 0 then fuses last forever. = 9600Admin Decimal number Default
9600Saved -
powergrid.fuseslowdecayfractionmaxMaximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin. = 0.12Admin Decimal number Default
0.12Saved -
powergrid.fuseslowdecayfractionminMinimum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. Each fuse rolls its own fraction between fuseSlowDecayFractionMin and fuseSlowDecayFractionMax and keeps it for its lifetime. = 0.08Admin Decimal number Default
0.08Saved -
powergrid.greenrecyclerfullefficiencystagePower grid stage from which green recyclers get their efficiency bonus. Below 0, the rule is off. = -1Admin Whole number Default
-1Saved -
powergrid.marketplacechargecapacityCharge capacity of a drone marketplace's power buffer. A marketplace charges this up from the power plant and bleeds it back out whenever the plant stops carrying it. = 100Admin Decimal number Default
100Saved -
powergrid.marketplacechargeperfuseCharge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them. = 0.01Admin Decimal number Default
0.01Saved -
powergrid.marketplacedrainrateCharge a drone marketplace loses every second while there are no heavy fuses inserted at the power plant. A single fuse is enough to stop the bleed. = 0.05Admin Decimal number Default
0.05Saved -
powergrid.marketplaceminimumfusestochargeHeavy fuses that have to be inserted at the power plant before a drone marketplace starts charging. Below this it holds whatever charge it has without building any more. = 4Admin Whole number Default
4Saved -
powergrid.marketplacerequiredchargefractionFraction (0-1) of its capacity a drone marketplace needs charged to accept orders. Sets both how long a cold marketplace takes to come online and how long a full one keeps running after the power plant drops out. = 0.5Admin Decimal number Default
0.5Saved -
powergrid.powerlinebasepoweroutputStarting power output of powerline poles when 1 heavy fuse is inserted at the power plant. = 5Admin Whole number Default
5Saved -
powergrid.powerlinemaxpoweroutputPower output of powerline poles when all possible heavy fuses are inserted at the power plant. = 50Admin Whole number Default
50Saved -
powergrid.simulatepowerplantfusesAdds this many pretend fuses to the power plant count, for testing. = 0Admin Whole number Default
0 -
powergrid.stagechangeworkqueuebudgetMax time per frame (ms) to spend notifying powergrid entities of a stage change. = 0.1Admin Decimal number Default
0.1Saved -
powergrid.stagechangeworkqueuedelaybetweenjobsTime to wait (s) between each individual entity getting notified of a powergrid stage change. Higher values will delay the time it takes for all entities to receive notification of a stage change. Entities can skip this wait with stageChangeWorkQueueGroupJobsDistance = 0Admin Decimal number Default
0Saved -
powergrid.stagechangeworkqueuegroupjobsdistanceIf a powergrid entity is within this range of the first powergrid entity to receive a stage change update this frame, then that entity will also receive an update (skipping stageChangeWorkQueueTimeBetweenJobs) = 20Admin Decimal number Default
20Saved -
profile.command_lagspike_thresholdMilliseconds a console command can take before the profiler flags it as a lag spike. RCON onlyWhole number
-
profile.exportintervalsInterval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost = 1800Admin Whole number Default
1800 -
profile.immediatemodeenabledWhen enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead = falseAdmin On / off Default
false -
profile.notifyonmainalloccountMain-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure = 0Admin Whole number Default
0 -
profile.notifyonmainmemkbMain-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled = 0Admin Whole number Default
0 -
profile.notifyontotalalloccountAllocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes = 16000Admin Whole number Default
16000 -
profile.notifyontotalmemkbTotal managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs = 12288Admin Whole number Default
12288 -
profile.notifyonworkeralloccountWorker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure = 0Admin Whole number Default
0 -
profile.notifyonworkermemkbWorker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled = 0Admin Whole number Default
0 -
profile.profiling_entities0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min' RCON only · = 0Whole number Default
0 -
profile.profiling_entity_count_intervalHow frequently to count all entities across the server RCON onlyWhole number
-
profile.profiling_fixed_invokes0 = off, 1 = stats per frame, 2 = stats per method RCON onlyWhole number
-
profile.profiling_invokes0 = off, 1 = stats per frame, 2 = stats per method RCON onlyWhole number
-
profile.profiling_lagspikesRecord inbound RPC & ConsoleCommands that cause lag spikes RCON only · = falseOn / off Default
false -
profile.profiling_packetsRecord type of packets inbound/outbound per frame RCON onlyOn / off
-
profile.profiling_pingRaknet statistics, 0 = off, 2 = per connection RCON only · = 0Whole number Default
0 -
profile.profiling_ping_intervalHow often to flush raknet stats per second RCON onlyDecimal number
-
profile.profiling_ping_per_frameHow many connections the network profiler samples per frame. RCON only · = 30Whole number Default
30 -
profile.profiling_rcon0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages RCON onlyWhole number
-
profile.profiling_rcon_message_lengthClamp the length of logged RCON messages to prevent the profiler from being flooded with large messages RCON onlyWhole number
-
profile.profiling_work_queueRecord execution time of ObjectWorkQueues per frame RCON only · = falseOn / off Default
false -
profile.quietControls whether perfsnapshot commands emit chat messages = falseAdmin On / off Default
falseSaved -
profile.rcon_lagspike_thresholdMilliseconds an RCON command can take before the profiler flags it as a lag spike. RCON onlyWhole number
-
profile.rpc_lagspike_thresholdMilliseconds an RPC can take before the profiler flags it as a lag spike. RCON onlyWhole number
-
profile.runtime_profiling0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards RCON only · = 0Whole number Default
0Saved -
profile.runtime_profiling_intervalSeconds between two runtime profiling reports. RCON only · = 60Whole number Default
60 -
profile.runtime_profiling_persistEnable to allow runtime profiling to persist across restarts RCON only · = falseOn / off Default
falseSaved -
profile.runtime_profiling_pool_flush_intervalHow often to flush pooling stats in seconds RCON only · = 300Whole number Default
300 -
profile.runtime_profiling_pooling0 = off, 1 = flush every 5 minutes RCON only · = 0Whole number Default
0 -
rabbit.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
radiation.materialtoradsratioMultiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally = 0.0044Admin Decimal number Default
0.0044 -
radiation.water_inventory_damageWhen enabled, radiation-contaminated water damages items in a player's inventory over time when in a radiation zone = trueAdmin On / off Default
true -
radiation.water_loot_damageWhen enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation = trueAdmin On / off Default
true -
rcon.bandurationHow long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds)Admin Decimal number
-
rcon.connectioncooldownHow long (in seconds) before we allow another rcon connection from the same address (default: 1 second)Admin Decimal number
-
rcon.ipIP Address to listen for RCON connections = ""Admin Text Default
"" -
rcon.logfailedattemptsLog failed attempts and attempts from banned IP addresses (default: true)Admin On / off
-
rcon.maxconnectionsTotal number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes = 500Admin Whole number Default
500 -
rcon.maxconnectionsperipTotal number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes = 5Admin Whole number Default
5 -
rcon.maxpasswordfailuresHow many password failures before banning an RCON client's IP (default: 5)Admin Whole number
-
rcon.permanentbanfailedipsPermanently ban IPs that trigger too many failed attempts (default: false)Admin On / off
-
rcon.portPort to listen for RCON connections = 0Admin Whole number Default
0 -
rcon.printIf true, RCON commands will be printed in the console = falseAdmin On / off Default
false -
rcon.webIf set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATED = trueAdmin On / off Default
true -
reclaimmanager.reclaim_expire_minutesTime in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed = 120Admin Decimal number Default
120 -
relationshipmanager.contactsTurns the contacts system on. = trueAdmin On / off Default
trueSaved -
relationshipmanager.forgetafterminutesTime in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed = 960Admin Whole number Default
960 -
relationshipmanager.maxplayerrelationshipsMaximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached = 128Admin Whole number Default
128 -
relationshipmanager.maxteamsizeMaximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams = 8Admin Whole number Default
8 -
relationshipmanager.mugshotupdateintervalInterval in seconds between mugshot (contact portrait) refresh attempts for known players = 300Admin Decimal number Default
300 -
relationshipmanager.seendistanceDistance in metres within which two players must be for a 'seen' relationship event to be recorded = 10Admin Decimal number Default
10 -
relay.cfg_autoreconnectIf enabled, Rust Relay will automatically attempt to reconnect when the WebSocket connection dropsAdmin On / off
-
relay.cfg_encryptpacketsSets whether packets should be encrypted when sent to the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)Admin On / off
-
relay.cfg_fakeplayerIf enabled, Rust Relay spawns a fake invisible player and only relays packets sent to that player, changing this will STOP the Rust Relay feature (restart with relay.restart)Admin On / off
-
relay.cfg_filtermodeSets the Filter Mode for RPC Messages, (0 = Ignore, 1 = AllowAll, 2 = AllowWhitelist)Admin Whole number
-
relay.cfg_maxreconnectsMaximum number of reconnect attempts allowed within the reconnect window before the relay permanently shuts downAdmin Whole number
-
relay.cfg_reconnectdelayDelay (in seconds) between reconnect attemptsAdmin Whole number
-
relay.cfg_reconnectwindowThe rolling window (in minutes) used to track reconnect attemptsAdmin Whole number
-
relay.cfg_sendconsoledataIf enabled, console data will be sent to the relay serverAdmin On / off
-
relay.cfg_sendvoicedataIf enabled, voice data will be sent to the relay serverAdmin On / off
-
relay.cfg_server_auth_tokenSets the authentication token for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)Admin Text
-
relay.cfg_server_urlSets the URL for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)Admin Text
-
render.show_building_blocked_serverDisplay setting the server only passes on to clients. Nothing on the server reads it. = trueAdmin On / off Default
trueSaved -
rentableshop.additionalchecktimehoursdebugWhen checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is = 0Admin Whole number Default
0 -
rentableshop.initialscrapfeeScrap charged up front to open a rentable shop. = 100Admin Whole number Default
100Saved -
rentableshop.maxstoreditemsdurationminutesHow long stores should store items (after a shop is closed) for before they are destroyed = 1440Admin Whole number Default
1440Saved -
rentableshop.protectionfromtakeoverhoursHours a newly opened rentable shop is protected from takeover. = 6Admin Decimal number Default
6Saved -
rentableshop.scrapperhourrentScrap a rentable shop costs per hour. = 10Admin Whole number Default
10Saved -
reports.exceptionreportmaxlengthLongest exception report the server sends, in characters, never under 250. = 600Admin Whole number Default
600 -
rhib.rhibpopulationPopulation active on the server = 0Admin Decimal number Default
0 -
ridablehorse.autoavoidanceWhen enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurable = trueAdmin On / off Default
trueSaved -
ridablehorse.debugWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only = falseAdmin On / off Default
falseSaved -
ridablehorse.decayminutesHow long before a horse dies unattended = 180Admin Decimal number Default
180 -
ridablehorse.dungtimescaleSpeeds up or slows down how fast horses produce dung. = 1Admin Decimal number Default
1 -
ridablehorse.groundangleupdaterateInterval in seconds between ground angle recalculation updates for horse body tilting; default 0.05s = 0.05Admin Decimal number Default
0.05Saved -
ridablehorse.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
ridablehorse.throttledgroundangleupdateWhen enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performance = trueAdmin On / off Default
trueSaved -
room.draw_liveContinuously draw the room partition around every player, refreshing as the base changes. Needs room.occlusion on (1 = shadow mode draws without hiding anything). Editor/dev tool - it redraws for everyone connected, so do not leave it on. = falseAdmin On / off Default
false -
room.draw_live_normalsDraw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic) = trueAdmin On / off Default
true -
room.draw_live_rangeRadius of the room.draw_live overlay, in metres = 30Admin Decimal number Default
30 -
room.draw_networkgroups_liveContinuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on. = falseAdmin On / off Default
false -
room.occlusionServer-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce = 0Admin Whole number Default
0 -
room.occlusion_admin_bypassAdmins and developers bypass interior occlusion and see everything = trueAdmin On / off Default
true -
room.occlusion_deployablesWhat interior occlusion hides inside a room: 0 = nothing (building blocks only), 1 = static entities (boxes, workbenches, beds), 2 = also IO entities (wires and pipes can be dragged to an entity that is not on your client) = 1Admin Whole number Default
1 -
room.occlusion_door_immediateKill switch for the whole synchronous pre-open pass: repartition and deliver the rooms behind a door the moment it opens, instead of leaving it to the normal budgeted queue. Only players within room.occlusion_door_immediate_range are flushed; further ones enqueue as usual. Off skips the repartition entirely, not just the flush. = trueAdmin On / off Default
true -
room.occlusion_door_immediate_rangeHow close a player must be to a door for its rooms to be sent immediately when it opens, in metres. 0 = no limit, flush every viewer of the door. = 30Admin Decimal number Default
30 -
room.occlusion_lingerHow long a room must have been out of sight before it is dropped from a player's client, in seconds. Stops a door being opened and shut, or a walk past a doorway, from destroying and re-sending a whole room. 0 = drop immediately. = 5Admin Decimal number Default
5 -
room.occlusion_nearby_rangeRooms within this many metres of a player are always sent, whether or not they can see into them. Leaving the radius starts the room.occlusion_linger countdown rather than dropping it at once. 0 = only ever send what is actually visible. = 32Admin Decimal number Default
32 -
room.occlusion_rangeHow far from a player interior occlusion looks for rooms to hide things in, in metres. Must comfortably exceed network range; rooms beyond it fail open. = 250Admin Decimal number Default
250 -
rustnav.addtilebudgetmsMain-thread time budget per frame (ms) for adding built navmesh tiles to their navmesh. A base rebuild lands dozens of results in one frame and the rest waits for the next one. 0 or less adds every result that is ready, which is what shipped before the budget existed = 2Admin Decimal number Default
2 -
rustnav.bakestatsenabledCollect navmesh bake statistics (rustnav.bakestats to read them). Defaults on in the editor, off on servers; flip on live to diagnose bake issues, then reset with rustnav.bakestats trueAdmin On / off
-
rustnav.collectbudgetmsMain-thread time budget per frame (ms) for navmesh tile geometry collection. The full-map bake wall clock is roughly tiles / (budget-worth of tiles per frame) / fps, so raise this while baking to trade frame time for bake speed = 1Admin Decimal number Default
1 -
rustnav.detailsampledistmultDetail mesh sample distance as a multiple of cellSize (Recast default 6). Larger = cheaper detail mesh, coarser surface height. Applies to tiles built after the change = 12Admin Decimal number Default
12 -
rustnav.detailsamplemaxerrormultDetail mesh max sample error as a multiple of cellHeight (Recast default 1). Larger = cheaper detail mesh, more height error. Applies to tiles built after the change = 1Admin Decimal number Default
1 -
rustnav.doorreassertspertickHow many doors re-assert their gate state per navmesh drain tick. A rebuilt tile bakes its apertures shut, so every open or npc-openable door over the rebuilt area has to write its state again, and a megabase queues hundreds of them at once. 0 or less applies the whole queue in one frame, which is what shipped before the budget existed = 24Admin Whole number Default
24 -
rustnav.drawkbpsMax KB per second of navmesh tiles streamed to each rustnav.draw viewer = 512Admin Decimal number Default
512 -
rustnav.drawmanifestintervalHow many draw updates pass between two full tile lists sent to a player viewing the navmesh. = 10Admin Whole number Default
10 -
rustnav.drawradiusRadius, in meters, of the navmesh drawn around a viewer. = 100Admin Decimal number Default
100 -
rustnav.drawrefreshrateSeconds between two updates of the navmesh drawing. = 0.25Admin Decimal number Default
0.25 -
rustnav.enableverboselogsLogs extra navmesh detail to the server console. = falseAdmin On / off Default
false -
rustnav.legacybuildA/B kill switch: build navmesh tiles with the stock pre optimization algorithms (clip rasterizer, full ledge and region rescans, unfused filters). Combine with detailsampledistmult 6 to approximate the old build end to end. Applies to tiles built after the change = falseAdmin On / off Default
false -
rustnav.maxshoredistanceMetres of open water past which default navmesh tiles are dropped instead of baked. A tile only drops when every point in it is that far from land, so shores keep their navmesh and so do rivers and lakes, which are never that wide. Independent navmeshes (oilrigs, tropical islands, ghost ships) are never touched. 0 or less bakes the open sea like before. Applies to tiles queued after the change = 100Admin Decimal number Default
100 -
rustnav.numthreadsNavmesh tile builder worker thread count. Applied when the builder is (re)created - at boot, or via rustnav.setnumthreads at runtime. ~half the cores is the sweet spot for full-map bakes = 4Admin Whole number Default
4 -
rustnav.savecompressionLZ4-compress navmesh saves (smaller .navmesh files, no extra save time) = trueAdmin On / off Default
true -
rustnav.savedeltaAppend only the tiles that changed to the navmesh file instead of rewriting all of it. The first save after a boot or a rebuild is always a full write, and a full write also happens once the appended part grows past rustnav.savedeltabudget = trueAdmin On / off Default
true -
rustnav.savedeltabudgetHow large the appended part of the navmesh file may grow, as a fraction of the full file, before the next save rewrites the whole thing. A save whose changed tiles are a larger share of the mesh than this rewrites it too. Bounds both file growth and boot load time. 0 or less removes the bound, to stop appending altogether use rustnav.savedelta false = 0.5Admin Decimal number Default
0.5 -
rustnav.savethreadsWorker threads for navmesh save/load compression. 0 = auto = 0Admin Whole number Default
0 -
rustnav.savewarnmsLog the navmesh save completion line as a warning past this many milliseconds. 0 or less never warns = 1000Admin Decimal number Default
1000 -
sail.maxthrustmultiplierMultiplies the thrust of sails. = 1Admin Decimal number Default
1Saved -
samsite.autoreloaddelayDelay before SAM sites that haven't shot a target will auto-reload = 45Admin Decimal number Default
45 -
samsite.staticrepairsecondshow long until static sam sites auto repair = 1200Admin Decimal number Default
1200 -
santasleigh.altitudeaboveterrainClearance Santa's sleigh keeps above the terrain under it, in meters. = 50Admin Decimal number Default
50 -
santasleigh.desiredaltitudeAltitude Santa's sleigh aims for, in meters. = 60Admin Decimal number Default
60 -
satellite.control_windowSeconds of thruster control window = 180Admin Decimal number Default
180 -
satellite.cooldown_hours_maxMaximum cooldown between satellite events, in game hours = 18Admin Decimal number Default
18 -
satellite.cooldown_hours_minMinimum cooldown between satellite events, in game hours (not real minutes) - converted to real time via the map's day length, same as the airdrop event scheduler. = 18Admin Decimal number Default
18 -
satellite.crashing_fx_at_distanceRun the crashing FX pass (FX Pass 3) through the whole phase-2 descent, including the distance-projected stretch, instead of waiting until the satellite enters real draw distance. The projected-mode fixup still applies - its particles simulate in local space and scale with the model; its trails stay gated until real rendering. = trueAdmin On / off Default
trueSaved -
satellite.crate_fire_durationSeconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires. = 300Admin Decimal number Default
300 -
satellite.debugLog crash-target search diagnostics (samples, blockers, reasons) = falseAdmin On / off Default
false -
satellite.default_crash_radiusStarting impact radius before thruster adjustments, in meters = 300Admin Decimal number Default
300 -
satellite.descent_angleAngle (degrees from vertical) the satellite descends at. Higher = more horizontal streak across the sky. Clamped to 45 so it always reaches the ground within 45 degrees of straight down. Only used when flyover_altitude is 0 - the flyover path has its own geometry. = 45Admin Decimal number Default
45 -
satellite.descent_secondsDescent duration in seconds (0 = use day length fraction; nonzero values are clamped to a minimum of final_descent_seconds so the phase-2 window always fits inside the descent) = 600Admin Decimal number Default
600 -
satellite.final_descent_secondsSeconds before the scheduled crash that the satellite begins its phase-2 physics descent. Phase 1 slides in to the phase-2 start point up until then, then the satellite drops at a speed timed to hit the ground exactly on schedule. The start point is placed at the satellite's finalDescentSpeed times this window, so lengthening it starts the descent higher rather than slowing the fall. = 300Admin Decimal number Default
300Saved -
satellite.final_descent_speedSpeed (m/s) of the phase-2 physics descent (0 = use the satellite prefab's finalDescentSpeed). Together with final_descent_seconds this sets where phase 2 starts - speed times seconds back up the descent line - so e.g. 180s at 80 m/s starts the drop 14.4km out. = 0Admin Decimal number Default
0 -
satellite.flyover_altitudeAltitude (m above the crash target) of the phase-2 flyover cruise. The satellite enters near-horizontally at this height, streaks across the sky, then bends into a dive onto the target from flyover_dive_distance out. 0 = disable the flyover and use the legacy straight-line descent at descent_angle. = 2500Admin Decimal number Default
2500 -
satellite.flyover_dive_distanceHorizontal distance (m) from the crash target at which the flyover bends into its terminal dive. Smaller = a longer level cruise with a steeper final plunge. = 1500Admin Decimal number Default
1500 -
satellite.free_fuelIf true, firing satellite thrusters does not consume fuel = falseAdmin On / off Default
false -
satellite.free_powerIf true, powering up the satellite computer does not require any items = falseAdmin On / off Default
false -
satellite.fuel_large_maxMaximum fuel rolled for large satellites (3000-5000kg) = 16Admin Whole number Default
16 -
satellite.fuel_large_minMinimum fuel rolled for large satellites (3000-5000kg) = 10Admin Whole number Default
10 -
satellite.fuel_maxHard maximum on generated fuel, applied after the per-size roll regardless of size = 36Admin Whole number Default
36 -
satellite.fuel_medium_maxMaximum fuel rolled for medium satellites (1500-3000kg) = 26Admin Whole number Default
26 -
satellite.fuel_medium_minMinimum fuel rolled for medium satellites (1500-3000kg) = 16Admin Whole number Default
16 -
satellite.fuel_minHard minimum on generated fuel, applied after the per-size roll regardless of size = 8Admin Whole number Default
8 -
satellite.fuel_small_maxMaximum fuel rolled for small satellites (500-1500kg) = 36Admin Whole number Default
36 -
satellite.fuel_small_minMinimum fuel rolled for small satellites (500-1500kg) = 24Admin Whole number Default
24 -
satellite.initial_offset_attemptsHow many times to re-roll the initial random map position, re-checking the full crash-site acceptance each time, until a valid starting target is found. Guarantees the control phase never starts on an unusable spot. = 8Admin Whole number Default
8 -
satellite.kill_radiusRadius (m) around the impact point cleared on crash - players killed, construction/deployables/vehicles destroyed, vegetation removed = 10Admin Decimal number Default
10 -
satellite.lateral_distanceLateral offset multiplier per thruster fire (meters) = 200Admin Decimal number Default
200 -
satellite.min_crash_radiusMinimum crash radius in meters = 100Admin Decimal number Default
100 -
satellite.nudge_distance_maxMaximum random aim drift (meters) applied when tightening the impact radius = 150Admin Decimal number Default
150 -
satellite.nudge_distance_minMinimum random aim drift (meters) applied when tightening the impact radius, at a fully random angle so it can't be cancelled out exactly by the cardinal-direction lateral thrusters = 100Admin Decimal number Default
100 -
satellite.obstruction_tc_reorderCrash targeting: use the tool-cupboard grid to test likely-occupied samples last, so a clear spot is usually found with fewer physics checks. The physics check stays authoritative. = trueAdmin On / off Default
true -
satellite.phase1_extra_distanceExtra distance (m) further out, along the descent line, that phase 1 starts. The satellite slides steadily from there in to the orbit point over phase 1, then phase 2 continues along the same line. = 30000Admin Decimal number Default
30000 -
satellite.phase1_grow_scaleMultiplier the orbiting satellite's glow billboard grows to by the end of phase 1 (starts at 1x). Purely a visual telegraph; replicated because the grow runs client-side. = 4Admin Decimal number Default
4Saved -
satellite.require_powerplantIf true, the satellite control computer can only be powered up while the power plant is active (powergrid stage 1+). Ignored when the powergrid system itself is disabled. = trueAdmin On / off Default
true -
satellite.reuse_last_crash_spotCrash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check. = trueAdmin On / off Default
true -
satellite.rotation_strengthHeading rotation per thruster fire (degrees) = 15Admin Decimal number Default
15 -
satellite.shrink_expand_radiusImpact radius change per thruster fire (meters) = 25Admin Decimal number Default
25 -
satellite.site_check_physical_geometryAlso raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't see = trueAdmin On / off Default
true -
satellite.site_clearance_radiusClearance (m) the crash-site search demands around a candidate - rejected if any player building, prevent-building volume or safezone is within this range. Kept separate from kill_radius so targeting standoff can exceed what the impact destroys; 16 matches the building-privilege radius, so a valid site is never inside a base's TC influence. = 16Admin Decimal number Default
16 -
satellite.site_footprint_radiusRadius (m) around a candidate crash spot sampled for ground shape - roughly the crash remains footprint. Used both to reject unsuitable spots and to fit the spawned remains to the ground. = 15Admin Decimal number Default
15 -
satellite.site_max_slopeMax overall ground slope (degrees) across the crash footprint before a spot is rejected = 25Admin Decimal number Default
25 -
satellite.site_max_unevennessMax terrain height deviation (m) from the crash footprint's best-fit plane before a spot is rejected as too uneven (cliff edges, crests, dips the remains meshes can't hide) = 2Admin Decimal number Default
2 -
satellite.sky_trailRender the satellite's descent as a map-wide sky ribbon tracing the real flight path, visible from any distance at any draw distance setting. Rendered client-side from the entity's networked positions. = trueAdmin On / off Default
trueSaved -
satellite.sky_trail_age_fadeFade each point of the sky ribbon out over its lifetime (sky_trail_seconds), like a TrailRenderer - the streak continuously dissolves behind the satellite instead of holding full brightness until its points expire. = trueAdmin On / off Default
trueSaved -
satellite.sky_trail_drain_secondsSeconds the sky ribbon takes to drain away tail-first after the satellite crashes or is destroyed. The recorded point ages are compressed into this window, so the ribbon keeps shrinking exactly the way it does in flight, and the impact end of the streak is the last to go. = 10Admin Decimal number Default
10Saved -
satellite.sky_trail_max_lengthMaximum length of the sky ribbon in meters of flight path - the tail is trimmed to keep the ribbon at or under this. 0 = no length cap, letting the sky_trail_seconds lifetime fade own the tail instead of a hard cut. = 0Admin Decimal number Default
0Saved -
satellite.sky_trail_noiseMeters of smooth random wobble baked into the sky ribbon as it's laid down, so the streak reads as turbulent rather than a perfect straight line. Keep it under the dish's size (~3m) or the trail visibly detaches from the model. 0 = perfectly straight. = 1Admin Decimal number Default
1Saved -
satellite.sky_trail_secondsSeconds of flight path the sky ribbon spans - its TrailRenderer-style lifetime: with sky_trail_age_fade on, points dissolve to nothing as they reach this age. Capped by the ribbon's internal point budget at ~128s. = 60Admin Decimal number Default
60Saved -
satellite.sky_trail_width_degreesOn-screen thickness of the sky ribbon's head, in degrees of view angle - it holds the same apparent width whatever distance it's projected at, tapering to a point at the tail. = 0.075Admin Decimal number Default
0.075Saved -
satellite.targeting_budget_msCrash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded. = 5Admin Decimal number Default
5 -
satellite.targeting_coverage_factorCrash targeting: candidate samples tested per clearance-footprint, i.e. per (targetingRadius/clearanceRadius)^2. The sample count scales with the targeting area, so a small circle runs far fewer checks than a large one. ~1.2 is bare geometric coverage (samples spaced ~one clearance apart); the default adds margin to catch tight gaps. Pushing it much higher mostly adds correlated, redundant checks. = 3Admin Decimal number Default
3 -
satellite.targeting_min_samplesCrash targeting: minimum candidate samples per search, regardless of how small the targeting circle is. Floors the area-scaled sample count so a small but cluttered area still gets a fair number of attempts. = 8Admin Whole number Default
8 -
satellite.thruster_extra_stepsWhen a thruster move finds no valid crash site, how many extra steps to take in the same direction before giving up. Fuel cost is linear in the number of steps taken (a 3-step move costs 3 fuel), and a further step isn't attempted if the player can't afford it. = 2Admin Whole number Default
2 -
satellite.thruster_module_countThruster modules salvaged from fully harvesting the crash remains = 3Admin Whole number Default
3 -
satellite.thruster_module_min_conditionMinimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in = 0.2Admin Decimal number Default
0.2 -
satellite.trail_alpha_scaleMultiplier on the alpha of the satellite trails' authored colour gradients, saturating at full opacity - the authored fades drop to near-transparent within the first quarter of the trail, so values above 1 keep progressively more of its length visible. Applied alongside trail_time_scale as the trails switch on. = 1Admin Decimal number Default
1Saved -
satellite.trail_time_scaleMultiplier on the authored lifetime of the satellite's trail renderers - a trail spans this many times the authored seconds of flight path, so it directly scales the visible streak length. Applied as the trails switch on (they sit out the projected far-distance stretch and only run once the satellite is drawn at its real position), so changes take effect at the next handover, not mid-trail. Replicated because trails render client-side. = 1Admin Decimal number Default
1Saved -
satellite.wreck_fire_durationSeconds the main wreck stays too hot to harvest after impact = 480Admin Decimal number Default
480 -
scraptransporthelicopter.populationPopulation active on the server = 0Admin Decimal number Default
0 -
seaturtle.forcesurfaceamountForces sea turtles to swim at this offset from the water surface. 0 leaves them alone. = 0Admin Decimal number Default
0 -
seaturtle.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
sensecomponent.maxrefreshintervalsecondsLongest gap, in seconds, between two sense updates of an animal. = 1Admin Decimal number Default
1 -
sensecomponent.minrefreshintervalsecondsShortest gap, in seconds, between two sense updates of an animal that needs to react fast. = 0.2Admin Decimal number Default
0.2 -
sentry.debugpreventduplicatesPrevents auto turrets getting added more than once to the IO queue = trueAdmin On / off Default
true -
sentry.hostiledurationhow long until something is considered hostile after it attacked = 120Admin Decimal number Default
120 -
sentry.interferenceradiusradius to check for other turrets = 40Admin Decimal number Default
40Saved -
sentry.maxinterferencemax interference from other turrets = 12Admin Whole number Default
12Saved -
sentry.scantimerHow quickly can a turret acquire a potential target. Less is faster, but perf taxing = 1Admin Decimal number Default
1 -
sentry.targetalltarget everyone regardless of authorization = falseAdmin On / off Default
false -
server.allowsortingSet to false to disable the storage adaptor sorting functionality = trueAdmin On / off Default
true -
server.allowvineswingingWhen true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement = trueAdmin On / off Default
trueSaved -
server.anticheatidEasy Anti-Cheat product ID used to authenticate this server with EAC services = "xyza7891h6UjNfd0eb2HQGtaul0WhfvS"Admin Text Default
"xyza7891h6UjNfd0eb2HQGtaul0WhfvS" -
server.anticheatkeyEasy Anti-Cheat product key used alongside anticheatid for EAC server authentication = "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"Admin Text Default
"OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60" -
server.anticheatlogSets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic outputAdmin Whole number
-
server.anticheattokenWhen true clients must provide a valid EAC token to connect; disable only for testing or modded environments = trueAdmin On / off Default
true -
server.arrowarmorGlobal multiplier for armour effectiveness against arrow and bow damage; 1.0 = default = 1Admin Decimal number Default
1Saved -
server.arrowdamageGlobal multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage = 1Admin Decimal number Default
1Saved -
server.artificialtemperaturegrowablerangeRange, in meters, at which a heater warms planted crops. = 4Admin Decimal number Default
4Saved -
server.authtimeoutSeconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected = 60Admin Whole number Default
60 -
server.autouploadmapAutomatically upload procedurally generated maps so that players download them (faster) instead of re-generating them = trueAdmin On / off Default
trueSaved -
server.autouploadmapimagesAutomatically upload an image of the map, used to show the map in the server browser = trueAdmin On / off Default
trueSaved -
server.bag_quota_item_amountSleeping bag setting the server only passes on to clients. Nothing on the server reads it. = trueAdmin On / off Default
trueSaved -
server.bansserverendpointHTTP API endpoint for centralized banning (see wiki) = ""Admin Text Default
"" -
server.bansserverfailuremodeFailure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki) = 0Admin Whole number Default
0 -
server.bansservertimeoutTimeout (in seconds) for centralized banning web server requests = 5Admin Whole number Default
5 -
server.bleedingarmorGlobal multiplier for armour effectiveness against bleeding damage; 1.0 = default = 1Admin Decimal number Default
1Saved -
server.bleedingdamageGlobal multiplier for all bleeding damage over time; 1.0 = default = 1Admin Decimal number Default
1Saved -
server.bulletarmorGlobal multiplier for armour effectiveness against bullet damage; 1.0 = default = 1Admin Decimal number Default
1Saved -
server.bulletdamageGlobal multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage = 1Admin Decimal number Default
1Saved -
server.bypassiteminputrestrictionAllows items to be moved into containers that block item input = falseAdmin On / off Default
false -
server.canequipbackpacksinairAllows backpack equipping while not grounded = falseAdmin On / off Default
falseSaved -
server.ceilinglightgrowablerangeRadius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirement = 3Admin Decimal number Default
3Saved -
server.ceilinglightheightoffsetVertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it = 3Admin Decimal number Default
3Saved -
server.censorplayerlistCensors the Steam player list to make player tracking more difficult = trueAdmin On / off Default
true -
server.cinematicCinematic mode: opens the cinematic commands and every gesture to all players, not only admins. = falseAdmin On / off Default
falseSaved -
server.combatlogdelaySeconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight = 10Admin Whole number Default
10 -
server.combatlogsizeNumber of recent combat events retained in each player's combat log, viewable with combatlog = 30Admin Whole number Default
30 -
server.compassenabledWill the in-game compass show at the top of the screen = trueAdmin On / off Default
trueSaved -
server.composterupdateintervalHow often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes) = 300Admin Decimal number Default
300 -
server.compressionEnables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU timeAdmin On / off
-
server.conveyormovefrequencyHow often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement = 5Admin Decimal number Default
5Saved -
server.corpsedespawnSeconds before a player corpse is removed from the world; default is 300 seconds (5 minutes) = 300Admin Decimal number Default
300 -
server.corpsesWhether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly = trueAdmin On / off Default
true -
server.crawlingenabledDo players go into the crawling wounded state = trueAdmin On / off Default
trueSaved -
server.crawlingmaximumhealthMaximum initial health given when a player dies and moves to crawling wounded state = 12Admin Whole number Default
12 -
server.crawlingminimumhealthMinimum initial health given when a player dies and moves to crawling wounded state = 7Admin Whole number Default
7 -
server.creamseparationhoursHours milk has to spend in a refrigerated container before it can be skimmed. Items already chilled won't notice a change until their next network update = 4Admin Decimal number Default
4Saved -
server.cycletimeDuration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes = 500Admin Decimal number Default
500 -
server.debrisdespawnSeconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds = 30Admin Decimal number Default
30 -
server.deepseafogofwarShould the deep sea map be covered by fog of war = trueAdmin On / off Default
trueSaved -
server.defaultblueprintresearchcostHow much scrap is required to research default blueprints = 10Admin Whole number Default
10Saved -
server.descriptionShort description of the server shown to players in the server browser = "No server description has been provided."Admin Text Default
"No server description has been provided." -
server.destroytaskbatchcountUsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task = 128Admin Whole number Default
128 -
server.drawpuzzleresetsWhen enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets = falseAdmin On / off Default
false -
server.dropitemsWhether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death = trueAdmin On / off Default
true -
server.eac_gameplay_dataWhether or not to send additional analytics to EAC = trueAdmin On / off Default
true -
server.emojiownershipcheckWhether emoji ownership is checked server side. Could be performance draining in high chat volumes = trueAdmin On / off Default
true -
server.encryptionNetwork encryption mode; 2 = enabled (recommended), 0 = disabled = 2Admin Whole number Default
2 -
server.enforcepipechecksonbuildingblockchangesWhether to check for illegal industrial pipes when changing building block states (roof bunkers) = trueAdmin On / off Default
trueSaved -
server.entitybatchsizeNumber of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing = 100Admin Whole number Default
100 -
server.entitybatchtimeTime in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed = 1Admin Decimal number Default
1 -
server.entityrateHow many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects = 16Admin Whole number Default
16 -
server.eranone,primitive,medieval,frontier,rust = "None"Admin Text Default
"None"Saved -
server.eventsEnables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits = trueAdmin On / off Default
true -
server.explosive_testing_modeLower damage of explosives to 1 and allow them to be triggered multiple times = falseAdmin On / off Default
false -
server.farmchickenlocalavoidanceWhether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip = trueAdmin On / off Default
trueSaved -
server.favoritesendpointDomain name to save when players favorite your server. The port can be omitted if using the default port or a SRV DNS record is created. = ""Admin Text Default
""Saved -
server.filefolderoverrideOverride the root storage folder for server files; leave empty to use the default server/identity path = ""Admin Text Default
"" -
server.filerequestbytesburstBurst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to match = 4194304Admin Whole number Default
4194304Saved -
server.filerequestbytespersecondBytes per second of requested file data (sign textures, photos, cassette audio, sculpts) sent to each client; requests beyond this are deferred, not dropped. Replicated so clients throttle their own requests to match = 2097152Admin Whole number Default
2097152Saved -
server.filerequestdebugPrint file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time = falseAdmin On / off Default
false -
server.filerequestqueuelengthMaximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue) = 256Admin Whole number Default
256 -
server.fogofwarShould the in-game map be covered by a fog of war = falseAdmin On / off Default
falseSaved -
server.fogofwarrevealsizeHow much area around the player is revealed when using fog of war. Must be a multiple of 32 = 256Admin Whole number Default
256Saved -
server.foodspoilingWhether to run the food spoiling system = trueAdmin On / off Default
trueSaved -
server.foodspoilingbudgetmsMaximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates = 0.05Admin Decimal number Default
0.05 -
server.funwaterdamagethresholdWetness a player has to reach before water guns start to hurt. = 0.8Admin Decimal number Default
0.8Saved -
server.funwaterwetnessgainWetness a player gains from each water gun hit. = 0.05Admin Decimal number Default
0.05Saved -
server.gamemodeShort name of the game mode to activate on this server (e.g. 'softcore', 'hardcore'); applies convar overrides defined by that game mode's prefab = ""Admin Text Default
"" -
server.hardcorefirearmammunitioncraftingmultiplierMultiplies crafting cost of firearm ammunition = 1Admin Decimal number Default
1Saved -
server.headerimageURL of the banner/header image shown at the top of this server's page in the server browser = ""Admin Text Default
""Saved -
server.hideplayermapdirectionShould hte player see their direction on the map = falseAdmin On / off Default
falseSaved -
server.hideplayeronmapShould the player see their position on the map = falseAdmin On / off Default
falseSaved -
server.homingmissiletargetshabIf true hot air balloons can be shot down with homing missiles = falseAdmin On / off Default
false -
server.hopperanimationbudgetmsHow long per frame to spend animating items moving into the hopper (will be instant if <= 0) = 0.1Admin Decimal number Default
0.1Saved -
server.hostnameServer name displayed in the server browser = "My Untitled Rust Server"Admin Text Default
"My Untitled Rust Server" -
server.http_connection_limitMaximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests = 32Admin Whole number Default
32 -
server.identityUnique identifier for this server instance; determines the subfolder used for saves, configs and map data = "my_server_identity"Admin Text Default
"my_server_identity" -
server.idlekickMinutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick = 30Admin Whole number Default
30 -
server.idlekickadminsMinutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode = 0Admin Whole number Default
0 -
server.idlekickmodeControls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins = 1Admin Whole number Default
1 -
server.incapacitatedrecoverchanceBase chance of recovery after incapacitated wounded state = 0.1Admin Decimal number Default
0.1Saved -
server.industrialallowquickmoveEnables a faster way to move items around during conveyor transfers. Should be on unless there's a issue = trueAdmin On / off Default
true -
server.industrialcrafterfrequencyHow often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting = 5Admin Decimal number Default
5Saved -
server.industrialframebudgetmsHow long per frame to spend on industrial jobs = 0.5Admin Decimal number Default
0.5Saved -
server.industrialtransferstricttimelimitsWhen enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance = trueAdmin On / off Default
trueSaved -
server.ipIP address the server binds to; leave empty to bind to all interfaces = ""Admin Text Default
"" -
server.ipqueriesperminMaximum number of Steam server browser queries allowed per minute from a single IP address = 30Admin Whole number Default
30 -
server.itemdespawnSeconds before items dropped on the ground despawn; default is 300 seconds (5 minutes) = 300Admin Decimal number Default
300 -
server.itemdespawn_container_max_multiplierUpper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours = 24Admin Whole number Default
24 -
server.itemdespawn_container_scaleMultiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime = 2Admin Decimal number Default
2 -
server.itemdespawn_quickFast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds = 30Admin Decimal number Default
30 -
server.levelMap level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name = "Procedural Map"Admin Text Default
"Procedural Map" -
server.leveltransferWhen true the server sends the map file to clients so they can load it without re-generating it locally = trueAdmin On / off Default
true -
server.levelurlURL to download a custom map file from; if set the server will fetch and load this map instead of generating one = ""Admin Text Default
"" -
server.log_invalid_packet_lengthsLogs network packets rejected for being empty or not byte-alignedAdmin On / off Saved
-
server.logoimageURL of the logo image shown for this server in the server browser = ""Admin Text Default
""Saved -
server.long_distance_soundsWhen enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers = trueAdmin On / off Default
true -
server.lowprioritybuoyancyrangeIf no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system = 30Admin Decimal number Default
30 -
server.mapenabledCan players use the in-game map = trueAdmin On / off Default
trueSaved -
server.max_explosive_protectionCap on the explosive protection clothing can give a player, from 0 to 1. = 0.75Admin Decimal number Default
0.75Saved -
server.max_sleeping_bagsHow many sleeping bags and beds one player can have. 0 or less removes the limit. = 15Admin Whole number Default
15Saved -
server.maxclientinfosizeMaximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejectedAdmin Whole number
-
server.maxconnectionsperipMaximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1–1000)Admin Whole number
-
server.maxdecryptqueuebytesMaximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reachedAdmin Whole number
-
server.maxdecryptqueuelengthMaximum number of encrypted packets that can wait in the decryption queue before being droppedAdmin Whole number
-
server.maxdecryptthreadwaitMaximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1–1000)Admin Whole number
-
server.maxfoodspoiltimediffforitemstackMaximum difference (in seconds) that two items with spoil timers can have and still be stackable = 180Admin Decimal number Default
180 -
server.maximummapmarkersHow many markers each player can place = 5Admin Whole number Default
5Saved -
server.maximumpingsHow many pings can be placed by each player = 5Admin Whole number Default
5Saved -
server.maxitemstacksmovedpertickindustrialHow many stacks a single conveyor can move in a single tick = 12Admin Whole number Default
12Saved -
server.maxmainthreadwaitMaximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1–1000)Admin Whole number
-
server.maxpacketsize_commandMaximum byte size of a single console command packet from a client; oversized packets are rejected = 100000Admin Whole number Default
100000 -
server.maxpacketsize_globalentitiesMaximum byte size of a single global-entities network packet; oversized packets are dropped = 1000Admin Whole number Default
1000 -
server.maxpacketsize_globaltreesMaximum byte size of a single global-trees network packet; oversized packets are dropped = 100Admin Whole number Default
100 -
server.maxpacketsize_voicedataMaximum number of bytes permitted in VoiceData packets, oversized packets will be dropped = 8096Admin Whole number Default
8096 -
server.maxpacketspersecondGlobal cap on total network packets per second the server will accept across all connected clients combinedAdmin Whole number
-
server.maxpacketspersecond_commandMaximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server = 100Admin Whole number Default
100 -
server.maxpacketspersecond_rpcMaximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions = 200Admin Whole number Default
200 -
server.maxpacketspersecond_rpc_signalMaximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions = 30Admin Whole number Default
30 -
server.maxpacketspersecond_syncvarMaximum sync-var (replicated variable) update packets per second accepted from each client = 200Admin Whole number Default
200 -
server.maxpacketspersecond_tickMaximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed = 300Admin Whole number Default
300 -
server.maxpacketspersecond_voiceMaximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player = 100Admin Whole number Default
100 -
server.maxpacketspersecond_worldMaximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam = 1Admin Whole number Default
1 -
server.maxplayersMaximum number of players allowed on the server at the same time = 500Admin Whole number Default
500 -
server.maxreadqueuebytesMaximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packetsAdmin Whole number
-
server.maxreadqueuelengthMaximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustionAdmin Whole number
-
server.maxreadthreadwaitMaximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1–1000)Admin Whole number
-
server.maxreceivetimeMaximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10–1000)Admin Whole number
-
server.maxunackMaximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client = 4Admin Whole number Default
4 -
server.maxwritequeuebytesMaximum total byte size of the outgoing write queue; if the queue fills the oldest packets are droppedAdmin Whole number
-
server.maxwritequeuelengthMaximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is fullAdmin Whole number
-
server.maxwritethreadwaitMaximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1–1000)Admin Whole number
-
server.meleearmorGlobal multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee = 1Admin Decimal number Default
1Saved -
server.meleedamageGlobal multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage = 1Admin Decimal number Default
1Saved -
server.metabolismtickMultiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates = 1Admin Decimal number Default
1 -
server.modifiertickrateRate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth = 1Admin Decimal number Default
1 -
server.monumentpuzzleresetradiationAllows radiation to flood monuments to force puzzles to reset = trueAdmin On / off Default
true -
server.monumentpuzzleresetradiationamountRadiation damage per second applied to players inside a monument during its puzzle-reset radiation phase = 3Admin Decimal number Default
3 -
server.monumentpuzzleresetradiationmaxradiusincreaseClamp radiation multiplier to this amount of meters, -1 = ignored = 20Admin Decimal number Default
20 -
server.monumentpuzzleresetradiationoverrideForce enable radiation in monument puzzles to confirm they work = falseAdmin On / off Default
false -
server.monumentpuzzleresetradiationplayeremptytimeHow long does a monument puzzle need to be empty with full rads before it can reset = 120Admin Decimal number Default
120 -
server.monumentpuzzleresetradiationpreresettimeHow long before the reset happens do we start applying radiation = 300Admin Decimal number Default
300 -
server.monumentpuzzleresetradiationradiusmultiplierMultiplier applied to a monument's normal radiation radius when the puzzle-reset radiation cloud is active; default 1.5x expands the zone beyond its usual boundary = 1.5Admin Decimal number Default
1.5 -
server.monumentpuzzleresetwarningsWhen enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins = trueAdmin On / off Default
trueSaved -
server.motdMessage-of-the-day text the server only passes on to clients. Nothing on the server reads it. = ""Admin Text Default
""Saved -
server.netcacheEnables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth = trueAdmin On / off Default
true -
server.netcachesizeMaximum byte size of the network entity cache; 0 means no hard limit = 0Admin Whole number Default
0 -
server.netlogEnables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issuesAdmin On / off
-
server.nonplanterdeathchancepertickProbability (0–1) per growth tick that a plant growing outside a planter box will die; default 0.005 means a 0.5% chance each tick = 0.005Admin Decimal number Default
0.005Saved -
server.normalisedfoodspoiltimestackthresholdIf two spoiled food items are both above this threshold then we will allow them to be stacked = 0.9Admin Decimal number Default
0.9 -
server.npcammolootmultiplierAll ammo drops from NPC loot will be multiplied by this = 1Admin Decimal number Default
1Saved -
server.npccorpsedespawnSeconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes) = 600Admin Decimal number Default
600 -
server.occlusiongatherbatchplayercountUsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task = 16Admin Whole number Default
16 -
server.officialMarks this as an official Facepunch server; only set by Facepunch - do not enable on community servers = falseAdmin On / off Default
false -
server.oilrig_radiation_alarm_thresholdRadiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present = 0Admin Decimal number Default
0 -
server.oilrig_radiation_amount_scaleMultiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second = 1Admin Decimal number Default
1Saved -
server.oilrig_radiation_time_scaleMultiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration = 1Admin Decimal number Default
1Saved -
server.optimalplanterqualitysaturationSoil saturation level (0–1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6 = 0.6Admin Decimal number Default
0.6Saved -
server.ovencookbudgetmsMaximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers = 0.25Admin Decimal number Default
0.25Saved -
server.packetlog_enabledEnables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime = falseAdmin On / off Default
false -
server.paintballoverallsdamageHow much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage) = 1Admin Decimal number Default
1Saved -
server.paintballstandarddamageHow much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on) = 1Admin Decimal number Default
1Saved -
server.parachuterepacktimeHow long it takes to pick up a used parachute in seconds = 8Admin Decimal number Default
8Saved -
server.parallelnetworkqueuebatchsizeUsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks = 16Admin Whole number Default
16 -
server.pauseindustrialduringsaveShould industrial be paused during autosaves = trueAdmin On / off Default
true -
server.pauseunlootedpuzzlesWhen enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas = trueAdmin On / off Default
true -
server.ping_region_code_overrideOverride the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection = ""Admin Text Default
"" -
server.pingdurationHow long a ping should last = 10Admin Decimal number Default
10Saved -
server.plantlightdetectionEnables plant light detection - growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly = trueAdmin On / off Default
true -
server.planttickSeconds between two growth updates of a plant. = 60Admin Decimal number Default
60Saved -
server.planttickscaleMultiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth = 1Admin Decimal number Default
1 -
server.player_state_cache_sizeSize of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting playersAdmin Whole number
-
server.playerserverfallWhen true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damage = trueAdmin On / off Default
trueSaved -
server.playertimeoutSeconds of network inactivity before a connected player is timed out and disconnected = 60Admin Whole number Default
60 -
server.portUDP port the server listens on for player connections = 28015Admin Whole number Default
28015 -
server.premiumRequire a premium status account to connect to this server = falseAdmin On / off Default
false -
server.premiumrecheckintervalHow often to do premium status rechecks = 300Admin Decimal number Default
300 -
server.premiumrecheckmaxbatchsizeMaximum number of players to recheck at a time = 100Admin Whole number Default
100 -
server.premiumrecheckminsecondsMinimum time to recheck premium status for already connected players (in seconds) = 300Admin Decimal number Default
300 -
server.premiumverifyendpointEndpoint to use to check if players have premium status = "https://rust-api.facepunch.com/api/premium/verify"Admin Text Default
"https://rust-api.facepunch.com/api/premium/verify" -
server.printreportstoconsoleShould F7 reports from players be printed to console = falseAdmin On / off Default
falseSaved -
server.pveEnables PvE mode - players cannot damage other players; they can still be killed by NPCs and the environment = falseAdmin On / off Default
false -
server.pvebulletdamagemultiplierAdditional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage = 1Admin Decimal number Default
1Saved -
server.pvp_ttk_bulletHow much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1Admin Decimal number Default
1Saved -
server.pvp_ttk_globalHow much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1Admin Decimal number Default
1Saved -
server.pvp_ttk_meleeHow much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1Admin Decimal number Default
1Saved -
server.pvpbulletdamagemultiplierAdditional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage = 1Admin Decimal number Default
1Saved -
server.queriespersecondMaximum number of Steam server browser queries the server will respond to per second before rate-limiting = 2000Admin Whole number Default
2000 -
server.queryportUDP port used for Steam server browser queries; uses the game port if set to 0 = 0Admin Whole number Default
0 -
server.radiationEnables radiation zones at monuments; disabling removes all radiation hazards from the map = trueAdmin On / off Default
true -
server.randomize_seedSetting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each timeAdmin On / off
-
server.rejoin_delaySeconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes) = 300Admin Whole number Default
300 -
server.reportsserverendpointHTTP API endpoint for receiving F7 reports = ""Admin Text Default
""Saved -
server.reportsserverendpointkeyIf set, this key will be included with any reports sent via reportsServerEndpoint (for validation) = ""Admin Text Default
""Saved -
server.repositionattachmentsonreskinReposition attachments like storage adaptors if they have moved on reskins = trueAdmin On / off Default
true -
server.respawnatdeathpositionIf a player presses the respawn button, respawn at their death location (for trailer filming) = falseAdmin On / off Default
false -
server.respawnresetrangeRadius in metres around a player's death point - any sleeping bag or bed within this range is put on a respawn cooldown to prevent spawn-camping = 50Admin Decimal number Default
50 -
server.respawntimeadditionbagBags will increase their respawn time by this much = 0Admin Decimal number Default
0Saved -
server.respawntimeadditionbedBeds will increase their respawn time by this much = 0Admin Decimal number Default
0Saved -
server.respawnwithloadoutWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout) = falseAdmin On / off Default
false -
server.rewounddelayMinimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again = 60Admin Decimal number Default
60Saved -
server.rpclog_enabledEnables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called = falseAdmin On / off Default
false -
server.rust_relay_send_queuePrints the current server decryption queue depthAdmin Whole number
-
server.saltSecondary salt value mixed into procedural world generation; used to vary monument and road placement = 1Admin Whole number Default
1 -
server.savebackupcountNumber of rolling save-file backups to keep; each autosave rotates the oldest backup out = 2Admin Whole number Default
2Saved -
server.savecachesizeMaximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit = 0Admin Whole number Default
0 -
server.saveframebudgetMS per frame to spend warming up entity save caches = 5Admin Whole number Default
5 -
server.saveintervalHow often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes) = 600Admin Whole number Default
600 -
server.schematimeHow often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds = 1800Admin Decimal number Default
1800 -
server.seedSeed value used for procedural world generation; changing this produces a completely different map layout = 1337Admin Whole number Default
1337 -
server.server_idPersistent unique identifier for this server instance, used when recording demos and for analytics attribution = ""Admin Text Default
""Saved -
server.showholstereditemsWhen enabled, weapons and tools holstered on a player's back are visible on their character model to other players = trueAdmin On / off Default
trueSaved -
server.skipdeathscreenfadeSkip death screen fade = falseAdmin On / off Default
falseSaved -
server.snapshottaskbatchcountUsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task = 64Admin Whole number Default
64 -
server.spawnvinetreesWhen true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map = trueAdmin On / off Default
trueSaved -
server.sprinklereyeheightoffsetVertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant = 3Admin Decimal number Default
3Saved -
server.sprinklerradiusRadius, in meters, a sprinkler waters. = 3Admin Decimal number Default
3Saved -
server.stabilityEnables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed = trueAdmin On / off Default
true -
server.statbackupEnables automatic backups of server statistics data = falseAdmin On / off Default
false -
server.statsEnables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered = falseAdmin On / off Default
false -
server.strictauth_eacWhen true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable = falseAdmin On / off Default
false -
server.strictauth_steamWhen true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable = falseAdmin On / off Default
false -
server.tagsComma-separated server browser tag values (see wiki) = ""Admin Text Default
""Saved -
server.tickrateNumber of server simulation ticks per second; higher values improve responsiveness but increase CPU usage = 10Admin Whole number Default
10 -
server.tutorialenabledControls whether the tutorial is enabled on this server = falseAdmin On / off Default
falseSaved -
server.updatebatchNumber of entities processed per network update batch; lower values spread the load across more frames but increase total overhead = 512Admin Whole number Default
512 -
server.updatebatchspawnNumber of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load = 1024Admin Whole number Default
1024 -
server.upgrade_keeps_healthWhen a deployable is upgraded in place (e.g. stacking sandbags) the new tier keeps the damaged health fraction of the one it replaced instead of spawning at full health = trueAdmin On / off Default
true -
server.urlServer website URL displayed in the server browser; leave empty to show no link = ""Admin Text Default
"" -
server.uselegacyworkbenchinteractionOpens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods. = falseAdmin On / off Default
falseSaved -
server.useminimumplantconditionWhen enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying = trueAdmin On / off Default
true -
server.useperplayerrequiredsystemconfigEnables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players = falseAdmin On / off Default
false -
server.useplayerupdatejobsPlayer Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default = 3Admin Whole number Default
3 -
server.useserverwiderequiredsystemconfigEnables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements = falseAdmin On / off Default
false -
server.watercontainersleavewaterbehindWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss = falseAdmin On / off Default
falseSaved -
server.waterwellnpcsalesrefreshfrequencyHow often (in hours) the water well NPC's update their sell orders = 1Admin Decimal number Default
1 -
server.waterwheelworkbudgetmsHow long per frame to spend on updating water wheel power generation and water info = 0.1Admin Decimal number Default
0.1Saved -
server.workbenchtaxrate1How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost = 0Admin Decimal number Default
0Saved -
server.workbenchtaxrate2How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost = 0Admin Decimal number Default
0Saved -
server.workbenchtaxrate3How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost = 0Admin Decimal number Default
0Saved -
server.worldsizeWidth and height of the procedurally generated world in metres; larger values create a bigger map with more resources = 4500Admin Whole number Default
4500 -
server.woundedmaxfoodandwaterbonusMaximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level = 0.25Admin Decimal number Default
0.25Saved -
server.woundedmaxoverfedchanceWounded/incapacitated recovery chance for a player carrying a full extra bar of calories above the normal cap, scaled down by how overfed they actually are = 1Admin Decimal number Default
1Saved -
server.woundedrecoverchanceBase chance of recovery after crawling wounded state = 0.2Admin Decimal number Default
0.2Saved -
server.woundingenabledCan players be wounded after receiving fatal damage = trueAdmin On / off Default
trueSaved -
sheep.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
shield.infiniteshieldblockLets a shield block without ever running out. = falseAdmin On / off Default
falseSaved -
signage.adminscanalwaysupdatesignsIf true admins can always update signs, regardless of lock, build auth, etc = trueAdmin On / off Default
trueSaved -
simpleshark.disableSwitches sharks off: each one is removed as soon as it spawns. = falseAdmin On / off Default
false -
simpleshark.forcesurfaceamountForces sharks to swim at this offset from the water surface. 0 leaves them alone. = 0Admin Decimal number Default
0 -
sleepingbag.useteamlabelsLets teammates see each other's sleeping bags, labelled as team bags. = trueAdmin On / off Default
trueSaved -
slotmachine.forcepayoutindexForces every slot machine spin onto one payout line, by number. -1 leaves the spin random. = -1Admin Whole number Default
-1 -
smallengine.maxthrustmultiplierMultiplies the thrust of small boat engines. = 1Admin Decimal number Default
1Saved -
snakehazard.populationPopulation active on the server, per square km = 5Admin Decimal number Default
5 -
snowmobile.allowpassengeronlyAllow mounting as a passenger when there's no driver = falseAdmin On / off Default
false -
snowmobile.allterrainIf true, snowmobile goes fast on all terrain types = falseAdmin On / off Default
false -
snowmobile.outsidedecayminutesHow long before a snowmobile loses all its health while outside = 1440Admin Decimal number Default
1440 -
softcore.raidwindow_allow_tc_authedAllow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC) = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_allow_twigAllow explosive damage to twig-grade building blocks even outside the raid window = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_block_extra_enabledOutside the window, also block a non-explosive damage type against non-twig building blocks (e.g. shotgunning down a stone wall). Melee is only affected by softcore.raidwindow_block_melee_doors = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_block_extra_typeRust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns) = 8Admin Whole number Default
8Saved -
softcore.raidwindow_block_melee_doorsOutside the window, block melee damage to doors so they can't be beaten down while the window is closed = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_block_mlrsBlock launching MLRS rockets outside the raid window so they are not wasted = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_enabledEnable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time window = trueAdmin On / off Default
trueSaved -
softcore.raidwindow_end_hourRaid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnight = 21Admin Decimal number Default
21Saved -
softcore.raidwindow_fresh_tc_secondsSeconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disables = 3600Admin Decimal number Default
3600Saved -
softcore.raidwindow_hours_offsetHours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later) = 0Admin Decimal number Default
0Saved -
softcore.raidwindow_start_hourRaid window start hour in server system local time, 0-24 (default 18 = 6pm) = 18Admin Decimal number Default
18Saved -
softcore.raidwindow_weekend_enabledUse separate raid hours on Saturday and Sunday = falseAdmin On / off Default
falseSaved -
softcore.raidwindow_weekend_end_hourWeekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true) = 22Admin Decimal number Default
22Saved -
softcore.raidwindow_weekend_start_hourWeekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true) = 17Admin Decimal number Default
17Saved -
solarpanel.sunupdatebudgetmsMilliseconds per frame the server may spend updating the sun on solar panels. = 0.05Admin Decimal number Default
0.05Saved -
spawn.loot_population_testIf set the loot spawn system will consider this the player count, not the actual player count. Useful for testing = 0Admin Whole number Default
0 -
spawn.max_densityMaximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts = 1Admin Decimal number Default
1 -
spawn.max_rateMaximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases = 1Admin Decimal number Default
1 -
spawn.min_densityMinimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts = 0.5Admin Decimal number Default
0.5 -
spawn.min_rateMinimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low = 0.5Admin Decimal number Default
0.5 -
spawn.player_baseBase player count used when computing population spawn rates; below this value player_scale group rates are not yet applied = 100Admin Decimal number Default
100 -
spawn.player_scaleMultiplier applied to group spawn rates based on current player count relative to player_base; higher values cause more group spawns as the server fills up = 2Admin Decimal number Default
2 -
spawn.population_cap_rateWhen scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this = 300Admin Whole number Default
300 -
spawn.respawn_groupsWhen enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared = trueAdmin On / off Default
true -
spawn.respawn_individualsWhen enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed = trueAdmin On / off Default
true -
spawn.respawn_populationsWhen enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested = trueAdmin On / off Default
true -
spawn.tick_individualsInterval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities = 300Admin Decimal number Default
300 -
spawn.tick_populationsInterval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load = 60Admin Decimal number Default
60 -
squirrel.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
stability.accuracyFloating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations = 0.001Admin Decimal number Default
0.001 -
stability.collapseStability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall = 0.05Admin Decimal number Default
0.05 -
stability.log_ground_missing_deathWhen enabled, logs when entities die because their ground support entity was destroyed or is missing = falseAdmin On / off Default
false -
stability.log_stability_deathWhen enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name = falseAdmin On / off Default
false -
stability.log_stability_updatesWhen enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging = falseAdmin On / off Default
false -
stability.stabilityqueueMaximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick = 9Admin Decimal number Default
9 -
stability.strikesNumber of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time = 10Admin Whole number Default
10 -
stability.surroundingsqueueMaximum time in seconds that surrounding-support check jobs can run per server tick before deferral = 3Admin Decimal number Default
3 -
stability.verboseVerbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation = 0Admin Whole number Default
0 -
stag.populationPopulation active on the server, per square km = 3Admin Decimal number Default
3 -
stash.reveal_tick_rateInterval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate = 0.5Admin Decimal number Default
0.5 -
steam.server_allow_steam_nicknamesSteam nickname setting the server only passes on to clients. Nothing on the server reads it. = trueAdmin On / off Default
trueSaved -
storagecontainer.canrequireauthifnolockWhen enabled, storage containers without a lock can still require tool cupboard auth to access; default false = falseAdmin On / off Default
false -
storagecontainer.corpseitemssavedpercentFraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death = 0.5Admin Decimal number Default
0.5 -
storagecontainer.dropcorpseondeathWhen enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed = falseAdmin On / off Default
false -
telephonemanager.maxcalllengthMaximum duration in seconds a telephone call can remain active before it is automatically terminated = 120Admin Whole number Default
120 -
telephonemanager.maxconcurrentcallsMaximum number of simultaneous active telephone calls allowed on the server at any time = 10Admin Whole number Default
10 -
territory.hexsizeHex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership = 50Admin Decimal number Default
50 -
territory.offsetxShifts the whole territory grid east/west in metres. Painted cells move with it = 0Admin Decimal number Default
0 -
territory.offsetzShifts the whole territory grid north/south in metres. Painted cells move with it = 0Admin Decimal number Default
0 -
ticklogging.tick_uploader_lifetimeSeconds a tick log table collects before it is uploaded. = 60Admin Whole number Default
60 -
tiger.populationPopulation active on the server, per square km = 0.5Admin Decimal number Default
0.5 -
tigerfsm.chargerangeThe range at which the tiger will charge instead of fleeing if aimed at = 20Admin Decimal number Default
20 -
tigersneaktelegraphgrowl.minangleMinimum angle for the tiger to growl when stalking a player = 60Admin Decimal number Default
60 -
tigersneaktelegraphgrowl.mintimebetweengrowlsTime between growls when stalking a player = 5Admin Decimal number Default
5 -
time.cl_maxstepsperframeThe maximum amount physics ticks per frame on clients. If things are taking too long, time slows down = 2Admin Whole number Default
2Saved -
time.cl_stepsDesired physics ticks per second on clients = 32Admin Whole number Default
32Saved -
time.missiontimerscaleSpeeds up or slows down mission timers and cooldowns. = 1Admin Decimal number Default
1Saved -
time.pausewhileloadingFreezes game time while the server is starting up. = trueAdmin On / off Default
true -
time.sv_maxstepsperframeThe maximum amount physics ticks per frame on the server. If things are taking too long, time slows downAdmin Whole number
-
time.sv_stepsDesired physics ticks per second on the serverAdmin Whole number
-
time.timescaleSpeed of game time. 1 is normal.Admin Decimal number
-
traincar.decayminutesHow long before a train car despawns = 30Admin Decimal number Default
30 -
traincar.killofftracktrainsShould train cars that are not spawned near train tracks be killed instantly (default = true) = trueAdmin On / off Default
true -
traincar.populationPopulation active on the server = 2.3Admin Decimal number Default
2.3 -
traincar.trainturretinaccuratepervelocityChance to miss per m/s of velocity for turrets shooting players on moving trains = 0.1Admin Decimal number Default
0.1 -
traincar.wagons_per_engineRatio of wagons to train engines that spawn = 2Admin Whole number Default
2 -
traincarunloadable.decayminutesafterunloadHow long before an unloadable train car despawns afer being unloaded = 10Admin Decimal number Default
10 -
traincouplingcontroller.max_couple_speedMaximum difference in velocity for train cars to couple = 9Admin Decimal number Default
9 -
travellingvendor.alive_time_secondsMaximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes) = 1800Admin Decimal number Default
1800 -
travellingvendor.attempt_pulloversWhen enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route = trueAdmin On / off Default
true -
travellingvendor.max_speedTop speed of the travelling vendor, in meters per second. = 5Admin Decimal number Default
5Saved -
travellingvendor.should_destroy_buildingsWhen enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path = falseAdmin On / off Default
false -
travellingvendor.should_spawnWhen enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning = trueAdmin On / off Default
true -
tree.global_broadcastWhen enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network = falseAdmin On / off Default
false -
tree.simplified_colliderWhen enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy = falseAdmin On / off Default
false -
treemanager.cellsizeDefine cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512. = 100Admin Whole number Default
100 -
treemanager.enabletreestreamingWhen enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth = trueAdmin On / off Default
true -
treemanager.playerbudgetmsPer-frame CPU budget in milliseconds allocated to sending tree streaming data per player = 0.01Admin Decimal number Default
0.01 -
treemanager.updatebudgetmsTotal per-frame CPU budget in milliseconds for the tree streaming update system = 1Admin Decimal number Default
1 -
treemanager.uselazyserializationInstead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens. = trueAdmin On / off Default
true -
triggerbase.useexcludelayersWhen enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers = falseAdmin On / off Default
false -
triggerboatmagnet.boatmagnetsenabledWhen enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position = trueAdmin On / off Default
true -
triggerparent.allowtriggersleepingAllow triggers to sleep if both they and their contents are stationary (TickMode 1 only) = trueAdmin On / off Default
true -
triggerparent.sleeping_trigger_mask_epsilonworld units a trigger can move in WS before it is woken = 0.001Admin Decimal number Default
0.001 -
triggerparent.tickmode0 - old InvokeHandler, 1 - Jobs = 1Admin Whole number Default
1 -
triggerparentdelayedexit.disable_delayed_exitMakes TriggerParentDelayedExit act as a TriggerParent again = falseAdmin On / off Default
false -
tugboat.tugcorpsesecondsSeconds a destroyed tugboat stays before it is removed. = 7200Admin Decimal number Default
7200 -
tugboat.tugdecayminutesHow long before a tugboat loses all its health while outside = 2160Admin Decimal number Default
2160 -
tugboat.tugdecaystartdelayminutesHow long until decay begins after the tugboat was last used = 1440Admin Decimal number Default
1440 -
tutorialisland.enforcetrespasschecksChecks that no player stands on a tutorial island that is not theirs. Admins are exempt. = trueAdmin On / off Default
trueSaved -
tutorialisland.overridetutoriallocationWill place the tutorial as close as possible to this pos, only for debuggingAdmin Position
-
tutorialisland.spawntutorialislandfornewplayerOffers the tutorial island to new players when they join. = trueAdmin On / off Default
trueSaved -
unsafe.debugmtlockmaxframesHow many frames of a stack to emit = 5Admin Whole number Default
5 -
unsafe.enabledebugmtlockControls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabledAdmin On / off
-
unsafe.usemultithreadedscriptingControls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability = trueAdmin On / off Default
true -
vehicle.boat_corpse_secondsSeconds a destroyed motor boat stays before it is removed. = 300Admin Decimal number Default
300 -
vehicle.carwrecksDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true = trueAdmin On / off Default
true -
vehicle.cinematictrainsIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false = falseAdmin On / off Default
false -
vehicle.deepseaportal_boundary_force_start_distanceDistance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles = 10Admin Decimal number Default
10 -
vehicle.disable_wheels_when_sleepingWhen enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles = trueAdmin On / off Default
true -
vehicle.padrepairsrequiredWhether repairable vehicle pads (eg. the Air Wolf helipad) have to be rebuilt with a hammer before their vendor will sell. When disabled, pads spawn already rebuilt and players cannot repair them. = trueAdmin On / off Default
trueSaved -
vehicle.train_accel_forceAcceleration force used by vehicle.train_speed (default 50000, same as train engine force) = 50000Admin Decimal number Default
50000 -
vehicle.train_brake_forceBraking force used by vehicle.train_stop (default 50000, same as train engine force) = 50000Admin Decimal number Default
50000 -
vehicle.trainskeeprunningDetermines whether trains stop automatically when there's no-one on them. Default: false = falseAdmin On / off Default
false -
vehicle.vehiclesdroplootDetermines whether vehicles drop storage items when destroyed. Default: true = trueAdmin On / off Default
true -
vehicle.world_boundary_force_offsetAdditional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up = 25Admin Decimal number Default
25 -
vehicle.world_boundary_force_start_distanceDistance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area = 100Admin Decimal number Default
100 -
vendingmachine.max_historyHow many purchases a vending machine remembers. = 10000Admin Whole number Default
10000 -
vendingmachine.max_processedHow many purchases a vending machine goes through when it builds its sales stats. = 10000Admin Whole number Default
10000 -
vendingmachine.max_returnedHow many rows a vending machine returns in its sales stats. = 100Admin Whole number Default
100 -
vinemountable.allowchainingLets a player swing from one vine straight onto the next. = trueAdmin On / off Default
true -
vis.attackDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.damageDraws an arrow for each hit, from where it started to where it landed. = falseAdmin On / off Default
false -
vis.hitboxesDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.lineofsightDraws the line-of-sight checks the server runs. = falseAdmin On / off Default
false -
vis.protectionDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.senseDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.triggersDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
vis.weakspotsDeclared with the debug drawing switches, but nothing in the server code reads it. = falseAdmin On / off Default
false -
voice.voicerangeboostamountExtra voice range, in meters, for a player with the voice range boost. = 50Admin Decimal number Default
50Saved -
watercatcher.forceenableconditionalspawningDebug flag to force enable conditional spawning for all water catchers, regardless of their individual settings. = falseAdmin On / off Default
false -
watercatcher.oilproductionstartdelayHow long in seconds an oil pump runs after its oil switch is activated before it starts producing crude. = 900Admin Decimal number Default
900Saved -
watercatcher.watercatcherbudgetmsMilliseconds per frame the server may spend on water catchers. = 0.1Admin Decimal number Default
0.1Saved -
watertreatmentwatercatcher.evaporationperminuteWater that evaporates per minute from the water treatment plant's catchers. = 200Admin Decimal number Default
200Saved -
watertreatmentwatertank.maxflowrateperminuteMost water the treatment plant's tanks can deliver per minute. = 1020Admin Decimal number Default
1020Saved -
watertreatmentwatertank.maximumpressureHighest pressure a water treatment plant tank can hold. = 360Admin Decimal number Default
360Saved -
watertreatmentwatertank.pressuredecayperminutePressure a water treatment plant tank loses per minute once nothing has raised it for 10 seconds. = 1Admin Decimal number Default
1Saved -
waypointrace.racetimeoutHow long a race can go until it times out (in seconds) = 900Admin Decimal number Default
900Saved -
weather.ambient_light_multiplierOverrides the ambient light multiplier of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arctic_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the arctic biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arctic_fog_light_boost_multOverrides the light boost multiplier of the fog in the arctic biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arctic_fog_ramp_endOverrides the distance at which the fog reaches full strength in the arctic biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arctic_fog_ramp_startOverrides the distance at which the fog starts in the arctic biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arid_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the arid biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arid_fog_light_boost_multOverrides the light boost multiplier of the fog in the arid biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arid_fog_ramp_endOverrides the distance at which the fog reaches full strength in the arid biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.arid_fog_ramp_startOverrides the distance at which the fog starts in the arid biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_brightnessOverrides the sky brightness of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_contrastOverrides the sky contrast of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_directionalityOverrides the directionality of the sky's light scattering of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_fog_height_falloffOverrides the height falloff of the atmospheric fog of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_fog_ramp_end_distanceOverrides the distance at which the atmospheric fog reaches full strength of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_fog_ramp_start_distanceOverrides the distance at which the atmospheric fog starts of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_mieOverrides the Mie scattering multiplier of the sky of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.atmosphere_rayleighOverrides the Rayleigh scattering multiplier of the sky of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.biome_fog_ambient_saturation_multOverrides the ambient saturation multiplier of the biome fog of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.biome_fog_distance_curveOverrides the distance curve of the biome fog of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.clear_chanceChance of clear weather when the server picks its next weather, from 0 to 1. = 1Admin Decimal number Default
1Saved -
weather.cloud_attenuationOverrides the cloud attenuation of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_brightnessOverrides the cloud brightness of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_coloringOverrides the cloud coloring of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_configForces one volumetric cloud configuration, by number. -1 hands the choice back to the weather. = -1Admin Whole number Default
-1Saved -
weather.cloud_coverageOverrides the cloud coverage of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_opacityOverrides the cloud opacity of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_saturationOverrides the cloud saturation of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_scatteringOverrides the cloud scattering of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_sharpnessOverrides the cloud sharpness of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.cloud_sizeOverrides the cloud size of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.directional_light_multiplierOverrides the directional light multiplier of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.dust_chanceChance of dusty weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.fogOverrides the fog amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.fog_chanceChance of foggy weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.fog_multiplierOverrides the fog multiplier of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.jungle_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the jungle biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.jungle_fog_light_boost_multOverrides the light boost multiplier of the fog in the jungle biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.jungle_fog_ramp_endOverrides the distance at which the fog reaches full strength in the jungle biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.jungle_fog_ramp_startOverrides the distance at which the fog starts in the jungle biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.moon_mesh_brightness_multiplierOverrides the brightness multiplier of the moon's disc of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.ocean_scaleOverrides the ocean wave scale of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.ocean_timeFreezes the ocean waves at this point in time. Below 0, the waves run normally. = -1Admin Decimal number Default
-1Saved -
weather.overcast_chanceChance of overcast weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.rainOverrides the rain amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.rain_chanceChance of rainy weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.rain_grace_activeWhether the post-wipe rain grace period is currently active (set automatically by the server) = falseAdmin On / off Default
falseSaved -
weather.rain_grace_periodNumber of in-game hours after a wipe during which rain and storms are suppressed (0 to disable) = 18Admin Decimal number Default
18Saved -
weather.rainbowOverrides the rainbow amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.reflection_multiplierOverrides the reflection multiplier of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.storm_chanceChance of stormy weather when the server picks its next weather, from 0 to 1. = 0Admin Decimal number Default
0Saved -
weather.sun_mesh_brightness_multiplierOverrides the brightness multiplier of the sun's disc of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.temperate_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the temperate biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.temperate_fog_light_boost_multOverrides the light boost multiplier of the fog in the temperate biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.temperate_fog_ramp_endOverrides the distance at which the fog reaches full strength in the temperate biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.temperate_fog_ramp_startOverrides the distance at which the fog starts in the temperate biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.thunderOverrides the thunder amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.tundra_fog_ambient_intensity_multOverrides the ambient intensity multiplier of the fog in the tundra biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.tundra_fog_light_boost_multOverrides the light boost multiplier of the fog in the tundra biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.tundra_fog_ramp_endOverrides the distance at which the fog reaches full strength in the tundra biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.tundra_fog_ramp_startOverrides the distance at which the fog starts in the tundra biome. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.vclouds_moon_color_scaleOverrides the moon color scale of the volumetric clouds of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.vclouds_sun_color_scaleOverrides the sun color scale of the volumetric clouds of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
weather.wetness_rainControls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining = 0.4Admin Decimal number Default
0.4 -
weather.wetness_snowControls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness = 0.2Admin Decimal number Default
0.2 -
weather.windOverrides the wind amount of the current weather. -1 hands it back to the weather. = -1Admin Decimal number Default
-1Saved -
wildlifehazard.chancetorepositionmultiplierGlobal multiplier applied to the per-tick probability that a wildlife hazard attempts to reposition = 1Admin Decimal number Default
1 -
wildlifehazard.clienttickrateInterval in seconds between client-side tick updates for wildlife hazard entities = 0.1Admin Decimal number Default
0.1 -
wildlifehazard.reactiontimemultiplierGlobal multiplier applied to wildlife hazard reaction time; higher values make hazards slower to react to player presence = 1Admin Decimal number Default
1 -
wildlifehazard.repositionattemptsMaximum number of position candidates sampled when a wildlife hazard searches for a valid reposition destination = 5Admin Whole number Default
5 -
wildlifehazard.repositionradiusmultiplierGlobal multiplier for the radius used when choosing a new reposition destination for a wildlife hazard = 1Admin Decimal number Default
1 -
wildlifehazard.repositiontimermultiplierGlobal multiplier applied to the cooldown timer between wildlife hazard reposition attempts = 1Admin Decimal number Default
1 -
wipetimer.days_to_add_testNumber of days to add to the server's wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment = 0Admin Whole number Default
0 -
wipetimer.hours_to_add_testNumber of hours to add to the server's wipe timer during testing; registered as wipetimer.hours_to_add_test = 0Admin Decimal number Default
0 -
wipetimer.wipecronoverrideCustom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/ = ""Admin Text Default
"" -
wipetimer.wipedayofweek0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat = 4Admin Whole number Default
4 -
wipetimer.wipehourofdayWhich hour to wipe? 14.5 = 2:30pm = 19Admin Decimal number Default
19 -
wipetimer.wipetimezoneThe timezone to use for wipes. Defaults to the server's time zone if not set or invalid. Value should be a TZ identifier as seen here: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones = "Europe/London"Admin Text Default
"Europe/London" -
wipetimer.wipeunixtimestampoverrideUnix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future. = 0Admin Whole number Default
0 -
wolf2.populationPopulation active on the server, per square km = 2Admin Decimal number Default
2 -
workbench.comfortradiusscaleFactor applied to a workbench's comfort radius when it is scaled. = 0.95Admin Decimal number Default
0.95 -
workbench.scalecomfortradiusScales a workbench's comfort radius with its range upgrade. = trueAdmin On / off Default
true -
workbench.skipclearancechecksSkips the clearance check that can block a workbench upgrade. = falseAdmin On / off Default
false -
world.cacheSaves a generated map to disk so the next start can load it instead of generating it again. = trueAdmin On / off Default
true -
world.configfilePath to a world generation config file used by the procedural map generator; used when configString is emptyAdmin Text
-
world.configstringWorld generation config string passed directly to the procedural map generator; overrides the config file if setAdmin Text
-
xmas.enabledEnables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics = falseAdmin On / off Default
false -
xmas.giftsperplayerTarget number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server = 2Admin Whole number Default
2 -
xmas.spawnattemptsNumber of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas = 5Admin Whole number Default
5 -
xmas.spawnrangeRadius in metres around each player within which Christmas gift entities are spawned during the xmas event refill = 40Admin Decimal number Default
40 -
xmasdungeon.playerdetectrangeHow far we detect players from our inside/outside = 30Admin Decimal number Default
30 -
xmasdungeon.xmaslifetimeHow long each active dungeon should last before dying = 1200Admin Decimal number Default
1200 -
xmasdungeon.xmaspopulationPopulation active on the server = 0Admin Decimal number Default
0 -
zombie.populationPopulation active on the server, per square km = 0Admin Decimal number Default
0
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How the Rust console works
The RustPotato Console Commands directory indexes all 3,736 commands and configuration variables from the current game build, separating 2,426 dedicated server entries from 1,310 client-side entries so players and administrators can filter by access level, prefix family, or keyword.
- F1 opens the console in game. Type a command and press Enter.
- A server accepts 49 commands from any player. No admin rights are involved.
- Every other server command or variable only runs for an admin of that server.
- 1,310 entries belong to the game client and not to the server, like graphics.fov, fps.limit and client.connect, running locally on your machine.
- A variable holds a value. Type its name alone to read it, or the name followed by a value to change it.
- 414 variables are saved: server.writecfg writes their current values to cfg/serverauto.cfg, the file server.readcfg loads before server.cfg.
- 32 variables are marked RCON only. The server refuses them from a connected player, admins included, and only takes them from its own console or over RCON.
- The favorites export holds one command per line with its value and no semicolon. A server .cfg file has that shape: the server runs it line by line and skips the lines that start with #.
- Every server command name, help text, data type, and default value reflects the Rust dedicated server console, alongside every local game client entry.
Searching player binds, admin tools, and silent server convars
A Rust dedicated server reads 1,651 console variables (convars) with types and defaults, 414 of which save via server.writecfg.
Every entry in the RustPotato Console Commands reference (1,651 entries in the server console variables (convars) view across 217 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. Each convar row displays its value type (boolean, integer, floating-point number, text string, or 3D vector), its default server value, and badges for writecfg-saved settings and RCON-only variables, while player keybinds can be assembled in the Rust Bind Maker.
Frequently asked questions
How many Rust console commands and variables are listed on the variables page?
The Rust variables console directory lists 1,651 server console variables (convars) organized into 217 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 1,651 entries in this view across 217 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.