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Server variables

Rust dedicated servers read 1,651 console variables (convars), with 414 saved to disk by writecfg.

  1. adventcalendar.overrideadventcalendarday Makes the advent calendar act as if it were this day of the month. 0 uses the real date. = 0

    Admin Whole number Default 0

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

    Admin Whole number Default 0

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

    Admin On / off Default true

  4. ai.aimedatangle The angle under which the AI will think it's being aimed at at by a player = 10

    Admin Decimal number Default 10

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.2

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

    Admin Decimal number Default 0.5

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

    Admin On / off Default true Saved

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

    Admin Text Default "run" Saved

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

    Admin Decimal number Default 2 Saved

  13. ai.defaultinterpolationdelay Default network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections = 0.1

    Admin Decimal number Default 0.1

  14. ai.designingenabled Allows the in-game AI design editor on NPC brains built for it. = false

    Admin On / off Default false Saved

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

    Admin On / off Default false

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

    Admin Decimal number Default 5

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

    Admin Decimal number Default 1

  18. ai.groups When enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals = true

    Admin On / off Default true

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

    Admin On / off Default false

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

    Admin On / off Default false

  21. ai.move When enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running = true

    Admin On / off Default true

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 2

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

    Admin Whole number Default 25

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

    Admin Decimal number Default 4

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

    Admin On / off Default false

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.01

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

    Admin Decimal number Default 0.5

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

    Admin Decimal number Default 0.5

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

    Admin On / off Default true

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 20

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

    Admin Decimal number Default 2

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.85

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

    Admin Decimal number Default 1.25

  38. ai.npc_deliberate_miss_to_hit_alignment_time The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) = 1.5

    Admin Decimal number Default 1.5

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

    Admin Decimal number Default 1.5

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.15

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

    Admin Decimal number Default 1.15

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

    Admin Whole number Default 3

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

    Admin On / off Default true

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

    Admin Decimal number Default 8

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

    Admin Decimal number Default 0.07

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

    Admin Whole number Default 30

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

    Admin Whole number Default 3

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

    Admin Decimal number Default 3

  51. ai.npc_only_hurt_active_target_in_safezone If npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true) = true

    Admin On / off Default true

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

    Admin Decimal number Default 5

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 1920

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

    Admin Decimal number Default 480

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

    Admin Decimal number Default 5

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Whole number Default 1

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

    Admin Whole number Default 1

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

    Admin Decimal number Default 0.25

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

    Admin Decimal number Default 0.1

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

    Admin Decimal number Default 0.4

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 0.18

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.8

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

    Admin Decimal number Default 0.92

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

    Admin On / off Default false Saved

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

    Admin Decimal number Default 1

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.2

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

    Admin Whole number Default 100000

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

    Admin On / off Default true

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

    Admin Decimal number Default 1

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

    Admin On / off Default true

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

    Admin Decimal number Default 1.5

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

    Admin On / off Default true

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

    Admin Decimal number Default 4

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 5

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 50

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

    Admin Decimal number Default 0.2

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

    Admin Decimal number Default 0.5

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

    Admin Decimal number Default 0.5

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

    Admin On / off Default false

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

    Admin On / off Default true

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

    Admin Whole number Default 30

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

    Admin Decimal number Default 4

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

    Admin Decimal number Default 4

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

    Admin Decimal number Default 4

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

    Admin On / off Default true

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

    Admin Decimal number Default 160

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

    Admin On / off Default false

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

    Admin Whole number Default 2

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

    Admin On / off Default true

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

    Admin Whole number

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

    Admin On / off Default false

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

    Admin Decimal number Default 3

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

    Admin Decimal number Default 0.125

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

    Admin Decimal number Default 3

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 1

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

    Text Default "" Saved

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

    Text Default "" Saved

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

    Text Default "X-API-KEY" Saved

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

    Text Default "" Saved

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

    Text Default "" Saved

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

    Text Default "" Saved

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

    Text Default "" Saved

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

    Admin On / off Default false

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

    On / off Default false Saved

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

    On / off Default true Saved

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

    On / off Default false Saved

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

    Admin On / off Default false

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

    On / off Default true Saved

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

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

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

    Admin On / off Default true

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

    Admin Whole number Default 2

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

    Admin Decimal number Default 0.01

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

    Admin Decimal number Default 0.3

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Whole number Default 1

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

    Admin Whole number Default 1

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

    Admin Whole number Default 1

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

    Admin On / off Default false

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 0.4

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

    Admin Decimal number Default 0.1

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

    Admin Decimal number Default 100

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

    Admin Decimal number Default 0.158

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

    Admin Decimal number Default 0.01

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

    Admin Decimal number Default 0.06

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

    Admin Decimal number Default 0.25

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

    Admin Decimal number Default 0

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

    Admin Whole number Default 4

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

    Admin Decimal number Default 2

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 1.5

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 7

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

    Admin Decimal number Default 0.1

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

    Admin Whole number Default 15

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

    Admin Decimal number Default 100

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

    Admin Whole number Default 3

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.1

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

    Admin On / off Default true

  161. antihack.hotbar_network_mode = 0

    Admin Whole number Default 0

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

    Admin Decimal number Default 0.45

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 0.8

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

    Admin Decimal number Default 100

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

    Admin Decimal number Default 0.01

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 0.05

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

    Admin Decimal number Default 0.5

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

    Admin On / off Default true

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

    Admin Decimal number Default 1.3

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

    Admin Decimal number Default 0.2

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

    Admin Decimal number Default 0

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

    Admin Whole number Default 5

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

    Admin Decimal number Default 2

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 50

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.01 Saved

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

    Admin Decimal number Default 0.16

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

    Admin Decimal number Default 0.22 Saved

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

    Admin Whole number Default 15

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

    Admin Decimal number Default 0

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

    Admin Whole number Default 3

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.1

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 60

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

    Admin Decimal number Default 0.01

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

    Admin Decimal number Default 2

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

    Admin Whole number Default 2

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 25

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

    Admin Decimal number Default 0.5

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

    Admin Whole number Default 1

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

    Admin Decimal number Default 0.2

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

    Admin Decimal number Default 0

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

    Admin On / off Default true

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

    Admin Whole number Default 6

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

    Admin Decimal number Default 2

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

    Admin On / off Default true

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 0.02

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

    Admin Whole number Default 4

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

    Admin On / off Default true

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

    Admin Decimal number Default 1.1

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 0.1

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

    Admin On / off Default false

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 2.5

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

    Admin Whole number Default 1

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

    Admin Decimal number Default 0.8

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

    Admin On / off Default false

  219. antihack.server_occlusion_blocked_grid_threshold = 0

    Admin Whole number Default 0

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

    Admin On / off Default true

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

    Admin On / off Default false

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

    Admin On / off Default false

  223. antihack.server_occlusion_neighbour_threshold = 2

    Admin Whole number Default 2

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

    Admin On / off Default true

  225. antihack.server_occlusion_use_neighbour_thresholds = false

    Admin On / off Default false

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 0

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

    Admin Whole number Default 3

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

    Admin On / off Default true

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 0.4

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

    Admin On / off Default true

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

    Admin Whole number Default 1

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

    Admin On / off Default false

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.3

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

    Admin Decimal number Default 100

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

    Admin Whole number Default 1

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

    Admin Whole number Default 64

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

    Admin Decimal number Default 0.3

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

    Admin Decimal number Default 2

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

    Admin On / off Default true

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

    Admin Decimal number Default 3

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

    Admin Decimal number Default 0.3

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

    Admin Decimal number Default 5

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

    Admin Decimal number Default 1.1

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

    Admin Decimal number Default 4

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

    Admin Decimal number Default 3

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

    Admin Decimal number Default 0.1

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

    Admin Decimal number Default 0.5

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

    Admin On / off Default true

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

    Admin Whole number Default 2

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

    Admin On / off Default false Saved

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

    Admin On / off Default true

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

    Admin On / off Default true Saved

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

    Admin Decimal number Default 86400 Saved

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

    Admin Decimal number Default 4

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

    Admin On / off Default true Saved

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

    Admin Decimal number Default 30 Saved

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

    Admin Decimal number Default 300

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

    Admin Whole number Default 1000 Saved

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

    Admin Decimal number Default 300

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 30

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

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

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

    Admin Text Default ""

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

    Admin On / off Default true

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

    Admin Whole number Default 500

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

    Admin Whole number Default 10

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

    Admin Whole number Default 1048576

  272. app.notifications Enables sending push notifications = true

    Admin On / off Default true

  273. app.port UDP port number the server listens on; default is 28015; must be open in firewall for players to connect = 0

    Admin Whole number Default 0

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

    Admin Text Default ""

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

    Admin Whole number Default 100

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

    Admin Text Default "" Saved

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

    Admin On / off Default true

  278. autoturret.ammo_update_ms How many milliseconds to spend on ammo updating per frame = 0.1

    Admin Decimal number Default 0.1

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

    Admin Decimal number Default 0.5

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

    Admin Decimal number Default 1

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

    Admin On / off Default false

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

    Admin On / off Default true

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

    Admin Decimal number Default 1

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

    Admin On / off Default true

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

    Admin Whole number Default 25

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

    Admin On / off Default false

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

    Admin On / off Default false

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

    Admin On / off Default false

  289. basemetaldetector.detectlongrangetick Interval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches = 1

    Admin Decimal number Default 1

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 0.25

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

    Admin Decimal number Default 3 Saved

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

    Admin On / off Default true

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

    Admin Decimal number Default 0.1 Saved

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

    Admin Decimal number Default 3 Saved

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

    Admin On / off Default false

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

    Admin Whole number Default 2

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

    Admin Decimal number Default 1.7

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 0.5

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 1

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin On / off Default true Saved

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

    Admin Decimal number Default 0.05

  307. baseplayer.lifestoryframebudgetms Milliseconds per frame the server may spend updating players' life stories. = 0.25

    Admin Decimal number Default 0.25

  308. baseplayer.relationshipupdatequeueframebudgetms Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue = 0.05

    Admin Decimal number Default 0.05

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

    Admin On / off Default false Saved

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

    Admin Decimal number Default 600

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

    Admin Decimal number Default 120

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

    Admin Decimal number Default 180

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

    Admin Decimal number Default 10

  314. batching.verbose Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console = 0

    Admin Whole number Default 0

  315. batteringram.maxbuildingblockgrade Maximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone) = 2

    Admin Whole number Default 2

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 120

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

    Admin Decimal number Default 120

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

    Admin Whole number Default 2

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

    Admin Decimal number Default 15

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

    Admin On / off Default false

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

    Admin Decimal number Default 5.5

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

    Admin Decimal number Default 150

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 0.1

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

    Admin Decimal number Default 0.6

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

    Admin Whole number Default 3

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

    Admin Decimal number Default 150

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

    Admin Decimal number Default 60

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

    Admin Decimal number Default 45

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

    Admin On / off Default true

  332. bike.motorbikemonumentpopulation Motorbike population in monuments = 1

    Admin Decimal number Default 1

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

    Admin Decimal number Default 1440

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 10

  337. blackjackmachine.maxbet Maximum initial bet per round = 500

    Admin Whole number Default 500

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

    Admin Decimal number Default 5

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

    Admin On / off Default false

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

    Admin Decimal number Default 0.8

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

    Admin Decimal number Default 0.3 Saved

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

    Admin On / off Default false

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

    Admin Decimal number Default 750

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

    Admin Decimal number Default 0.9 Saved

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

    Admin On / off Default false

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

    Admin Decimal number Default 30

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

    Admin On / off Default true Saved

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

    Admin On / off Default true Saved

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

    Admin On / off Default true

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

    Admin Decimal number Default 30

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 150

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

    Admin Whole number Default 2

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

    Admin Decimal number Default 5 Saved

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

    Admin Decimal number Default 0

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

    Admin On / off Default false

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

    Admin Whole number Default 1 Saved

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

    Admin On / off Default true

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

    Admin Whole number Default 30 Saved

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

    Admin Text Default "" Saved

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

    Admin On / off Default true

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

    Admin Decimal number Default 60

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 50

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

    Admin Decimal number Default 0.5

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

    Admin Decimal number Default 0.4

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 1

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

    Admin On / off Default false

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

    Admin Decimal number Default 180

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

    Admin Decimal number Default 60

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

    Admin Decimal number Default 60

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

    Admin Decimal number Default 60

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

    Admin On / off Default true

  375. buoyancy.use_batching When enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency = true

    Admin On / off Default true

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

    Admin Whole number Default 100

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

    Admin Decimal number Default 0.85

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

    Admin Decimal number Default 86400

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

    Admin Whole number Default 32

  380. camerarenderer.completionframebudgetms Per-frame CPU budget in milliseconds for completing pending companion server camera renders = 5

    Admin Decimal number Default 5

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Whole number Default 5

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

    Admin Whole number Default 100

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

    Admin Decimal number Default 250

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

    Admin Whole number Default 180

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

    Admin Whole number Default 1218656529

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

    Admin Whole number Default 100000

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

    Admin Whole number Default 25

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

    Admin Decimal number Default 0

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

    Admin Whole number Default 30

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

    Admin Whole number Default 10

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

    Admin Decimal number Default 0.5

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

    Admin Decimal number Default 0.05

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

    Admin Whole number Default 3000

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

    Admin Decimal number Default 65

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

    Admin Whole number Default 320

  398. cannon.ignore_boat_mount_restrictions Allows mounting cannons outside of boats for testing. = false

    Admin On / off Default false

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

    Admin On / off Default true

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

    Admin Decimal number Default 480

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

    Admin On / off Default false

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 50

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

    Admin On / off Default true

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

    Admin Decimal number Default 10

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

    Admin Whole number Default 3

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

    Admin On / off Default true

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

    Admin On / off Default true

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

    Admin Decimal number Default 5 Saved

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

    Admin Decimal number Default 300

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

    Admin Decimal number Default 0.05 Saved

  412. chat.enabled When enabled, this system is globally active; disable to deactivate the system for the current session = true

    Admin On / off Default true

  413. chat.globalchat Opens global chat. Off, chat.say sends nothing. = true

    Admin On / off Default true Saved

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

    Admin On / off Default true Saved

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

    Admin Whole number Default 1000

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

    Admin On / off Default false Saved

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

    Admin Decimal number Default 100

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

    Admin On / off Default true

  419. chicken.population Population active on the server, per square km = 3

    Admin Decimal number Default 3

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

    Admin On / off Default true Saved

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

    Admin On / off Default true

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

    Admin Whole number Default 100

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

    Admin Whole number Default 50

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

    Admin Whole number Default 50

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

    Admin Whole number Default 3

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

    Admin Whole number Default 5

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

    Admin Whole number Default 5

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

    Admin Whole number Default 25

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

    Admin Whole number Default 5

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

    Admin Whole number Default 10

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

    Admin Whole number Default 10

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

    Admin Whole number Default 10

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

    Admin Whole number Default 3

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

    Admin Whole number Default 5

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

    Admin Whole number Default 5

  436. clothlod.clothloddist distance cloth will simulate until = 20

    Admin Decimal number Default 20

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

    Admin Decimal number Default 900

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

    Admin Decimal number Default 8

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

    Admin On / off Default false

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

    Admin On / off Default true

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

    Admin On / off Default false

  442. console.consolehistorysize Maximum number of console history entries = 50

    Admin Whole number Default 50

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

    Admin Decimal number Default 30

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

    Admin On / off Default true Saved

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

    Admin Decimal number Default 20 Saved

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 3 Saved

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

    Admin Decimal number Default 0 Saved

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

    Admin On / off Default true Saved

  450. coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height defines the height of the steps we do vertically for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 2.0) = 2

    Admin Decimal number Default 2

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

    Admin Decimal number Default 6

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

    Admin Decimal number Default 2

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

    Admin Decimal number Default 2

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

    Admin On / off Default false

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

    Admin On / off Default false Saved

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

    Admin On / off Default false Saved

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

    Admin On / off Default false Saved

  458. creative.freebuild Build blocks for free = false

    Admin On / off Default false Saved

  459. creative.freeplacement Bypasses all placement checks = false

    Admin On / off Default false Saved

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

    Admin On / off Default false Saved

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

    Admin On / off Default false Saved

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

    Admin Decimal number Default 1

  463. dartsgame.accuracyadjustspeed Darts aiming setting the server only passes on to clients. Nothing on the server reads it. = 1

    Admin Decimal number Default 1 Saved

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

    Admin Decimal number Default 0.05 Saved

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

    Admin Decimal number Default 3 Saved

  466. dartsgame.debugcanplayagainstself Lets one player take both sides of a darts game, for testing. = false

    Admin On / off Default false Saved

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

    Admin Decimal number Default 0.45 Saved

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

    Admin Decimal number Default 2 Saved

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

    Admin Whole number Default 180 Saved

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

    Admin Decimal number Default 0 Saved

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

    Admin Decimal number Default 10 Saved

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

    Admin Decimal number Default 0.5 Saved

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

    Admin Decimal number Default 0.1 Saved

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

    Admin On / off Default true Saved

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

    Admin Decimal number Default 0.5 Saved

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

    Admin Decimal number Default 100 Saved

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

    Admin Decimal number Default 0.01 Saved

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

    Admin Decimal number Default 3 Saved

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

    Admin Decimal number Default 0.5 Saved

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

    Admin Decimal number Default 0.5 Saved

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

    Admin Whole number Default 301 Saved

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

    Admin On / off Default true

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

    Admin On / off Default false

  484. debug.checkparentingtriggers When enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs = true

    Admin On / off Default true

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

    Admin On / off Default false

  486. debug.debugclippingchecks Shows debug info for what objects are causing clipping checks to fail. = false

    Admin On / off Default false

  487. debug.debugdismounts Logs every dismount position check to the server console. = false

    Admin On / off Default false

  488. debug.disablecondition Do not damage any items = false

    Admin On / off Default false

  489. debug.disablelootnavobstaclesindeepsea When true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas = true

    Admin On / off Default true

  490. debug.log When enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output

    Admin On / off

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

    Admin On / off Default false

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

    Admin Decimal number Default 1

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

    Admin Whole number Default 60

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

    Admin Whole number Default 15

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

    Admin Decimal number Default 0.1

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

    Admin Whole number Default 15

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

    Admin Decimal number Default 0.1

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

    Admin Whole number Default 50

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

    Admin Decimal number Default 0.15

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

    Admin Whole number Default 50

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

    Admin Decimal number Default 0.15

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

    Admin Whole number Default 125

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

    Admin Decimal number Default 0.2

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

    Admin Whole number Default 125

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

    Admin Decimal number Default 0.2

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

    Admin Decimal number Default 0.333

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

    Admin Decimal number Default 0.333

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

    Admin Decimal number Default 1 Saved

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

    Admin On / off Default false

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 8

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 5

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

    Admin Decimal number Default 12

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 3

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

    Admin Decimal number Default 0.2 Saved

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

    Admin Decimal number Default 50

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 600

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

    Admin Decimal number Default 1 Saved

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

    Admin On / off Default true Saved

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

    Admin Decimal number Default 1 Saved

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

    Admin On / off Default true Saved

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

    Admin Decimal number Default 1 Saved

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

    Admin On / off Default true Saved

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

    Admin Decimal number Default 1 Saved

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

    Admin On / off Default true Saved

  534. decay.upkeep Is upkeep enabled = true

    Admin On / off Default true

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

    Admin Decimal number Default 1440

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

    Admin On / off Default true

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

    Admin Whole number Default 256

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

    Admin Decimal number Default 3

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

    Admin On / off Default true

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

    Admin Decimal number Default 0

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

    Admin Whole number Default 4

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

    Admin Decimal number Default 0.02

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

    Admin Whole number Default 6

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

    Admin Decimal number Default 0.04

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

    Admin Decimal number Default 24

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 0.1

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

    Admin Whole number Default 2

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

    Admin Decimal number Default 1440

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

    Admin On / off Default false

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

    Admin On / off Default false

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

    Admin Whole number Default 600

  553. deepsea.allow_all_vehicles Allow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles = false

    Admin On / off Default false

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

    Admin On / off Default false

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

    Admin On / off Default true Saved

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

    Admin On / off Default false

  557. deepsea.enabled Toggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startup = true

    Admin On / off Default true Saved

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

    Admin Decimal number Default 5

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

    Admin Whole number Default 1

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

    Admin Decimal number Default 1500

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

    Admin Decimal number Default 1500

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

    Admin Decimal number Default 500

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

    Admin Whole number Default 0

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

    Admin Whole number Default 4

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

    Admin Decimal number Default 450

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

    Admin Decimal number Default 400

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

    Admin Decimal number Default 80

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

    Admin Whole number Default 1

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

    Admin Whole number Default 6

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

    Admin Decimal number Default 750

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

    Admin Decimal number Default 600

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

    Admin Decimal number Default 750

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

    Admin Decimal number Default 300

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

    Admin On / off Default false

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

    Admin Decimal number Default 1

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

    Admin Decimal number Default 1

  577. deepsea.navmesh_spawninterval When generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening. = 5

    Admin Decimal number Default 5

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

    Admin On / off Default false

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

    Admin Whole number Default 4

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

    Admin Decimal number Default 1150

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

    Admin Decimal number Default 300

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

    Admin Decimal number Default 10

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

    Admin Decimal number Default 0.15

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

    Admin On / off Default true

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

    Admin On / off Default false Saved

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

    Admin Decimal number Default 5400

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

    Admin Decimal number Default 5400

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

    Admin Decimal number Default 10800

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

    Admin Decimal number Default 1800 Saved

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

    Admin Decimal number Default 300

  591. demo.recordlist Comma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recording = ""

    Admin Text Default "" Saved

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

    Admin Whole number Default 0 Saved

  593. demo.splitmegabytes Maximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large = 200

    Admin Decimal number Default 200

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

    Admin Decimal number Default 3600

  595. drone.altitudespeedoverride If greater than zero, overrides the drone's vertical movement speed = 0

    Admin Decimal number Default 0

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

    Admin On / off Default false

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

    Admin Decimal number Default 600 Saved

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

    Admin Decimal number Default 0

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

    Admin Decimal number Default 10

  600. droppeditem.broadcast_debug_ddraw Will broadcast debug ddraw information on ALL dropped items to ALL players = false

    Admin On / off Default false

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

    Admin On / off Default false

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

    Admin Decimal number Default 0.05

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

    Admin On / off Default true

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

    Admin On / off Default false

  605. egghuntevent.includebots Will spawn eggs for bots, only for debug purposes - don't enable it! = false

    Admin On / off Default false

  606. electricbattery.dischargebudgetms Milliseconds per frame the server may spend on battery discharge. = 0.05

    Admin Decimal number Default 0.05 Saved

  607. env.day Gets or sets the current in-game day of the month; used for calendar-driven events and date display

    Admin Whole number

  608. env.daylength How many real minutes one in-game day lasts on the server. Not sent to clients, whose sky keeps its own day length between time syncs, so lower it headless or in the editor to run a day through quickly. Never zero, freeze time with env.progresstime instead

    Admin Decimal number

  609. env.month Gets or sets the current in-game month (1-12); used for seasonal event triggers and calendar display

    Admin Whole number

  610. env.nightlight_brightness Night light setting the server only passes on to clients. Nothing on the server reads it. = 0.008

    Admin Decimal number Default 0.008 Saved

  611. env.nightlight_distance Night light setting the server only passes on to clients. Nothing on the server reads it. = 5

    Admin Decimal number Default 5 Saved

  612. env.nightlight_fadefraction Night light setting the server only passes on to clients. Nothing on the server reads it. = 0.65

    Admin Decimal number Default 0.65 Saved

  613. env.oceanlevel Height of the sea surface, in meters. = 0

    Admin Decimal number Default 0 Saved

  614. env.progresstime When enabled, the server advances the in-game time of day automatically; disabling freezes time at its current value

    Admin On / off

  615. env.redmoon Sky setting the server only passes on to clients. Nothing on the server reads it. = false

    Admin On / off Default false Saved

  616. env.time Gets or sets the current in-game time of day as a decimal hour (0.0-24.0); writing a value immediately jumps the time to that point

    Admin Decimal number

  617. env.year Gets or sets the current in-game year; used for date display and long-running server event tracking

    Admin Whole number

  618. eventschedulewipeoffset.event_hours_before_wipe Number of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe = 24

    Admin Decimal number Default 24

  619. excavatorsignalcomputer.automaticchargeneededforsupplies Amount of charge required for the excavator to automatically trigger supply drop delivery without player activation = 600

    Admin Decimal number Default 600

  620. excavatorsignalcomputer.chargeneededforsupplies Amount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop = 600

    Admin Decimal number Default 600

  621. fishing.debugoverfishing Logs the overfishing checks to the server console. = false

    Admin On / off Default false

  622. fishing.disableoverfishing Turns overfishing off, so a fishing spot never runs dry. = false

    Admin On / off Default false Saved

  623. fishing.overfishedareadurationminutes Minutes a fishing spot stays overfished. = 30

    Admin Decimal number Default 30 Saved

  624. fishing.overfishedarearadius Radius, in meters, of an overfished area. = 16

    Admin Decimal number Default 16 Saved

  625. fishing.successesuntiloverfished Catches in one spot before it becomes overfished. = 25

    Admin Whole number Default 25 Saved

  626. fps.limit Caps the server's frame rate.

    Admin Whole number Saved

  627. frankensteinbrain.movetowardsrate Seconds between two destination updates while the Frankenstein pet walks to a point. = 1

    Admin Decimal number Default 1

  628. frankensteinpet.decayminutes How long before a Frankenstein Pet dies un controlled and not asleep on table = 180

    Admin Decimal number Default 180

  629. frog.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  630. gamemodesoftcore.allow_tc_corpse_no_building Lets a destroyed tool cupboard leave its contents behind as a lootable corpse even with no building attached. = true

    Admin On / off Default true

  631. gamemodesoftcore.gather_rate Global multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yield = 2

    Admin Decimal number Default 2 Saved

  632. gamemodesoftcore.reclaim_building_auth When enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base = false

    Admin On / off Default false

  633. gamemodesoftcore.reclaim_fraction_belt Fraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%) = 0.5

    Admin Decimal number Default 0.5

  634. gamemodesoftcore.reclaim_fraction_main Fraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%) = 0.5

    Admin Decimal number Default 0.5

  635. gamemodesoftcore.reclaim_fraction_wear Fraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%) = 1

    Admin Decimal number Default 1

  636. gamemodesoftcore.reclaim_suicide When enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill) = false

    Admin On / off Default false

  637. gamephysics.defaultmaxresultsperquery How many results to collect per command - DONT set this too low or you'll risk missing results = 48

    Admin Whole number Default 48

  638. gc.enabled When enabled, this system is globally active; disable to deactivate the system for the current session

    Admin On / off

  639. gc.incremental_enabled Read-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime

    Admin On / off

  640. gc.incremental_milliseconds Time slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames

    Admin Whole number

  641. global.allowadminui Controls whether the in-game admin UI is displayed to admins = true

    Admin On / off Default true Saved

  642. global.cinematicgingerbreadcorpses When enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's = false

    Admin On / off Default false

  643. global.developer Developer mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging = 0

    Admin Whole number Default 0

  644. global.disablebagdropping Disables the backpacks that appear after a corpse times out = false

    Admin On / off Default false

  645. global.forceunloadbundles When enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident = true

    Admin On / off Default true

  646. global.job_system_threads Number of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs

    Admin Whole number

  647. global.maxspraysperplayer If a player sprays more than this, the oldest spray will be destroyed. 0 will disable = 40

    Admin Whole number Default 40 Saved

  648. global.maxthreads Maximum number of Unity job system worker threads; controls the background thread pool size for job dispatching = 8

    Admin Whole number Default 8

  649. global.perf Controls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage = 0

    Admin Whole number Default 0 Saved

  650. global.showbotsinplayerlist Include bots in the admin UI player list (debugging purpose only) = false

    Admin On / off Default false

  651. global.sprayduration Base time (in seconds) that sprays last = 10800

    Admin Decimal number Default 10800 Saved

  652. global.sprayoutofauthmultiplier Multiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f) = 0.5

    Admin Decimal number Default 0.5 Saved

  653. global.steamconnectiontimeout Connection timeout of the Steam networking layer. It lives in the networking library, not in the game's own code.

    Admin Whole number

  654. global.steamnagleflush Nagle flush switch of the Steam networking layer. It lives in the networking library, not in the game's own code.

    Admin On / off

  655. global.steamnagletime Nagle time, in microseconds

    Admin Whole number

  656. global.steamnetdebug Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything)

    Admin Whole number

  657. global.steamnetdebug_ackrtt Steam networking debug level for acknowledgements and round-trip times.

    Admin Whole number

  658. global.steamnetdebug_message Steam networking debug level for messages.

    Admin Whole number

  659. global.steamnetdebug_p2prendezvous Steam networking debug level for peer-to-peer rendezvous.

    Admin Whole number

  660. global.steamnetdebug_packetdecode Steam networking debug level for packet decoding.

    Admin Whole number

  661. global.steamnetdebug_packetgaps Steam networking debug level for packet gaps.

    Admin Whole number

  662. global.steamnetdebug_sdrrelaypings Steam networking debug level for relay pings.

    Admin Whole number

  663. global.steamsendbuffer Upper limit of buffered pending bytes to be sent

    Admin Whole number

  664. global.steamsendratemax Maxminum send rate clamp, 0 is no limit

    Admin Whole number

  665. global.steamsendratemin Minimum send rate clamp, 0 is no limit

    Admin Whole number

  666. global.updatenetworkpositionwithdebugcamerawhilespectating When true, the server network position is updated to match the debug camera world position while spectating; useful for testing position-dependent server logic from the spectator view = false

    Admin On / off Default false

  667. growableentity.framebudgetms Milliseconds per frame the server may spend on growing plants. = 0.25

    Admin Decimal number Default 0.25

  668. guntrap.gun_trap_budget_ms How many milliseconds to spend on target scanning per frame = 0.5

    Admin Decimal number Default 0.5

  669. hackablelockedcrate.decayseconds How many seconds until the crate is destroyed without any hack attempts = 7200

    Admin Decimal number Default 7200

  670. hackablelockedcrate.requiredhackseconds How many seconds for the crate to unlock = 900

    Admin Decimal number Default 900

  671. halloween.enabled Enables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics = true

    Admin On / off Default true

  672. halloween.murdererpopulation Population active on the server, per square km = 0

    Admin Decimal number Default 0

  673. halloween.scarecrow_beancan_vs_player_dmg_modifier Modified damage from beancan explosion vs players (Default: 0.1). = 0.1

    Admin Decimal number Default 0.1

  674. halloween.scarecrow_body_dmg_modifier Modifier to how much damage scarecrows take to the body. (Default: 0.25) = 0.25

    Admin Decimal number Default 0.25

  675. halloween.scarecrow_chase_stopping_distance Stopping distance for destinations set while chasing a target (Default: 0.5) = 0.5

    Admin Decimal number Default 0.5

  676. halloween.scarecrow_throw_beancan_global_delay The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds). = 8

    Admin Decimal number Default 8

  677. halloween.scarecrowpopulation Population active on the server, per square km = 2

    Admin Decimal number Default 2

  678. halloween.scarecrows_throw_beancans Scarecrows can throw beancans (Default: true). = true

    Admin On / off Default true

  679. halloweendungeon.lifetime How long each active dungeon should last before dying = 600

    Admin Decimal number Default 600

  680. halloweendungeon.population Population active on the server = 1

    Admin Decimal number Default 1

  681. handcuffs.maxconditionrepairlossonpush Maximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push = 0.4

    Admin Decimal number Default 0.4

  682. handcuffs.restrainedpushdamage Damage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5 = 5

    Admin Decimal number Default 5

  683. hbhfsensor.debugdraw When enabled, broadcasts debug drawing for HBHFSensor visibility checks (eye position, forward, range, per-player LOS rays). = false

    Admin On / off Default false

  684. heli.bulletaccuracy Cone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate = 2

    Admin Decimal number Default 2

  685. heli.bulletdamagescale Multiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage = 1

    Admin Decimal number Default 1

  686. heli.guns Number of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it = 1

    Admin Whole number Default 1

  687. heli.lifetimeminutes How many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes = 30

    Admin Decimal number Default 30

  688. hotairballoon.minimumaltitudeterrain Lowest ground height, in meters, the flight ceiling is measured from. Shared by hot air balloons, drones and helicopters. = 25

    Admin Decimal number Default 25

  689. hotairballoon.outsidedecayminutes How long before a HAB loses all its health while outside = 180

    Admin Decimal number Default 180

  690. hotairballoon.population Population active on the server = 1

    Admin Decimal number Default 1

  691. hotairballoon.serviceceiling How high above the ground, in meters, hot air balloons, drones and helicopters can climb. = 175

    Admin Decimal number Default 175

  692. inventory.disableattirelimitations Disables all attire limitations, so NPC clothing and invalid overlaps can be equipped = false

    Admin On / off Default false Saved

  693. inventory.stackable_item_ownership When enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing = false

    Admin On / off Default false

  694. ioentity.allow_on_boats Allows the deployment and usage of IO entities on player boats and tugboats. = true

    Admin On / off Default true Saved

  695. ioentity.backtracking Number of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed = 8

    Admin Whole number Default 8

  696. ioentity.debugbudget Print out what is taking so long in the IO frame budget = false

    Admin On / off Default false

  697. ioentity.debugbudgetthreshold Ignore frames with a lower ms than this while debugBudget is active = 2

    Admin Decimal number Default 2

  698. ioentity.framebudgetelectrichighpriorityms Milliseconds per frame the server may spend on high-priority electrical updates. = 1

    Admin Decimal number Default 1

  699. ioentity.framebudgetelectriclowpriorityms Milliseconds per frame the server may spend on low-priority electrical updates. = 0.5

    Admin Decimal number Default 0.5

  700. ioentity.framebudgetfluidms Milliseconds per frame the server may spend on fluid updates. = 0.25

    Admin Decimal number Default 0.25

  701. ioentity.framebudgetgenericms Milliseconds per frame the server may spend on generic IO updates. = 1

    Admin Decimal number Default 1

  702. ioentity.framebudgetindustrialms Milliseconds per frame the server may spend on industrial updates. = 0.25

    Admin Decimal number Default 0.25

  703. ioentity.framebudgetkineticms Milliseconds per frame the server may spend on kinetic updates. = 1

    Admin Decimal number Default 1

  704. ioentity.infiniteiopower All player placed electrical entities will receive full power without needing to be plugged into anything = false

    Admin On / off Default false Saved

  705. ioentity.responsetime Minimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network = 0.1

    Admin Decimal number Default 0.1

  706. itemmanager.enablepooling When enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction = true

    Admin On / off Default true

  707. jellyfish.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  708. junkpile.destroyifspawnonsleepingbag Removes a junk pile that spawns on top of a sleeping bag. = true

    Admin On / off Default true

  709. junkpile.destroyifspawnonsleepingbagdistance Radius, in meters, searched for sleeping bags around a new junk pile. = 3

    Admin Decimal number Default 3

  710. junkpile.destroyifspawnonsleepingbagtime Seconds after a junk pile spawns before that sleeping bag check runs. = 4

    Admin Decimal number Default 4

  711. junkpilewater.destroyablebyplayerboats Lets player-built boats smash floating junk piles. = true

    Admin On / off Default true

  712. junkpilewater.framebudgetms Milliseconds per frame the server may spend checking for players near floating junk piles. = 0.05

    Admin Decimal number Default 0.05

  713. junkpilewater.minimumplayerboatmasstobedestroyed Lightest a player boat can be and still smash a floating junk pile. = 2000

    Admin Decimal number Default 2000

  714. junkpilewater.minimumplayerboatvelocitytobedestroyed Slowest a player boat can go and still smash a floating junk pile. = 5

    Admin Decimal number Default 5

  715. legacyshelter.max_shelters How many legacy shelters one player can have. = 1

    Admin Whole number Default 1 Saved

  716. livestock.agescale Multiplier applied to livestock grow and old-age times; 0.5 = grow up twice as fast, 0 = disable aging entirely = 1

    Admin Decimal number Default 1

  717. livestock.allowmounting Whether livestock can be mounted into vehicle flatbeds = true

    Admin On / off Default true Saved

  718. livestock.baselinenameweight How many notional players livestock.namelocale counts as when the languages of everyone connected are weighed up, so one player alone does not name the whole herd = 5

    Admin Whole number Default 5

  719. livestock.breedcooldown How long (in seconds) a male livestock animal waits before breeding again, counted from conception. The female's is derived from how long her calf takes to grow up = 600

    Admin Decimal number Default 600

  720. livestock.breedingenabled Whether livestock look for a mate on their own; disabling it leaves livestock.makepregnant working = true

    Admin On / off Default true

  721. livestock.breedonlyathome Whether livestock breed only while a cupboard is their home = false

    Admin On / off Default false

  722. livestock.breedpausecondition Condition at or below which a livestock animal stops being willing to breed = 0.6

    Admin Decimal number Default 0.6 Saved

  723. livestock.breedresumecondition Condition at or above which a livestock animal that stopped breeding is willing again = 0.7

    Admin Decimal number Default 0.7 Saved

  724. livestock.breedsearchradius How far (in metres) a male livestock animal looks for a mate = 30

    Admin Decimal number Default 30

  725. livestock.calmedtrustfloor The seconds a livestock animal credits to a player under a livestock handling effect; kept inside the tolerated band on purpose = 60

    Admin Decimal number Default 60

  726. livestock.calvingcooldownscale Scales how long a mother waits after calving before she can carry again. 1 is one calf grown up per birth = 1

    Admin Decimal number Default 1

  727. livestock.conditionfallseconds How many seconds a totally neglected livestock animal takes to go from full health to dead = 3600

    Admin Decimal number Default 3600

  728. livestock.conditionfullcontentment Contentment at or above which a livestock animal is healthy and heals towards full = 0.5

    Admin Decimal number Default 0.5

  729. livestock.conditionriseseconds How many seconds a well kept livestock animal takes to heal from nothing back to full health = 3600

    Admin Decimal number Default 3600

  730. livestock.curiousbreakdistance How far (in metres) a player can get before a curious livestock animal gives up following them = 20

    Admin Decimal number Default 20

  731. livestock.curiouschance The share of livestock born curious, so they follow a player they know without needing a lead; 0 disables curious animals = 0.2

    Admin Decimal number Default 0.2

  732. livestock.debugcondition Adds the condition and its breeding band to a livestock animal's ai.showState read-out = false

    Admin On / off Default false

  733. livestock.debugdaybudget Adds the day budget shares to a livestock animal's ai.showState read-out = false

    Admin On / off Default false

  734. livestock.debuggait Adds walk speed and gait penalty to a livestock animal's ai.showState read-out = false

    Admin On / off Default false

  735. livestock.debuggenes Adds an animal's genes to its ai.showState read-out = false

    Admin On / off Default false

  736. livestock.debugovergrazing Logs livestock overgrazing as it happens = false

    Admin On / off Default false

  737. livestock.debugspecials Logs each special livestock animal as it spawns = false

    Admin On / off Default false

  738. livestock.defendreactiontime How recently (in seconds) a player the herd counts as one of its own must have been attacked for a bull to come after whoever is doing it; 0 stops him defending players = 5

    Admin Decimal number Default 5

  739. livestock.devnamechance The chance a freshly named livestock animal is given a developer's handle instead of an ordinary name; one named that way never founds a dynasty = 0

    Admin Decimal number Default 0

  740. livestock.dungconditionfloor Condition below which a livestock animal stops dunging at all. A starving animal never dungs whatever this says = 0.15

    Admin Decimal number Default 0.15

  741. livestock.dungconditionfull Condition at or above which a livestock animal dungs at its full authored rate = 0.8

    Admin Decimal number Default 0.8

  742. livestock.dungslowestscale How much longer a livestock animal at the condition floor waits between dung drops than one in its prime = 3

    Admin Decimal number Default 3

  743. livestock.dynasticnames Whether a newborn livestock animal takes its same-sex parent's name one generation on, so a line reads Melk then Melk Junior then Melk the 3rd = true

    Admin On / off Default true

  744. livestock.familiaritydistresspenalty How many seconds of familiarity a player loses with the herd around an animal they hurt = 30

    Admin Decimal number Default 30

  745. livestock.familiarityforgetscale How many seconds a player has to stay away from a livestock animal short of a full bond for it to forget one second they spent near it, so at 3 fourteen minutes are gone in forty two. A full bond never fades, 0 never forgets = 3

    Admin Decimal number Default 3

  746. livestock.familiarityhurtpenalty How many seconds of familiarity a player loses with a livestock animal they hurt = 60

    Admin Decimal number Default 60

  747. livestock.familiarityradius How close (in metres) a player has to be for a livestock animal to count the time; must sit inside the animal's sense radius; 0 disables familiarity = 20

    Admin Decimal number Default 20

  748. livestock.familiarityrate Multiplies how fast livestock familiarity builds up; 20 makes a five minute bond take fifteen seconds. For testing, leave at 1 for play = 1

    Admin Decimal number Default 1

  749. livestock.friskythreshold How well met a livestock animal's worst need must be (0-1) before it will canter about for the fun of it; above 1 disables it = 0.85

    Admin Decimal number Default 0.85

  750. livestock.genebadchance The chance each allele of a wild livestock animal is rolled Bad; the rest come out Ok = 0.3

    Admin Decimal number Default 0.3

  751. livestock.genedungbad How often a Bad Dung livestock animal drops dung, as a share of an average one = 0.6

    Admin Decimal number Default 0.6

  752. livestock.genedunggood How often a Good Dung livestock animal drops dung, as a multiple of an average one = 1.6

    Admin Decimal number Default 1.6

  753. livestock.genefertilitybad How often a Bad Fertility livestock animal breeds, as a share of an average one; litter size never falls below one = 0.65

    Admin Decimal number Default 0.65

  754. livestock.genefertilitygood How often a Good Fertility livestock animal breeds, and how many young it carries, as a multiple of an average one = 1.6

    Admin Decimal number Default 1.6

  755. livestock.genegoodchance The chance each allele of a wild livestock animal is rolled Good = 0.2

    Admin Decimal number Default 0.2

  756. livestock.genehardinessbad How well a Bad Hardiness livestock animal tolerates going short of food, water or room, as a share of an average one = 0.7

    Admin Decimal number Default 0.7

  757. livestock.genehardinessgood How well a Good Hardiness livestock animal tolerates going short of food, water or room, as a multiple of an average one = 1.5

    Admin Decimal number Default 1.5

  758. livestock.genelongevitybad How long a Bad Longevity livestock animal lives, as a share of an average one = 0.65

    Admin Decimal number Default 0.65

  759. livestock.genelongevitygood How long a Good Longevity livestock animal lives, as a multiple of an average one = 1.5

    Admin Decimal number Default 1.5

  760. livestock.genemutationchance The chance each inherited livestock allele is rerolled from scratch instead of coming from its parent; leaving this at 0 is what makes breeding predictable enough to reason about = 0

    Admin Decimal number Default 0

  761. livestock.genesenabled Whether livestock genes do anything; off makes every animal an average one without touching the genomes they carry = true

    Admin On / off Default true

  762. livestock.geneyieldbad How much milk or wool a Bad Yield livestock animal gives, as a share of an average one = 0.6

    Admin Decimal number Default 0.6

  763. livestock.geneyieldgood How much milk or wool a Good Yield livestock animal gives, as a multiple of an average one = 1.6

    Admin Decimal number Default 1.6

  764. livestock.grazesuntilovergrazed How many times livestock can graze one patch of grass before it is eaten bare = 2

    Admin Whole number Default 2

  765. livestock.grudgeduration How long (in seconds) a livestock animal stays wary of a player that hurt it or one of its herd, moving off when they come close again; 0 disables grudges = 45

    Admin Decimal number Default 45

  766. livestock.grudgerange How close (in metres) a remembered aggressor has to get before a wary livestock animal moves off = 8

    Admin Decimal number Default 8

  767. livestock.inbredscale What every gene's slider position is multiplied by on an inbred livestock animal, for its coat and for what it produces alike. At 0.5 a Good gene looks and performs as Ok and an Ok gene falls halfway to Bad. An animal is inbred when both its lineage markers match = 0.5

    Admin Decimal number Default 0.5 Saved

  768. livestock.leadbreakdistance How far (in metres) a player can get from an animal they are leading before the lead breaks. 0 never breaks it = 7

    Admin Decimal number Default 7

  769. livestock.localenames Whether livestock names follow the languages of whoever is connected; off names every animal from the English pool, as before the packs existed = true

    Admin On / off Default true

  770. livestock.maxlittersize The most young one livestock birth can ever produce, however good the mother's Fertility is = 3

    Admin Whole number Default 3

  771. livestock.maxperspecies How many livestock animals of one species a server holds before none of that species breeds. Cattle and sheep are counted apart against the same number, 0 never caps = 300

    Admin Whole number Default 300

  772. livestock.maxtrust The most seconds of trust a player can build with a livestock animal, which is the full bond: it can breed, standing in your cupboard makes that its home, your trust stops fading and a bull defends you = 900

    Admin Decimal number Default 900

  773. livestock.motherlyduration How long (in seconds) a mother stands her ground for her own calf after something has threatened it, rather than running like any other cow; 0 disables maternal defence = 300

    Admin Decimal number Default 300

  774. livestock.namelocale The language livestock are named in when nobody connected speaks one the game has names for, and the language the baseline weight reinforces = "en"

    Admin Text Default "en"

  775. livestock.overgrazedareacooldownminutes How long (in minutes) an overgrazed patch of grass takes to grow back = 30

    Admin Decimal number Default 30

  776. livestock.overgrazedarearadius How far (in metres) an overgrazed patch of grass reaches from its centre = 5

    Admin Decimal number Default 5

  777. livestock.overgrazingenabled Whether grass a herd has eaten bare stops feeding them until it grows back = true

    Admin On / off Default true

  778. livestock.panelage Whether a farm animal's status panel says whether it is young or grown = true

    Admin On / off Default true Saved

  779. livestock.panelalleles Whether both copies of every livestock gene are shown rather than only the one the animal expresses. Reveals what an animal carries without breeding it = false

    Admin On / off Default false Saved

  780. livestock.paneldung Whether a farm animal's status panel shows how often it dungs, after its genes = false

    Admin On / off Default false Saved

  781. livestock.panelgender Whether the male and female symbols are shown next to a farm animal's name on its status panel = false

    Admin On / off Default false Saved

  782. livestock.panelgenes Whether the gene discs are shown on the livestock status panel, along with the inbred warning that explains them = false

    Admin On / off Default false Saved

  783. livestock.paneltrust Whether a farm animal's status panel shows how much it trusts you, as one segment per band of the trust ladder = false

    Admin On / off Default false Saved

  784. livestock.panelyield Whether a farm animal's status panel shows what it produces and how often, after its genes = false

    Admin On / off Default false Saved

  785. livestock.priceageprime How far through its life a livestock animal stays worth its full price, from 0 in its prime to 1 at death by old age = 0.5

    Admin Decimal number Default 0.5

  786. livestock.priceconditionfloor Condition at or below which a livestock animal sells for the least a vendor will pay = 0.15

    Admin Decimal number Default 0.15

  787. livestock.priceconditionfull Condition at or above which a livestock animal sells for the vendor's full price = 0.8

    Admin Decimal number Default 0.8

  788. livestock.pricefullqualityscale The livestock sale value that counts as full quality, which is a full budget for the vendor's sale table = 1.5

    Admin Decimal number Default 1.5

  789. livestock.pricegeneweight How far a livestock animal's genes move what a vendor pays, where 1 pays its full gene advantage and 0 prices every animal as an average one = 1

    Admin Decimal number Default 1

  790. livestock.priceoldestscale What a livestock animal at the very end of its life sells for, as a share of the vendor's full price = 0.5

    Admin Decimal number Default 0.5

  791. livestock.pricewildpenalty How much less a livestock animal that no player bred sells for, as a share of its price, so a herd raised from birth outsells one rounded up in the wild = 0.85

    Admin Decimal number Default 0.85

  792. livestock.priceworstscale What a livestock animal at the condition floor sells for, as a share of the vendor's full price = 0.4

    Admin Decimal number Default 0.4

  793. livestock.profile Times how long livestock spend in their needs queue and FSM tick, for livestock.census. Off by default because the measurement itself costs = false

    Admin On / off Default false

  794. livestock.specialchance The chance each wild livestock spawn is one of the named special animals; births, purchases, age-ups and saves never roll for one = 0.005

    Admin Decimal number Default 0.005

  795. livestock.trustfloor The seconds a livestock animal credits to the team, cupboard authed and door code sharers of anyone it is bonded with; kept inside the tolerated band on purpose = 60

    Admin Decimal number Default 60

  796. livestock.trusttofollow How many seconds near a livestock animal before a curious one follows you without a lead = 5

    Admin Decimal number Default 5

  797. livestock.trusttolead How many seconds near a livestock animal before you can lead it, after which it also ages, can starve and gives dung, milk or wool = 300

    Admin Decimal number Default 300

  798. livestock.trusttotolerate How many seconds near a livestock animal before a bull stops squaring up at you = 30

    Admin Decimal number Default 30

  799. livestock.vendorannoyedtime How many seconds a livestock vendor refuses to look at goods whose every offer was turned down = 900

    Admin Decimal number Default 900

  800. livestock.vendorgenerouschance The chance each livestock offer is a generous one, where the vendor pays for a better animal than the one in front of him; 0 disables it = 0.05

    Admin Decimal number Default 0.05

  801. livestock.vendorgenerousmax The most a generous livestock offer lifts an animal's quality by = 0.25

    Admin Decimal number Default 0.25

  802. livestock.vendorgenerousmin The least a generous livestock offer lifts an animal's quality by = 0.1

    Admin Decimal number Default 0.1

  803. livestock.vendoroffercount How many offers a livestock vendor makes for one animal before he is annoyed and stops buying = 3

    Admin Whole number Default 3

  804. livestock.vendorofferitems How many items a livestock vendor picks for one offer before paying the rest of its value in the sale table's fallback = 2

    Admin Whole number Default 2

  805. livestock.vendoroffervariance How far a livestock vendor's offer can swing either side of what an animal is really worth = 0.05

    Admin Decimal number Default 0.05

  806. livestock.vendorwoollotsize How much wool counts as a full lot, which is a full budget for the vendor's wool table = 400

    Admin Whole number Default 400

  807. livestock.vendorwoolminimum How much wool a player must be carrying before a livestock vendor will haggle over it at all = 25

    Admin Whole number Default 25

  808. livestock.wildconditionfloor Lowest condition a livestock animal nobody can lead falls to from neglect, so wildlife never dies of it = 0.5

    Admin Decimal number Default 0.5

  809. marchingcubesmanager.collidermiplevel [0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surface = 1

    Admin Whole number Default 1

  810. marchingcubesmanager.debuglog Logs when a marching cubes generator frees memory. = false

    Admin On / off Default false

  811. marchingcubesmanager.generatorpoolcount [1-16] - each generator has constant memory overhead, but will allow more to process at once = 4

    Admin Whole number Default 4

  812. megaphone.megaphonevoicerange Megaphone setting the server only passes on to clients. Nothing on the server reads it. = 100

    Admin Decimal number Default 100 Saved

  813. metaldetectorflag.timeoutduration Seconds before a metal detector flag disappears, give or take 20%. = 10800

    Admin Decimal number Default 10800

  814. metaldetectorsource.attemptspersubsourcespawn Tries the server makes to place each buried metal source. = 5

    Admin Whole number Default 5

  815. metaldetectorsource.mindistancebetweensubsources Closest two buried metal sources can sit, in meters. = 1.5

    Admin Decimal number Default 1.5

  816. metaldetectorsource.population Population active on the server, per square km = 1200

    Admin Decimal number Default 1200

  817. metaldetectorsource.timeoutduration Seconds before a buried metal source disappears, give or take 20%. = 7200

    Admin Decimal number Default 7200

  818. minicopter.population Population active on the server = 0

    Admin Decimal number Default 0

  819. mlrs.brokendownminutes How many minutes before the MLRS recovers from use and can be used again = 20

    Admin Decimal number Default 20

  820. modularcar.outsidedecayminutes How many minutes before a ModularCar loses all its health while outside = 864

    Admin Decimal number Default 864

  821. modularcar.population Population active on the server = 3

    Admin Decimal number Default 3

  822. monumentnavmesh.use_baked_terrain_mesh Has monument navmeshes use the baked terrain mesh when they are built. = true

    Admin On / off Default true

  823. motorrowboat.decaystartdelayminutes How long until decay begins after the boat was last used = 45

    Admin Decimal number Default 45

  824. motorrowboat.deepwaterdecayminutes How long before a boat loses all its health while in deep water = 120

    Admin Decimal number Default 120

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

    Admin Decimal number Default 180

  826. motorrowboat.population Population active on the server = 1

    Admin Decimal number Default 1

  827. mountedweapon.antihack_level Strictness of the aim checks on mounted weapons, from 0 (off) to 3. Level 2 adds the snap limit, level 3 the turn-speed limit. = 0

    Admin Whole number Default 0

  828. mountedweapon.antihack_max_degrees_per_second_pitch Fastest a mounted weapon may pitch, in degrees per second, at check level 3. = 720

    Admin Decimal number Default 720

  829. mountedweapon.antihack_max_degrees_per_second_yaw Fastest a mounted weapon may turn, in degrees per second, at check level 3. = 720

    Admin Decimal number Default 720

  830. mountedweapon.antihack_max_snap_degrees Largest jump in aim, in degrees, a mounted weapon accepts in one update from check level 2. = 35

    Admin Decimal number Default 35

  831. mountedweapon.debug Draws debug information for mounted weapons. = false

    Admin On / off Default false Saved

  832. mountedweapon.enable_client_authority Lets the gunner's client drive the aim of a mounted weapon. = true

    Admin On / off Default true Saved

  833. net.global_network_debug Toggle printing time taken to send all global entities to client when they connect = false

    Admin On / off Default false

  834. net.global_networked_bases When enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius = true

    Admin On / off Default true

  835. net.limit_global_update_broadcast (default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless = true

    Admin On / off Default true

  836. net.network_group_debug Toggle checking network group bounds whenever an entity changes its network group = false

    Admin On / off Default false

  837. net.visdebug When enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius = false

    Admin On / off Default false

  838. net.visibilityradiusdeepsea Network visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead = 10

    Admin Whole number Default 10

  839. net.visibilityradiusfaroverride Overrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients = -1

    Admin Whole number Default -1

  840. net.visibilityradiusnearoverride Overrides the near (high-priority) network visibility radius in grid cells; -1 = use default = -1

    Admin Whole number Default -1

  841. nexus.clanclatbatchduration Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus = 1

    Admin Decimal number Default 1

  842. nexus.defaultzonecontactradius Default distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates) = 0.33

    Admin Decimal number Default 0.33

  843. nexus.endpoint URL endpoint to use for the Nexus API = "https://gw.facepunch.com/nexus/"

    Admin Text Default "https://gw.facepunch.com/nexus/" Saved

  844. nexus.hidefullislands Hide islands that we know are full, preventing players from being transferred to them = false

    Admin On / off Default false

  845. nexus.islandspawndistance How far away islands should be spawned, as a factor of the map size = 1.5

    Admin Decimal number Default 1.5

  846. nexus.loadingtimeout Time in seconds to keep players in the loading state before going to sleep = 900

    Admin Decimal number Default 900

  847. nexus.logging When enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers = true

    Admin On / off Default true

  848. nexus.mapimagescale Scale of the map to render and upload to the nexus = 0.5

    Admin Decimal number Default 0.5

  849. nexus.messagelockduration Time in seconds to allow the server to process nexus messages before re-sending (requires restart) = 5

    Admin Whole number Default 5

  850. nexus.pinginterval Time in seconds to wait between server status pings = 30

    Admin Decimal number Default 30

  851. nexus.playermanifestinterval Interval in seconds to broadcast the player manifest to other servers on the nexus = 30

    Admin Decimal number Default 30

  852. nexus.protectionduration Maximum time in seconds to keep transfer protection enabled on entities = 300

    Admin Decimal number Default 300

  853. nexus.rpctimeoutmultiplier Multiplier for nexus RPC timeout durations in case we expect different latencies = 1

    Admin Decimal number Default 1

  854. nexus.secretkey Shared secret key used to authenticate Nexus inter-server communication; must match across all servers in the same Nexus cluster = ""

    Admin Text Default ""

  855. nexus.timeoffset Time offset in hours from the nexus clock = 0

    Admin Decimal number Default 0

  856. nexus.transferflushtime Maximum amount of time in seconds that transfers should be cached before auto-saving = 60

    Admin Whole number Default 60

  857. nexus.zonecontroller Name of the zone controller implementation used for this Nexus server (e.g. basic, advanced); controls how players are routed between servers = "basic"

    Admin Text Default "basic"

  858. npc.vendor_attack_heli_enabled Keeps the attack helicopter on sale at its vendor. = true

    Admin On / off Default true Saved

  859. npc.vendor_hab_enabled Keeps the hot air balloon on sale at its vendor. = true

    Admin On / off Default true Saved

  860. npc.vendor_minicopter_enabled Keeps the minicopter on sale at its vendor. = true

    Admin On / off Default true Saved

  861. npc.vendor_rhib_enabled Keeps the RHIB on sale at its vendor. = true

    Admin On / off Default true Saved

  862. npc.vendor_rowboat_enabled Keeps the rowboat on sale at its vendor. = true

    Admin On / off Default true Saved

  863. npc.vendor_scrap_heli_enabled Keeps the scrap transport helicopter on sale at its vendor. = true

    Admin On / off Default true Saved

  864. npc.vendor_sub_duo_enabled Keeps the duo submarine on sale at its vendor. = true

    Admin On / off Default true Saved

  865. npc.vendor_sub_solo_enabled Keeps the solo submarine on sale at its vendor. = true

    Admin On / off Default true Saved

  866. npcautoturret.forcedamageblockedsleepers If an npc turret is firing at a sleeping player and the player is blocked, still apply damage = true

    Admin On / off Default true

  867. npcautoturret.sleeperhostiledelay How many seconds until a sleeping player is considered hostile = 1200

    Admin Decimal number Default 1200 Saved

  868. npcvendingmachine.dynamicpricingenabled Whether to run the the dynamic pricing system = true

    Admin On / off Default true Saved

  869. npcvendingmachine.maximumpricemultiplier The maximum point that a price can increase to (2 = 200%) = 2

    Admin Decimal number Default 2 Saved

  870. npcvendingmachine.minimumpricemultiplier The Minimum point that the price can drop to (0.5 = 50% off) = 0.5

    Admin Decimal number Default 0.5 Saved

  871. npcvendingmachine.pricedecreaseamount How much to decrease the price for if it is underselling (0.05 = 5%) = 0.05

    Admin Decimal number Default 0.05 Saved

  872. npcvendingmachine.priceincreaseamount How much to increase the price by if it is selling a lot (0.05 = 5%) = 0.1

    Admin Decimal number Default 0.1 Saved

  873. npcvendingmachine.priceupdatefrequencybiweekly How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 2

    Admin Decimal number Default 2 Saved

  874. npcvendingmachine.priceupdatefrequencydefault How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 3

    Admin Decimal number Default 3 Saved

  875. npcvendingmachine.priceupdatefrequencyweekly How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour) = 1

    Admin Decimal number Default 1 Saved

  876. npcvendingmachine.startingpricemultiplier What discount surcharge should be applied to items when the server starts = 2

    Admin Decimal number Default 2 Saved

  877. panther.population Population active on the server, per square km = 0.5

    Admin Decimal number Default 0.5

  878. parachute.bypassrepack Hands the parachute back ready to use after a landing, with no repacking. = false

    Admin On / off Default false Saved

  879. parachute.landinganimations Plays the heavy landing animation when a player lands under a parachute. = false

    Admin On / off Default false Saved

  880. party.maxpartyspawnattempts Maximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping = 50

    Admin Whole number Default 50

  881. party.maxpartyspawndistance Maximum distance in metres between party member spawn points when spawning a group together on wake-up = 100

    Admin Whole number Default 100

  882. party.nearbypartyspawns When enabled, party members respawn near each other rather than at random map locations when joining a server together = true

    Admin On / off Default true

  883. patrolhelicopterai.flee_damage_percentage Fraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%) = 0.35

    Admin Decimal number Default 0.35

  884. patrolhelicopterai.monument_crash When enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain = true

    Admin On / off Default true

  885. patrolhelicopterai.use_danger_zones When enabled, the patrol helicopter avoids designated danger zones during its patrol route = true

    Admin On / off Default true

  886. petbrain.controldistance Farthest a pet can be from its owner, in meters, and still follow orders. = 100

    Admin Decimal number Default 100 Saved

  887. petbrain.drownindeepwater Makes pets take drowning damage in deep water. = true

    Admin On / off Default true

  888. petbrain.drowntimer Seconds a pet lasts in deep water before it drowns. = 15

    Admin Decimal number Default 15

  889. petbrain.idlewhenownermounted Sends a pet idle while its owner is mounted. = true

    Admin On / off Default true

  890. petbrain.idlewhenownerofflineordead Sends a pet idle while its owner is offline, asleep or dead. = true

    Admin On / off Default true

  891. physics.allowhorsetempragdoll When enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions = true

    Admin On / off Default true

  892. physics.allowplayertempragdoll When enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing = true

    Admin On / off Default true

  893. physics.autosynctransforms When enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync

    Admin On / off

  894. physics.batchsynctransforms When enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync = true

    Admin On / off Default true

  895. physics.bouncethreshold Minimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impacts

    Admin Decimal number

  896. physics.droppedmode The collision detection mode that dropped items and corpses should use = 2

    Admin Whole number Default 2

  897. physics.gravity Gravity multiplier = 1

    Admin Decimal number Default 1 Saved

  898. physics.groundwatchdebug When enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world = false

    Admin On / off Default false

  899. physics.groundwatchdelay Seconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead = 0.1

    Admin Decimal number Default 0.1

  900. physics.groundwatchfails Number of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry = 1

    Admin Whole number Default 1

  901. physics.sendeffects Send effects to clients when physics objects collide = true

    Admin On / off Default true

  902. physics.serverragdollmode The collision detection mode that server-side ragdolls should use = 3

    Admin Whole number Default 3

  903. physics.serversideragdolls Do ragdoll physics calculations on the server, or use the old client-side system = false

    Admin On / off Default false Saved

  904. physics.sleepthreshold Energy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usage

    Admin Decimal number

  905. physics.solveriterationcount The default solver iteration count permitted for any rigid bodies (default 7). Must be positive

    Admin Whole number

  906. physics.towingmaxlinearaccelfromjoint Maximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing = 40

    Admin Decimal number Default 40

  907. physics.treecollision Do players and vehicles collide with trees? = true

    Admin On / off Default true Saved

  908. physicstumblingentity.angular_drag_override Override for rigidbody angular drag. Set to -1 to disable. = -1

    Admin Decimal number Default -1 Saved

  909. physicstumblingentity.drag_override Override for rigidbody drag. Set to -1 to disable. = -1

    Admin Decimal number Default -1 Saved

  910. physicstumblingentity.max_tumbling_force Maximum force applied on collision to cause tumbling = 1000

    Admin Decimal number Default 1000 Saved

  911. physicstumblingentity.min_tumbling_force Minimum force applied on collision to cause tumbling = 600

    Admin Decimal number Default 600 Saved

  912. physicstumblingentity.player_impulse_multiplier Multiplier for impulse applied to players when ragdolled by this entity = 10

    Admin Decimal number Default 10 Saved

  913. physicstumblingentity.tumbling_force_cone_angle Cone angle in degrees for randomizing tumbling force direction = 30

    Admin Decimal number Default 30 Saved

  914. physicstumblingentity.velocity_threshold_for_tumbling_force Minimum velocity required for an object to get tumbling force applied on collision = 1.5

    Admin Decimal number Default 1.5 Saved

  915. ping.auto_refresh_region When enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date

    Admin On / off

  916. ping.ping_estimate_logging When enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy

    Admin On / off

  917. ping.ping_estimation When enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic

    Admin On / off

  918. ping.ping_parallel When enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously

    Admin On / off

  919. ping.ping_refresh_interval Interval in minutes between automatic background ping estimation refreshes for server list region latency sorting

    Admin Whole number

  920. ping.ping_samples Number of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete

    Admin Whole number

  921. planterbox.outsidetestdistance Maximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight = 100

    Admin Decimal number Default 100

  922. planterboxstatic.deepsearespawnchecktimer Interval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s = 600

    Admin Decimal number Default 600

  923. planterboxstatic.favourablegenechance Chance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable genes are picked up, but it greatly reduces the chances. = 0.5

    Admin Decimal number Default 0.5

  924. player.adminsafezonelooting Should admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones? = false

    Admin On / off Default false

  925. player.dropbackpackondeath When enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death = true

    Admin On / off Default true

  926. player.dropbackpackondowned When enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery = true

    Admin On / off Default true

  927. player.keepteaondeath When enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost = false

    Admin On / off Default false

  928. player.tickrate_cl Updates per second each client sends to the server, between 16 and 128. = 32

    Admin Whole number Default 32 Saved

  929. player.tickrate_sv Tick rate setting the server only passes on to clients. Nothing on the server reads it. = 16

    Admin Whole number Default 16 Saved

  930. player.woundforever Whether the crawling state expires = false

    Admin On / off Default false Saved

  931. playerboat.aboardplayercheckinterval Interval in seconds between checks to determine whether any players are still aboard the boat = 2

    Admin Decimal number Default 2

  932. playerboat.anchoreddriftdelayseconds Time in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours) = 21600

    Admin Decimal number Default 21600

  933. playerboat.corpseseconds Seconds a wrecked player boat stays before it is removed. = 1800

    Admin Decimal number Default 1800

  934. playerboat.debugvis When enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones = false

    Admin On / off Default false

  935. playerboat.decayminutes How long before a boat loses all its health while outside = 720

    Admin Decimal number Default 720

  936. playerboat.decaystartdelayminutes How long until decay begins after the boat was last used = 1440

    Admin Decimal number Default 1440

  937. playerboat.deepseatransitionpowerdowngraceduration Duration in seconds after entering the deep sea zone that a player boat has before its engine is powered down = 10

    Admin Decimal number Default 10

  938. playerboat.deployandeditanywhere Allow Deploy & Edit anywhere in the ocean, bypassing location checks. = false

    Admin On / off Default false Saved

  939. playerboat.destructiblewrecksenabled Makes wrecked player boats destructible. = true

    Admin On / off Default true Saved

  940. playerboat.dragbyangle_exponent Curve exponent of the angle-based drag on player boats. = 0.4

    Admin Decimal number Default 0.4

  941. playerboat.dragbyangle_maxcontrib Angle contribution at which that drag reaches its maximum. = 50

    Admin Decimal number Default 50

  942. playerboat.dragbyangle_maxdrag Highest drag the angle of a player boat's hull can add. = 2.2

    Admin Decimal number Default 2.2

  943. playerboat.dragbyangle_mincontrib Angle contribution under which that drag stays at its minimum. = 5

    Admin Decimal number Default 5

  944. playerboat.dragbyangle_mindrag Lowest drag the angle of a player boat's hull adds. = 0.65

    Admin Decimal number Default 0.65

  945. playerboat.editenabled Lets players put a boat into edit mode at a boat building station. = true

    Admin On / off Default true Saved

  946. playerboat.enginepositioninfluences 0 - 1 = 0.05

    Admin Decimal number Default 0.05

  947. playerboat.finisheditingenabled Lets players finish editing a boat at a boat building station. = true

    Admin On / off Default true Saved

  948. playerboat.hammerrepairenabled Lets players repair a finished boat with a hammer. = true

    Admin On / off Default true Saved

  949. playerboat.maxblockcount Most building blocks a player boat can have. 0 or less removes the cap. = 180

    Admin Whole number Default 180 Saved

  950. playerboat.maxdeployablecount Most deployables a player boat can carry. 0 or less removes the cap. = 120

    Admin Whole number Default 120 Saved

  951. playerboat.orphansendimmediate When enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed = true

    Admin On / off Default true

  952. playerboat.placementupthreshold Maximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees = 30

    Admin Decimal number Default 30

  953. playerboat.powerdownonnoplayers When enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats = true

    Admin On / off Default true

  954. playerboat.sailpositioninfluence 0 - 1 = 0.1

    Admin Decimal number Default 0.1

  955. playerboat.usedestructiblewreckstability Lets the pieces of a destructible boat wreck lose stability and collapse. = true

    Admin On / off Default true Saved

  956. playerboat.velocitymax Top speed of a player boat, in meters per second. = 15

    Admin Decimal number Default 15 Saved

  957. playerhelicopter.insidedecayminutes How long before a player helicopter loses all its health while indoors = 2880

    Admin Decimal number Default 2880

  958. playerhelicopter.outsidedecayminutes How long before a player helicopter loses all its health while outside = 480

    Admin Decimal number Default 480

  959. playerinventory.directionaldropenabled When enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops = true

    Admin On / off Default true

  960. playerinventory.forcebirthday When enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing = false

    Admin On / off Default false

  961. polarbear.population Population active on the server, per square km = 1

    Admin Decimal number Default 1

  962. pool.debug When enabled, logs additional diagnostic information about pool hits, misses, and spills to the console = false

    Admin On / off Default false

  963. pool.enabled When enabled, this system is globally active; disable to deactivate the system for the current session = true

    Admin On / off Default true

  964. pool.mode When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter = 2

    Admin Whole number Default 2

  965. pool.prewarm When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter = true

    Admin On / off Default true

  966. pooltable.debug_pool Logs pool table game state to the server console. = false

    Admin On / off Default false Saved

  967. pooltable.idle_reset_seconds Anyone can reset a pool game nobody has interacted with for this many seconds = 180

    Admin Decimal number Default 180

  968. pooltable.physics_update_rate Physics updates per second on a pool table. = 64

    Admin Decimal number Default 64 Saved

  969. pooltable.show_tooltips Show pool game tooltip notifications = false

    Admin On / off Default false Saved

  970. pooltable.watch_after_shot_seconds Seconds the shooter stays seated watching their shot before being dismounted = 2

    Admin Decimal number Default 2

  971. powergrid.enabled Switches the monument power grid on. Off, recyclers run without it. = true

    Admin On / off Default true Saved

  972. powergrid.fusedecayhighpop Connected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop. = 100

    Admin Whole number Default 100 Saved

  973. powergrid.fusedecaylowpop Connected player count at or below which heavy fuses in the power plant decay at fuseDecayLowPopScale times the normal rate. Decay rate scale rises linearly as pop increases to fuseDecayHighPop where scale returns to 1x. = 10

    Admin Whole number Default 10 Saved

  974. powergrid.fusedecaylowpopscale Multiplier on the decay rate of heavy fuses in the power plant while the connected player count is at or below fuseDecayLowPop. At 1 the player count has no effect on decay. = 0.25

    Admin Decimal number Default 0.25 Saved

  975. powergrid.fusefulldecaycount How many of the worst condition heavy fuses in the power plant decay at the full rate (burning out after fuseLifespanSeconds). Every other inserted fuse decays slowly instead. If 0 no fuse ever decays at the full rate. = 3

    Admin Whole number Default 3 Saved

  976. powergrid.fuselifespanseconds How long a heavy fuse plugged into the power plant lasts while it is decaying at the full rate (how long the worst fuses in the power plant survive for). If <= 0 then fuses last forever. = 9600

    Admin Decimal number Default 9600 Saved

  977. powergrid.fuseslowdecayfractionmax Maximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin. = 0.12

    Admin Decimal number Default 0.12 Saved

  978. powergrid.fuseslowdecayfractionmin Minimum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. Each fuse rolls its own fraction between fuseSlowDecayFractionMin and fuseSlowDecayFractionMax and keeps it for its lifetime. = 0.08

    Admin Decimal number Default 0.08 Saved

  979. powergrid.greenrecyclerfullefficiencystage Power grid stage from which green recyclers get their efficiency bonus. Below 0, the rule is off. = -1

    Admin Whole number Default -1 Saved

  980. powergrid.marketplacechargecapacity Charge capacity of a drone marketplace's power buffer. A marketplace charges this up from the power plant and bleeds it back out whenever the plant stops carrying it. = 100

    Admin Decimal number Default 100 Saved

  981. powergrid.marketplacechargeperfuse Charge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them. = 0.01

    Admin Decimal number Default 0.01 Saved

  982. powergrid.marketplacedrainrate Charge a drone marketplace loses every second while there are no heavy fuses inserted at the power plant. A single fuse is enough to stop the bleed. = 0.05

    Admin Decimal number Default 0.05 Saved

  983. powergrid.marketplaceminimumfusestocharge Heavy fuses that have to be inserted at the power plant before a drone marketplace starts charging. Below this it holds whatever charge it has without building any more. = 4

    Admin Whole number Default 4 Saved

  984. powergrid.marketplacerequiredchargefraction Fraction (0-1) of its capacity a drone marketplace needs charged to accept orders. Sets both how long a cold marketplace takes to come online and how long a full one keeps running after the power plant drops out. = 0.5

    Admin Decimal number Default 0.5 Saved

  985. powergrid.powerlinebasepoweroutput Starting power output of powerline poles when 1 heavy fuse is inserted at the power plant. = 5

    Admin Whole number Default 5 Saved

  986. powergrid.powerlinemaxpoweroutput Power output of powerline poles when all possible heavy fuses are inserted at the power plant. = 50

    Admin Whole number Default 50 Saved

  987. powergrid.simulatepowerplantfuses Adds this many pretend fuses to the power plant count, for testing. = 0

    Admin Whole number Default 0

  988. powergrid.stagechangeworkqueuebudget Max time per frame (ms) to spend notifying powergrid entities of a stage change. = 0.1

    Admin Decimal number Default 0.1 Saved

  989. powergrid.stagechangeworkqueuedelaybetweenjobs Time to wait (s) between each individual entity getting notified of a powergrid stage change. Higher values will delay the time it takes for all entities to receive notification of a stage change. Entities can skip this wait with stageChangeWorkQueueGroupJobsDistance = 0

    Admin Decimal number Default 0 Saved

  990. powergrid.stagechangeworkqueuegroupjobsdistance If a powergrid entity is within this range of the first powergrid entity to receive a stage change update this frame, then that entity will also receive an update (skipping stageChangeWorkQueueTimeBetweenJobs) = 20

    Admin Decimal number Default 20 Saved

  991. profile.command_lagspike_threshold Milliseconds a console command can take before the profiler flags it as a lag spike. RCON only

    Whole number

  992. profile.exportintervals Interval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost = 1800

    Admin Whole number Default 1800

  993. profile.immediatemodeenabled When enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead = false

    Admin On / off Default false

  994. profile.notifyonmainalloccount Main-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure = 0

    Admin Whole number Default 0

  995. profile.notifyonmainmemkb Main-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled = 0

    Admin Whole number Default 0

  996. profile.notifyontotalalloccount Allocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes = 16000

    Admin Whole number Default 16000

  997. profile.notifyontotalmemkb Total managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs = 12288

    Admin Whole number Default 12288

  998. profile.notifyonworkeralloccount Worker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure = 0

    Admin Whole number Default 0

  999. profile.notifyonworkermemkb Worker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled = 0

    Admin Whole number Default 0

  1000. profile.profiling_entities 0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min' RCON only · = 0

    Whole number Default 0

  1001. profile.profiling_entity_count_interval How frequently to count all entities across the server RCON only

    Whole number

  1002. profile.profiling_fixed_invokes 0 = off, 1 = stats per frame, 2 = stats per method RCON only

    Whole number

  1003. profile.profiling_invokes 0 = off, 1 = stats per frame, 2 = stats per method RCON only

    Whole number

  1004. profile.profiling_lagspikes Record inbound RPC & ConsoleCommands that cause lag spikes RCON only · = false

    On / off Default false

  1005. profile.profiling_packets Record type of packets inbound/outbound per frame RCON only

    On / off

  1006. profile.profiling_ping Raknet statistics, 0 = off, 2 = per connection RCON only · = 0

    Whole number Default 0

  1007. profile.profiling_ping_interval How often to flush raknet stats per second RCON only

    Decimal number

  1008. profile.profiling_ping_per_frame How many connections the network profiler samples per frame. RCON only · = 30

    Whole number Default 30

  1009. profile.profiling_rcon 0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages RCON only

    Whole number

  1010. profile.profiling_rcon_message_length Clamp the length of logged RCON messages to prevent the profiler from being flooded with large messages RCON only

    Whole number

  1011. profile.profiling_work_queue Record execution time of ObjectWorkQueues per frame RCON only · = false

    On / off Default false

  1012. profile.quiet Controls whether perfsnapshot commands emit chat messages = false

    Admin On / off Default false Saved

  1013. profile.rcon_lagspike_threshold Milliseconds an RCON command can take before the profiler flags it as a lag spike. RCON only

    Whole number

  1014. profile.rpc_lagspike_threshold Milliseconds an RPC can take before the profiler flags it as a lag spike. RCON only

    Whole number

  1015. profile.runtime_profiling 0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards RCON only · = 0

    Whole number Default 0 Saved

  1016. profile.runtime_profiling_interval Seconds between two runtime profiling reports. RCON only · = 60

    Whole number Default 60

  1017. profile.runtime_profiling_persist Enable to allow runtime profiling to persist across restarts RCON only · = false

    On / off Default false Saved

  1018. profile.runtime_profiling_pool_flush_interval How often to flush pooling stats in seconds RCON only · = 300

    Whole number Default 300

  1019. profile.runtime_profiling_pooling 0 = off, 1 = flush every 5 minutes RCON only · = 0

    Whole number Default 0

  1020. rabbit.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  1021. radiation.materialtoradsratio Multiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally = 0.0044

    Admin Decimal number Default 0.0044

  1022. radiation.water_inventory_damage When enabled, radiation-contaminated water damages items in a player's inventory over time when in a radiation zone = true

    Admin On / off Default true

  1023. radiation.water_loot_damage When enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation = true

    Admin On / off Default true

  1024. rcon.banduration How long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds)

    Admin Decimal number

  1025. rcon.connectioncooldown How long (in seconds) before we allow another rcon connection from the same address (default: 1 second)

    Admin Decimal number

  1026. rcon.ip IP Address to listen for RCON connections = ""

    Admin Text Default ""

  1027. rcon.logfailedattempts Log failed attempts and attempts from banned IP addresses (default: true)

    Admin On / off

  1028. rcon.maxconnections Total number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes = 500

    Admin Whole number Default 500

  1029. rcon.maxconnectionsperip Total number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes = 5

    Admin Whole number Default 5

  1030. rcon.maxpasswordfailures How many password failures before banning an RCON client's IP (default: 5)

    Admin Whole number

  1031. rcon.permanentbanfailedips Permanently ban IPs that trigger too many failed attempts (default: false)

    Admin On / off

  1032. rcon.port Port to listen for RCON connections = 0

    Admin Whole number Default 0

  1033. rcon.print If true, RCON commands will be printed in the console = false

    Admin On / off Default false

  1034. rcon.web If set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATED = true

    Admin On / off Default true

  1035. reclaimmanager.reclaim_expire_minutes Time in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed = 120

    Admin Decimal number Default 120

  1036. relationshipmanager.contacts Turns the contacts system on. = true

    Admin On / off Default true Saved

  1037. relationshipmanager.forgetafterminutes Time in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed = 960

    Admin Whole number Default 960

  1038. relationshipmanager.maxplayerrelationships Maximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached = 128

    Admin Whole number Default 128

  1039. relationshipmanager.maxteamsize Maximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams = 8

    Admin Whole number Default 8

  1040. relationshipmanager.mugshotupdateinterval Interval in seconds between mugshot (contact portrait) refresh attempts for known players = 300

    Admin Decimal number Default 300

  1041. relationshipmanager.seendistance Distance in metres within which two players must be for a 'seen' relationship event to be recorded = 10

    Admin Decimal number Default 10

  1042. relay.cfg_autoreconnect If enabled, Rust Relay will automatically attempt to reconnect when the WebSocket connection drops

    Admin On / off

  1043. relay.cfg_encryptpackets Sets whether packets should be encrypted when sent to the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)

    Admin On / off

  1044. relay.cfg_fakeplayer If enabled, Rust Relay spawns a fake invisible player and only relays packets sent to that player, changing this will STOP the Rust Relay feature (restart with relay.restart)

    Admin On / off

  1045. relay.cfg_filtermode Sets the Filter Mode for RPC Messages, (0 = Ignore, 1 = AllowAll, 2 = AllowWhitelist)

    Admin Whole number

  1046. relay.cfg_maxreconnects Maximum number of reconnect attempts allowed within the reconnect window before the relay permanently shuts down

    Admin Whole number

  1047. relay.cfg_reconnectdelay Delay (in seconds) between reconnect attempts

    Admin Whole number

  1048. relay.cfg_reconnectwindow The rolling window (in minutes) used to track reconnect attempts

    Admin Whole number

  1049. relay.cfg_sendconsoledata If enabled, console data will be sent to the relay server

    Admin On / off

  1050. relay.cfg_sendvoicedata If enabled, voice data will be sent to the relay server

    Admin On / off

  1051. relay.cfg_server_auth_token Sets the authentication token for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)

    Admin Text

  1052. relay.cfg_server_url Sets the URL for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)

    Admin Text

  1053. render.show_building_blocked_server Display setting the server only passes on to clients. Nothing on the server reads it. = true

    Admin On / off Default true Saved

  1054. rentableshop.additionalchecktimehoursdebug When checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is = 0

    Admin Whole number Default 0

  1055. rentableshop.initialscrapfee Scrap charged up front to open a rentable shop. = 100

    Admin Whole number Default 100 Saved

  1056. rentableshop.maxstoreditemsdurationminutes How long stores should store items (after a shop is closed) for before they are destroyed = 1440

    Admin Whole number Default 1440 Saved

  1057. rentableshop.protectionfromtakeoverhours Hours a newly opened rentable shop is protected from takeover. = 6

    Admin Decimal number Default 6 Saved

  1058. rentableshop.scrapperhourrent Scrap a rentable shop costs per hour. = 10

    Admin Whole number Default 10 Saved

  1059. reports.exceptionreportmaxlength Longest exception report the server sends, in characters, never under 250. = 600

    Admin Whole number Default 600

  1060. rhib.rhibpopulation Population active on the server = 0

    Admin Decimal number Default 0

  1061. ridablehorse.autoavoidance When enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurable = true

    Admin On / off Default true Saved

  1062. ridablehorse.debug When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only = false

    Admin On / off Default false Saved

  1063. ridablehorse.decayminutes How long before a horse dies unattended = 180

    Admin Decimal number Default 180

  1064. ridablehorse.dungtimescale Speeds up or slows down how fast horses produce dung. = 1

    Admin Decimal number Default 1

  1065. ridablehorse.groundangleupdaterate Interval in seconds between ground angle recalculation updates for horse body tilting; default 0.05s = 0.05

    Admin Decimal number Default 0.05 Saved

  1066. ridablehorse.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  1067. ridablehorse.throttledgroundangleupdate When enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performance = true

    Admin On / off Default true Saved

  1068. room.draw_live Continuously draw the room partition around every player, refreshing as the base changes. Needs room.occlusion on (1 = shadow mode draws without hiding anything). Editor/dev tool - it redraws for everyone connected, so do not leave it on. = false

    Admin On / off Default false

  1069. room.draw_live_normals Draw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic) = true

    Admin On / off Default true

  1070. room.draw_live_range Radius of the room.draw_live overlay, in metres = 30

    Admin Decimal number Default 30

  1071. room.draw_networkgroups_live Continuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on. = false

    Admin On / off Default false

  1072. room.occlusion Server-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce = 0

    Admin Whole number Default 0

  1073. room.occlusion_admin_bypass Admins and developers bypass interior occlusion and see everything = true

    Admin On / off Default true

  1074. room.occlusion_deployables What interior occlusion hides inside a room: 0 = nothing (building blocks only), 1 = static entities (boxes, workbenches, beds), 2 = also IO entities (wires and pipes can be dragged to an entity that is not on your client) = 1

    Admin Whole number Default 1

  1075. room.occlusion_door_immediate Kill switch for the whole synchronous pre-open pass: repartition and deliver the rooms behind a door the moment it opens, instead of leaving it to the normal budgeted queue. Only players within room.occlusion_door_immediate_range are flushed; further ones enqueue as usual. Off skips the repartition entirely, not just the flush. = true

    Admin On / off Default true

  1076. room.occlusion_door_immediate_range How close a player must be to a door for its rooms to be sent immediately when it opens, in metres. 0 = no limit, flush every viewer of the door. = 30

    Admin Decimal number Default 30

  1077. room.occlusion_linger How long a room must have been out of sight before it is dropped from a player's client, in seconds. Stops a door being opened and shut, or a walk past a doorway, from destroying and re-sending a whole room. 0 = drop immediately. = 5

    Admin Decimal number Default 5

  1078. room.occlusion_nearby_range Rooms within this many metres of a player are always sent, whether or not they can see into them. Leaving the radius starts the room.occlusion_linger countdown rather than dropping it at once. 0 = only ever send what is actually visible. = 32

    Admin Decimal number Default 32

  1079. room.occlusion_range How far from a player interior occlusion looks for rooms to hide things in, in metres. Must comfortably exceed network range; rooms beyond it fail open. = 250

    Admin Decimal number Default 250

  1080. rustnav.addtilebudgetms Main-thread time budget per frame (ms) for adding built navmesh tiles to their navmesh. A base rebuild lands dozens of results in one frame and the rest waits for the next one. 0 or less adds every result that is ready, which is what shipped before the budget existed = 2

    Admin Decimal number Default 2

  1081. rustnav.bakestatsenabled Collect navmesh bake statistics (rustnav.bakestats to read them). Defaults on in the editor, off on servers; flip on live to diagnose bake issues, then reset with rustnav.bakestats true

    Admin On / off

  1082. rustnav.collectbudgetms Main-thread time budget per frame (ms) for navmesh tile geometry collection. The full-map bake wall clock is roughly tiles / (budget-worth of tiles per frame) / fps, so raise this while baking to trade frame time for bake speed = 1

    Admin Decimal number Default 1

  1083. rustnav.detailsampledistmult Detail mesh sample distance as a multiple of cellSize (Recast default 6). Larger = cheaper detail mesh, coarser surface height. Applies to tiles built after the change = 12

    Admin Decimal number Default 12

  1084. rustnav.detailsamplemaxerrormult Detail mesh max sample error as a multiple of cellHeight (Recast default 1). Larger = cheaper detail mesh, more height error. Applies to tiles built after the change = 1

    Admin Decimal number Default 1

  1085. rustnav.doorreassertspertick How many doors re-assert their gate state per navmesh drain tick. A rebuilt tile bakes its apertures shut, so every open or npc-openable door over the rebuilt area has to write its state again, and a megabase queues hundreds of them at once. 0 or less applies the whole queue in one frame, which is what shipped before the budget existed = 24

    Admin Whole number Default 24

  1086. rustnav.drawkbps Max KB per second of navmesh tiles streamed to each rustnav.draw viewer = 512

    Admin Decimal number Default 512

  1087. rustnav.drawmanifestinterval How many draw updates pass between two full tile lists sent to a player viewing the navmesh. = 10

    Admin Whole number Default 10

  1088. rustnav.drawradius Radius, in meters, of the navmesh drawn around a viewer. = 100

    Admin Decimal number Default 100

  1089. rustnav.drawrefreshrate Seconds between two updates of the navmesh drawing. = 0.25

    Admin Decimal number Default 0.25

  1090. rustnav.enableverboselogs Logs extra navmesh detail to the server console. = false

    Admin On / off Default false

  1091. rustnav.legacybuild A/B kill switch: build navmesh tiles with the stock pre optimization algorithms (clip rasterizer, full ledge and region rescans, unfused filters). Combine with detailsampledistmult 6 to approximate the old build end to end. Applies to tiles built after the change = false

    Admin On / off Default false

  1092. rustnav.maxshoredistance Metres of open water past which default navmesh tiles are dropped instead of baked. A tile only drops when every point in it is that far from land, so shores keep their navmesh and so do rivers and lakes, which are never that wide. Independent navmeshes (oilrigs, tropical islands, ghost ships) are never touched. 0 or less bakes the open sea like before. Applies to tiles queued after the change = 100

    Admin Decimal number Default 100

  1093. rustnav.numthreads Navmesh tile builder worker thread count. Applied when the builder is (re)created - at boot, or via rustnav.setnumthreads at runtime. ~half the cores is the sweet spot for full-map bakes = 4

    Admin Whole number Default 4

  1094. rustnav.savecompression LZ4-compress navmesh saves (smaller .navmesh files, no extra save time) = true

    Admin On / off Default true

  1095. rustnav.savedelta Append only the tiles that changed to the navmesh file instead of rewriting all of it. The first save after a boot or a rebuild is always a full write, and a full write also happens once the appended part grows past rustnav.savedeltabudget = true

    Admin On / off Default true

  1096. rustnav.savedeltabudget How large the appended part of the navmesh file may grow, as a fraction of the full file, before the next save rewrites the whole thing. A save whose changed tiles are a larger share of the mesh than this rewrites it too. Bounds both file growth and boot load time. 0 or less removes the bound, to stop appending altogether use rustnav.savedelta false = 0.5

    Admin Decimal number Default 0.5

  1097. rustnav.savethreads Worker threads for navmesh save/load compression. 0 = auto = 0

    Admin Whole number Default 0

  1098. rustnav.savewarnms Log the navmesh save completion line as a warning past this many milliseconds. 0 or less never warns = 1000

    Admin Decimal number Default 1000

  1099. sail.maxthrustmultiplier Multiplies the thrust of sails. = 1

    Admin Decimal number Default 1 Saved

  1100. samsite.autoreloaddelay Delay before SAM sites that haven't shot a target will auto-reload = 45

    Admin Decimal number Default 45

  1101. samsite.staticrepairseconds how long until static sam sites auto repair = 1200

    Admin Decimal number Default 1200

  1102. santasleigh.altitudeaboveterrain Clearance Santa's sleigh keeps above the terrain under it, in meters. = 50

    Admin Decimal number Default 50

  1103. santasleigh.desiredaltitude Altitude Santa's sleigh aims for, in meters. = 60

    Admin Decimal number Default 60

  1104. satellite.control_window Seconds of thruster control window = 180

    Admin Decimal number Default 180

  1105. satellite.cooldown_hours_max Maximum cooldown between satellite events, in game hours = 18

    Admin Decimal number Default 18

  1106. satellite.cooldown_hours_min Minimum cooldown between satellite events, in game hours (not real minutes) - converted to real time via the map's day length, same as the airdrop event scheduler. = 18

    Admin Decimal number Default 18

  1107. satellite.crashing_fx_at_distance Run the crashing FX pass (FX Pass 3) through the whole phase-2 descent, including the distance-projected stretch, instead of waiting until the satellite enters real draw distance. The projected-mode fixup still applies - its particles simulate in local space and scale with the model; its trails stay gated until real rendering. = true

    Admin On / off Default true Saved

  1108. satellite.crate_fire_duration Seconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires. = 300

    Admin Decimal number Default 300

  1109. satellite.debug Log crash-target search diagnostics (samples, blockers, reasons) = false

    Admin On / off Default false

  1110. satellite.default_crash_radius Starting impact radius before thruster adjustments, in meters = 300

    Admin Decimal number Default 300

  1111. satellite.descent_angle Angle (degrees from vertical) the satellite descends at. Higher = more horizontal streak across the sky. Clamped to 45 so it always reaches the ground within 45 degrees of straight down. Only used when flyover_altitude is 0 - the flyover path has its own geometry. = 45

    Admin Decimal number Default 45

  1112. satellite.descent_seconds Descent duration in seconds (0 = use day length fraction; nonzero values are clamped to a minimum of final_descent_seconds so the phase-2 window always fits inside the descent) = 600

    Admin Decimal number Default 600

  1113. satellite.final_descent_seconds Seconds before the scheduled crash that the satellite begins its phase-2 physics descent. Phase 1 slides in to the phase-2 start point up until then, then the satellite drops at a speed timed to hit the ground exactly on schedule. The start point is placed at the satellite's finalDescentSpeed times this window, so lengthening it starts the descent higher rather than slowing the fall. = 300

    Admin Decimal number Default 300 Saved

  1114. satellite.final_descent_speed Speed (m/s) of the phase-2 physics descent (0 = use the satellite prefab's finalDescentSpeed). Together with final_descent_seconds this sets where phase 2 starts - speed times seconds back up the descent line - so e.g. 180s at 80 m/s starts the drop 14.4km out. = 0

    Admin Decimal number Default 0

  1115. satellite.flyover_altitude Altitude (m above the crash target) of the phase-2 flyover cruise. The satellite enters near-horizontally at this height, streaks across the sky, then bends into a dive onto the target from flyover_dive_distance out. 0 = disable the flyover and use the legacy straight-line descent at descent_angle. = 2500

    Admin Decimal number Default 2500

  1116. satellite.flyover_dive_distance Horizontal distance (m) from the crash target at which the flyover bends into its terminal dive. Smaller = a longer level cruise with a steeper final plunge. = 1500

    Admin Decimal number Default 1500

  1117. satellite.free_fuel If true, firing satellite thrusters does not consume fuel = false

    Admin On / off Default false

  1118. satellite.free_power If true, powering up the satellite computer does not require any items = false

    Admin On / off Default false

  1119. satellite.fuel_large_max Maximum fuel rolled for large satellites (3000-5000kg) = 16

    Admin Whole number Default 16

  1120. satellite.fuel_large_min Minimum fuel rolled for large satellites (3000-5000kg) = 10

    Admin Whole number Default 10

  1121. satellite.fuel_max Hard maximum on generated fuel, applied after the per-size roll regardless of size = 36

    Admin Whole number Default 36

  1122. satellite.fuel_medium_max Maximum fuel rolled for medium satellites (1500-3000kg) = 26

    Admin Whole number Default 26

  1123. satellite.fuel_medium_min Minimum fuel rolled for medium satellites (1500-3000kg) = 16

    Admin Whole number Default 16

  1124. satellite.fuel_min Hard minimum on generated fuel, applied after the per-size roll regardless of size = 8

    Admin Whole number Default 8

  1125. satellite.fuel_small_max Maximum fuel rolled for small satellites (500-1500kg) = 36

    Admin Whole number Default 36

  1126. satellite.fuel_small_min Minimum fuel rolled for small satellites (500-1500kg) = 24

    Admin Whole number Default 24

  1127. satellite.initial_offset_attempts How many times to re-roll the initial random map position, re-checking the full crash-site acceptance each time, until a valid starting target is found. Guarantees the control phase never starts on an unusable spot. = 8

    Admin Whole number Default 8

  1128. satellite.kill_radius Radius (m) around the impact point cleared on crash - players killed, construction/deployables/vehicles destroyed, vegetation removed = 10

    Admin Decimal number Default 10

  1129. satellite.lateral_distance Lateral offset multiplier per thruster fire (meters) = 200

    Admin Decimal number Default 200

  1130. satellite.min_crash_radius Minimum crash radius in meters = 100

    Admin Decimal number Default 100

  1131. satellite.nudge_distance_max Maximum random aim drift (meters) applied when tightening the impact radius = 150

    Admin Decimal number Default 150

  1132. satellite.nudge_distance_min Minimum random aim drift (meters) applied when tightening the impact radius, at a fully random angle so it can't be cancelled out exactly by the cardinal-direction lateral thrusters = 100

    Admin Decimal number Default 100

  1133. satellite.obstruction_tc_reorder Crash targeting: use the tool-cupboard grid to test likely-occupied samples last, so a clear spot is usually found with fewer physics checks. The physics check stays authoritative. = true

    Admin On / off Default true

  1134. satellite.phase1_extra_distance Extra distance (m) further out, along the descent line, that phase 1 starts. The satellite slides steadily from there in to the orbit point over phase 1, then phase 2 continues along the same line. = 30000

    Admin Decimal number Default 30000

  1135. satellite.phase1_grow_scale Multiplier the orbiting satellite's glow billboard grows to by the end of phase 1 (starts at 1x). Purely a visual telegraph; replicated because the grow runs client-side. = 4

    Admin Decimal number Default 4 Saved

  1136. satellite.require_powerplant If true, the satellite control computer can only be powered up while the power plant is active (powergrid stage 1+). Ignored when the powergrid system itself is disabled. = true

    Admin On / off Default true

  1137. satellite.reuse_last_crash_spot Crash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check. = true

    Admin On / off Default true

  1138. satellite.rotation_strength Heading rotation per thruster fire (degrees) = 15

    Admin Decimal number Default 15

  1139. satellite.shrink_expand_radius Impact radius change per thruster fire (meters) = 25

    Admin Decimal number Default 25

  1140. satellite.site_check_physical_geometry Also raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't see = true

    Admin On / off Default true

  1141. satellite.site_clearance_radius Clearance (m) the crash-site search demands around a candidate - rejected if any player building, prevent-building volume or safezone is within this range. Kept separate from kill_radius so targeting standoff can exceed what the impact destroys; 16 matches the building-privilege radius, so a valid site is never inside a base's TC influence. = 16

    Admin Decimal number Default 16

  1142. satellite.site_footprint_radius Radius (m) around a candidate crash spot sampled for ground shape - roughly the crash remains footprint. Used both to reject unsuitable spots and to fit the spawned remains to the ground. = 15

    Admin Decimal number Default 15

  1143. satellite.site_max_slope Max overall ground slope (degrees) across the crash footprint before a spot is rejected = 25

    Admin Decimal number Default 25

  1144. satellite.site_max_unevenness Max terrain height deviation (m) from the crash footprint's best-fit plane before a spot is rejected as too uneven (cliff edges, crests, dips the remains meshes can't hide) = 2

    Admin Decimal number Default 2

  1145. satellite.sky_trail Render the satellite's descent as a map-wide sky ribbon tracing the real flight path, visible from any distance at any draw distance setting. Rendered client-side from the entity's networked positions. = true

    Admin On / off Default true Saved

  1146. satellite.sky_trail_age_fade Fade each point of the sky ribbon out over its lifetime (sky_trail_seconds), like a TrailRenderer - the streak continuously dissolves behind the satellite instead of holding full brightness until its points expire. = true

    Admin On / off Default true Saved

  1147. satellite.sky_trail_drain_seconds Seconds the sky ribbon takes to drain away tail-first after the satellite crashes or is destroyed. The recorded point ages are compressed into this window, so the ribbon keeps shrinking exactly the way it does in flight, and the impact end of the streak is the last to go. = 10

    Admin Decimal number Default 10 Saved

  1148. satellite.sky_trail_max_length Maximum length of the sky ribbon in meters of flight path - the tail is trimmed to keep the ribbon at or under this. 0 = no length cap, letting the sky_trail_seconds lifetime fade own the tail instead of a hard cut. = 0

    Admin Decimal number Default 0 Saved

  1149. satellite.sky_trail_noise Meters of smooth random wobble baked into the sky ribbon as it's laid down, so the streak reads as turbulent rather than a perfect straight line. Keep it under the dish's size (~3m) or the trail visibly detaches from the model. 0 = perfectly straight. = 1

    Admin Decimal number Default 1 Saved

  1150. satellite.sky_trail_seconds Seconds of flight path the sky ribbon spans - its TrailRenderer-style lifetime: with sky_trail_age_fade on, points dissolve to nothing as they reach this age. Capped by the ribbon's internal point budget at ~128s. = 60

    Admin Decimal number Default 60 Saved

  1151. satellite.sky_trail_width_degrees On-screen thickness of the sky ribbon's head, in degrees of view angle - it holds the same apparent width whatever distance it's projected at, tapering to a point at the tail. = 0.075

    Admin Decimal number Default 0.075 Saved

  1152. satellite.targeting_budget_ms Crash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded. = 5

    Admin Decimal number Default 5

  1153. satellite.targeting_coverage_factor Crash targeting: candidate samples tested per clearance-footprint, i.e. per (targetingRadius/clearanceRadius)^2. The sample count scales with the targeting area, so a small circle runs far fewer checks than a large one. ~1.2 is bare geometric coverage (samples spaced ~one clearance apart); the default adds margin to catch tight gaps. Pushing it much higher mostly adds correlated, redundant checks. = 3

    Admin Decimal number Default 3

  1154. satellite.targeting_min_samples Crash targeting: minimum candidate samples per search, regardless of how small the targeting circle is. Floors the area-scaled sample count so a small but cluttered area still gets a fair number of attempts. = 8

    Admin Whole number Default 8

  1155. satellite.thruster_extra_steps When a thruster move finds no valid crash site, how many extra steps to take in the same direction before giving up. Fuel cost is linear in the number of steps taken (a 3-step move costs 3 fuel), and a further step isn't attempted if the player can't afford it. = 2

    Admin Whole number Default 2

  1156. satellite.thruster_module_count Thruster modules salvaged from fully harvesting the crash remains = 3

    Admin Whole number Default 3

  1157. satellite.thruster_module_min_condition Minimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in = 0.2

    Admin Decimal number Default 0.2

  1158. satellite.trail_alpha_scale Multiplier on the alpha of the satellite trails' authored colour gradients, saturating at full opacity - the authored fades drop to near-transparent within the first quarter of the trail, so values above 1 keep progressively more of its length visible. Applied alongside trail_time_scale as the trails switch on. = 1

    Admin Decimal number Default 1 Saved

  1159. satellite.trail_time_scale Multiplier on the authored lifetime of the satellite's trail renderers - a trail spans this many times the authored seconds of flight path, so it directly scales the visible streak length. Applied as the trails switch on (they sit out the projected far-distance stretch and only run once the satellite is drawn at its real position), so changes take effect at the next handover, not mid-trail. Replicated because trails render client-side. = 1

    Admin Decimal number Default 1 Saved

  1160. satellite.wreck_fire_duration Seconds the main wreck stays too hot to harvest after impact = 480

    Admin Decimal number Default 480

  1161. scraptransporthelicopter.population Population active on the server = 0

    Admin Decimal number Default 0

  1162. seaturtle.forcesurfaceamount Forces sea turtles to swim at this offset from the water surface. 0 leaves them alone. = 0

    Admin Decimal number Default 0

  1163. seaturtle.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  1164. sensecomponent.maxrefreshintervalseconds Longest gap, in seconds, between two sense updates of an animal. = 1

    Admin Decimal number Default 1

  1165. sensecomponent.minrefreshintervalseconds Shortest gap, in seconds, between two sense updates of an animal that needs to react fast. = 0.2

    Admin Decimal number Default 0.2

  1166. sentry.debugpreventduplicates Prevents auto turrets getting added more than once to the IO queue = true

    Admin On / off Default true

  1167. sentry.hostileduration how long until something is considered hostile after it attacked = 120

    Admin Decimal number Default 120

  1168. sentry.interferenceradius radius to check for other turrets = 40

    Admin Decimal number Default 40 Saved

  1169. sentry.maxinterference max interference from other turrets = 12

    Admin Whole number Default 12 Saved

  1170. sentry.scantimer How quickly can a turret acquire a potential target. Less is faster, but perf taxing = 1

    Admin Decimal number Default 1

  1171. sentry.targetall target everyone regardless of authorization = false

    Admin On / off Default false

  1172. server.allowsorting Set to false to disable the storage adaptor sorting functionality = true

    Admin On / off Default true

  1173. server.allowvineswinging When true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement = true

    Admin On / off Default true Saved

  1174. server.anticheatid Easy Anti-Cheat product ID used to authenticate this server with EAC services = "xyza7891h6UjNfd0eb2HQGtaul0WhfvS"

    Admin Text Default "xyza7891h6UjNfd0eb2HQGtaul0WhfvS"

  1175. server.anticheatkey Easy Anti-Cheat product key used alongside anticheatid for EAC server authentication = "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"

    Admin Text Default "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"

  1176. server.anticheatlog Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output

    Admin Whole number

  1177. server.anticheattoken When true clients must provide a valid EAC token to connect; disable only for testing or modded environments = true

    Admin On / off Default true

  1178. server.arrowarmor Global multiplier for armour effectiveness against arrow and bow damage; 1.0 = default = 1

    Admin Decimal number Default 1 Saved

  1179. server.arrowdamage Global multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage = 1

    Admin Decimal number Default 1 Saved

  1180. server.artificialtemperaturegrowablerange Range, in meters, at which a heater warms planted crops. = 4

    Admin Decimal number Default 4 Saved

  1181. server.authtimeout Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected = 60

    Admin Whole number Default 60

  1182. server.autouploadmap Automatically upload procedurally generated maps so that players download them (faster) instead of re-generating them = true

    Admin On / off Default true Saved

  1183. server.autouploadmapimages Automatically upload an image of the map, used to show the map in the server browser = true

    Admin On / off Default true Saved

  1184. server.bag_quota_item_amount Sleeping bag setting the server only passes on to clients. Nothing on the server reads it. = true

    Admin On / off Default true Saved

  1185. server.bansserverendpoint HTTP API endpoint for centralized banning (see wiki) = ""

    Admin Text Default ""

  1186. server.bansserverfailuremode Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki) = 0

    Admin Whole number Default 0

  1187. server.bansservertimeout Timeout (in seconds) for centralized banning web server requests = 5

    Admin Whole number Default 5

  1188. server.bleedingarmor Global multiplier for armour effectiveness against bleeding damage; 1.0 = default = 1

    Admin Decimal number Default 1 Saved

  1189. server.bleedingdamage Global multiplier for all bleeding damage over time; 1.0 = default = 1

    Admin Decimal number Default 1 Saved

  1190. server.bulletarmor Global multiplier for armour effectiveness against bullet damage; 1.0 = default = 1

    Admin Decimal number Default 1 Saved

  1191. server.bulletdamage Global multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage = 1

    Admin Decimal number Default 1 Saved

  1192. server.bypassiteminputrestriction Allows items to be moved into containers that block item input = false

    Admin On / off Default false

  1193. server.canequipbackpacksinair Allows backpack equipping while not grounded = false

    Admin On / off Default false Saved

  1194. server.ceilinglightgrowablerange Radius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirement = 3

    Admin Decimal number Default 3 Saved

  1195. server.ceilinglightheightoffset Vertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it = 3

    Admin Decimal number Default 3 Saved

  1196. server.censorplayerlist Censors the Steam player list to make player tracking more difficult = true

    Admin On / off Default true

  1197. server.cinematic Cinematic mode: opens the cinematic commands and every gesture to all players, not only admins. = false

    Admin On / off Default false Saved

  1198. server.combatlogdelay Seconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight = 10

    Admin Whole number Default 10

  1199. server.combatlogsize Number of recent combat events retained in each player's combat log, viewable with combatlog = 30

    Admin Whole number Default 30

  1200. server.compassenabled Will the in-game compass show at the top of the screen = true

    Admin On / off Default true Saved

  1201. server.composterupdateinterval How often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes) = 300

    Admin Decimal number Default 300

  1202. server.compression Enables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time

    Admin On / off

  1203. server.conveyormovefrequency How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement = 5

    Admin Decimal number Default 5 Saved

  1204. server.corpsedespawn Seconds before a player corpse is removed from the world; default is 300 seconds (5 minutes) = 300

    Admin Decimal number Default 300

  1205. server.corpses Whether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly = true

    Admin On / off Default true

  1206. server.crawlingenabled Do players go into the crawling wounded state = true

    Admin On / off Default true Saved

  1207. server.crawlingmaximumhealth Maximum initial health given when a player dies and moves to crawling wounded state = 12

    Admin Whole number Default 12

  1208. server.crawlingminimumhealth Minimum initial health given when a player dies and moves to crawling wounded state = 7

    Admin Whole number Default 7

  1209. server.creamseparationhours Hours milk has to spend in a refrigerated container before it can be skimmed. Items already chilled won't notice a change until their next network update = 4

    Admin Decimal number Default 4 Saved

  1210. server.cycletime Duration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes = 500

    Admin Decimal number Default 500

  1211. server.debrisdespawn Seconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds = 30

    Admin Decimal number Default 30

  1212. server.deepseafogofwar Should the deep sea map be covered by fog of war = true

    Admin On / off Default true Saved

  1213. server.defaultblueprintresearchcost How much scrap is required to research default blueprints = 10

    Admin Whole number Default 10 Saved

  1214. server.description Short description of the server shown to players in the server browser = "No server description has been provided."

    Admin Text Default "No server description has been provided."

  1215. server.destroytaskbatchcount UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task = 128

    Admin Whole number Default 128

  1216. server.drawpuzzleresets When enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets = false

    Admin On / off Default false

  1217. server.dropitems Whether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death = true

    Admin On / off Default true

  1218. server.eac_gameplay_data Whether or not to send additional analytics to EAC = true

    Admin On / off Default true

  1219. server.emojiownershipcheck Whether emoji ownership is checked server side. Could be performance draining in high chat volumes = true

    Admin On / off Default true

  1220. server.encryption Network encryption mode; 2 = enabled (recommended), 0 = disabled = 2

    Admin Whole number Default 2

  1221. server.enforcepipechecksonbuildingblockchanges Whether to check for illegal industrial pipes when changing building block states (roof bunkers) = true

    Admin On / off Default true Saved

  1222. server.entitybatchsize Number of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing = 100

    Admin Whole number Default 100

  1223. server.entitybatchtime Time in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed = 1

    Admin Decimal number Default 1

  1224. server.entityrate How many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects = 16

    Admin Whole number Default 16

  1225. server.era none,primitive,medieval,frontier,rust = "None"

    Admin Text Default "None" Saved

  1226. server.events Enables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits = true

    Admin On / off Default true

  1227. server.explosive_testing_mode Lower damage of explosives to 1 and allow them to be triggered multiple times = false

    Admin On / off Default false

  1228. server.farmchickenlocalavoidance Whether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip = true

    Admin On / off Default true Saved

  1229. server.favoritesendpoint Domain name to save when players favorite your server. The port can be omitted if using the default port or a SRV DNS record is created. = ""

    Admin Text Default "" Saved

  1230. server.filefolderoverride Override the root storage folder for server files; leave empty to use the default server/identity path = ""

    Admin Text Default ""

  1231. server.filerequestbytesburst Burst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to match = 4194304

    Admin Whole number Default 4194304 Saved

  1232. server.filerequestbytespersecond Bytes per second of requested file data (sign textures, photos, cassette audio, sculpts) sent to each client; requests beyond this are deferred, not dropped. Replicated so clients throttle their own requests to match = 2097152

    Admin Whole number Default 2097152 Saved

  1233. server.filerequestdebug Print file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time = false

    Admin On / off Default false

  1234. server.filerequestqueuelength Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue) = 256

    Admin Whole number Default 256

  1235. server.fogofwar Should the in-game map be covered by a fog of war = false

    Admin On / off Default false Saved

  1236. server.fogofwarrevealsize How much area around the player is revealed when using fog of war. Must be a multiple of 32 = 256

    Admin Whole number Default 256 Saved

  1237. server.foodspoiling Whether to run the food spoiling system = true

    Admin On / off Default true Saved

  1238. server.foodspoilingbudgetms Maximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates = 0.05

    Admin Decimal number Default 0.05

  1239. server.funwaterdamagethreshold Wetness a player has to reach before water guns start to hurt. = 0.8

    Admin Decimal number Default 0.8 Saved

  1240. server.funwaterwetnessgain Wetness a player gains from each water gun hit. = 0.05

    Admin Decimal number Default 0.05 Saved

  1241. server.gamemode Short name of the game mode to activate on this server (e.g. 'softcore', 'hardcore'); applies convar overrides defined by that game mode's prefab = ""

    Admin Text Default ""

  1242. server.hardcorefirearmammunitioncraftingmultiplier Multiplies crafting cost of firearm ammunition = 1

    Admin Decimal number Default 1 Saved

  1243. server.headerimage URL of the banner/header image shown at the top of this server's page in the server browser = ""

    Admin Text Default "" Saved

  1244. server.hideplayermapdirection Should hte player see their direction on the map = false

    Admin On / off Default false Saved

  1245. server.hideplayeronmap Should the player see their position on the map = false

    Admin On / off Default false Saved

  1246. server.homingmissiletargetshab If true hot air balloons can be shot down with homing missiles = false

    Admin On / off Default false

  1247. server.hopperanimationbudgetms How long per frame to spend animating items moving into the hopper (will be instant if <= 0) = 0.1

    Admin Decimal number Default 0.1 Saved

  1248. server.hostname Server name displayed in the server browser = "My Untitled Rust Server"

    Admin Text Default "My Untitled Rust Server"

  1249. server.http_connection_limit Maximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests = 32

    Admin Whole number Default 32

  1250. server.identity Unique identifier for this server instance; determines the subfolder used for saves, configs and map data = "my_server_identity"

    Admin Text Default "my_server_identity"

  1251. server.idlekick Minutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick = 30

    Admin Whole number Default 30

  1252. server.idlekickadmins Minutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode = 0

    Admin Whole number Default 0

  1253. server.idlekickmode Controls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins = 1

    Admin Whole number Default 1

  1254. server.incapacitatedrecoverchance Base chance of recovery after incapacitated wounded state = 0.1

    Admin Decimal number Default 0.1 Saved

  1255. server.industrialallowquickmove Enables a faster way to move items around during conveyor transfers. Should be on unless there's a issue = true

    Admin On / off Default true

  1256. server.industrialcrafterfrequency How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting = 5

    Admin Decimal number Default 5 Saved

  1257. server.industrialframebudgetms How long per frame to spend on industrial jobs = 0.5

    Admin Decimal number Default 0.5 Saved

  1258. server.industrialtransferstricttimelimits When enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance = true

    Admin On / off Default true Saved

  1259. server.ip IP address the server binds to; leave empty to bind to all interfaces = ""

    Admin Text Default ""

  1260. server.ipqueriespermin Maximum number of Steam server browser queries allowed per minute from a single IP address = 30

    Admin Whole number Default 30

  1261. server.itemdespawn Seconds before items dropped on the ground despawn; default is 300 seconds (5 minutes) = 300

    Admin Decimal number Default 300

  1262. server.itemdespawn_container_max_multiplier Upper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours = 24

    Admin Whole number Default 24

  1263. server.itemdespawn_container_scale Multiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime = 2

    Admin Decimal number Default 2

  1264. server.itemdespawn_quick Fast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds = 30

    Admin Decimal number Default 30

  1265. server.level Map level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name = "Procedural Map"

    Admin Text Default "Procedural Map"

  1266. server.leveltransfer When true the server sends the map file to clients so they can load it without re-generating it locally = true

    Admin On / off Default true

  1267. server.levelurl URL to download a custom map file from; if set the server will fetch and load this map instead of generating one = ""

    Admin Text Default ""

  1268. server.log_invalid_packet_lengths Logs network packets rejected for being empty or not byte-aligned

    Admin On / off Saved

  1269. server.logoimage URL of the logo image shown for this server in the server browser = ""

    Admin Text Default "" Saved

  1270. server.long_distance_sounds When enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers = true

    Admin On / off Default true

  1271. server.lowprioritybuoyancyrange If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system = 30

    Admin Decimal number Default 30

  1272. server.mapenabled Can players use the in-game map = true

    Admin On / off Default true Saved

  1273. server.max_explosive_protection Cap on the explosive protection clothing can give a player, from 0 to 1. = 0.75

    Admin Decimal number Default 0.75 Saved

  1274. server.max_sleeping_bags How many sleeping bags and beds one player can have. 0 or less removes the limit. = 15

    Admin Whole number Default 15 Saved

  1275. server.maxclientinfosize Maximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected

    Admin Whole number

  1276. server.maxconnectionsperip Maximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1–1000)

    Admin Whole number

  1277. server.maxdecryptqueuebytes Maximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached

    Admin Whole number

  1278. server.maxdecryptqueuelength Maximum number of encrypted packets that can wait in the decryption queue before being dropped

    Admin Whole number

  1279. server.maxdecryptthreadwait Maximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1–1000)

    Admin Whole number

  1280. server.maxfoodspoiltimediffforitemstack Maximum difference (in seconds) that two items with spoil timers can have and still be stackable = 180

    Admin Decimal number Default 180

  1281. server.maximummapmarkers How many markers each player can place = 5

    Admin Whole number Default 5 Saved

  1282. server.maximumpings How many pings can be placed by each player = 5

    Admin Whole number Default 5 Saved

  1283. server.maxitemstacksmovedpertickindustrial How many stacks a single conveyor can move in a single tick = 12

    Admin Whole number Default 12 Saved

  1284. server.maxmainthreadwait Maximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1–1000)

    Admin Whole number

  1285. server.maxpacketsize_command Maximum byte size of a single console command packet from a client; oversized packets are rejected = 100000

    Admin Whole number Default 100000

  1286. server.maxpacketsize_globalentities Maximum byte size of a single global-entities network packet; oversized packets are dropped = 1000

    Admin Whole number Default 1000

  1287. server.maxpacketsize_globaltrees Maximum byte size of a single global-trees network packet; oversized packets are dropped = 100

    Admin Whole number Default 100

  1288. server.maxpacketsize_voicedata Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped = 8096

    Admin Whole number Default 8096

  1289. server.maxpacketspersecond Global cap on total network packets per second the server will accept across all connected clients combined

    Admin Whole number

  1290. server.maxpacketspersecond_command Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server = 100

    Admin Whole number Default 100

  1291. server.maxpacketspersecond_rpc Maximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions = 200

    Admin Whole number Default 200

  1292. server.maxpacketspersecond_rpc_signal Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions = 30

    Admin Whole number Default 30

  1293. server.maxpacketspersecond_syncvar Maximum sync-var (replicated variable) update packets per second accepted from each client = 200

    Admin Whole number Default 200

  1294. server.maxpacketspersecond_tick Maximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed = 300

    Admin Whole number Default 300

  1295. server.maxpacketspersecond_voice Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player = 100

    Admin Whole number Default 100

  1296. server.maxpacketspersecond_world Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam = 1

    Admin Whole number Default 1

  1297. server.maxplayers Maximum number of players allowed on the server at the same time = 500

    Admin Whole number Default 500

  1298. server.maxreadqueuebytes Maximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets

    Admin Whole number

  1299. server.maxreadqueuelength Maximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion

    Admin Whole number

  1300. server.maxreadthreadwait Maximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1–1000)

    Admin Whole number

  1301. server.maxreceivetime Maximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10–1000)

    Admin Whole number

  1302. server.maxunack Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client = 4

    Admin Whole number Default 4

  1303. server.maxwritequeuebytes Maximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped

    Admin Whole number

  1304. server.maxwritequeuelength Maximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full

    Admin Whole number

  1305. server.maxwritethreadwait Maximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1–1000)

    Admin Whole number

  1306. server.meleearmor Global multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee = 1

    Admin Decimal number Default 1 Saved

  1307. server.meleedamage Global multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage = 1

    Admin Decimal number Default 1 Saved

  1308. server.metabolismtick Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates = 1

    Admin Decimal number Default 1

  1309. server.modifiertickrate Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth = 1

    Admin Decimal number Default 1

  1310. server.monumentpuzzleresetradiation Allows radiation to flood monuments to force puzzles to reset = true

    Admin On / off Default true

  1311. server.monumentpuzzleresetradiationamount Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase = 3

    Admin Decimal number Default 3

  1312. server.monumentpuzzleresetradiationmaxradiusincrease Clamp radiation multiplier to this amount of meters, -1 = ignored = 20

    Admin Decimal number Default 20

  1313. server.monumentpuzzleresetradiationoverride Force enable radiation in monument puzzles to confirm they work = false

    Admin On / off Default false

  1314. server.monumentpuzzleresetradiationplayeremptytime How long does a monument puzzle need to be empty with full rads before it can reset = 120

    Admin Decimal number Default 120

  1315. server.monumentpuzzleresetradiationpreresettime How long before the reset happens do we start applying radiation = 300

    Admin Decimal number Default 300

  1316. server.monumentpuzzleresetradiationradiusmultiplier Multiplier applied to a monument's normal radiation radius when the puzzle-reset radiation cloud is active; default 1.5x expands the zone beyond its usual boundary = 1.5

    Admin Decimal number Default 1.5

  1317. server.monumentpuzzleresetwarnings When enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins = true

    Admin On / off Default true Saved

  1318. server.motd Message-of-the-day text the server only passes on to clients. Nothing on the server reads it. = ""

    Admin Text Default "" Saved

  1319. server.netcache Enables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth = true

    Admin On / off Default true

  1320. server.netcachesize Maximum byte size of the network entity cache; 0 means no hard limit = 0

    Admin Whole number Default 0

  1321. server.netlog Enables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues

    Admin On / off

  1322. server.nonplanterdeathchancepertick Probability (0–1) per growth tick that a plant growing outside a planter box will die; default 0.005 means a 0.5% chance each tick = 0.005

    Admin Decimal number Default 0.005 Saved

  1323. server.normalisedfoodspoiltimestackthreshold If two spoiled food items are both above this threshold then we will allow them to be stacked = 0.9

    Admin Decimal number Default 0.9

  1324. server.npcammolootmultiplier All ammo drops from NPC loot will be multiplied by this = 1

    Admin Decimal number Default 1 Saved

  1325. server.npccorpsedespawn Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes) = 600

    Admin Decimal number Default 600

  1326. server.occlusiongatherbatchplayercount UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task = 16

    Admin Whole number Default 16

  1327. server.official Marks this as an official Facepunch server; only set by Facepunch - do not enable on community servers = false

    Admin On / off Default false

  1328. server.oilrig_radiation_alarm_threshold Radiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present = 0

    Admin Decimal number Default 0

  1329. server.oilrig_radiation_amount_scale Multiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second = 1

    Admin Decimal number Default 1 Saved

  1330. server.oilrig_radiation_time_scale Multiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration = 1

    Admin Decimal number Default 1 Saved

  1331. server.optimalplanterqualitysaturation Soil saturation level (0–1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6 = 0.6

    Admin Decimal number Default 0.6 Saved

  1332. server.ovencookbudgetms Maximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers = 0.25

    Admin Decimal number Default 0.25 Saved

  1333. server.packetlog_enabled Enables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime = false

    Admin On / off Default false

  1334. server.paintballoverallsdamage How much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage) = 1

    Admin Decimal number Default 1 Saved

  1335. server.paintballstandarddamage How much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on) = 1

    Admin Decimal number Default 1 Saved

  1336. server.parachuterepacktime How long it takes to pick up a used parachute in seconds = 8

    Admin Decimal number Default 8 Saved

  1337. server.parallelnetworkqueuebatchsize UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks = 16

    Admin Whole number Default 16

  1338. server.pauseindustrialduringsave Should industrial be paused during autosaves = true

    Admin On / off Default true

  1339. server.pauseunlootedpuzzles When enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas = true

    Admin On / off Default true

  1340. server.ping_region_code_override Override the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection = ""

    Admin Text Default ""

  1341. server.pingduration How long a ping should last = 10

    Admin Decimal number Default 10 Saved

  1342. server.plantlightdetection Enables plant light detection - growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly = true

    Admin On / off Default true

  1343. server.planttick Seconds between two growth updates of a plant. = 60

    Admin Decimal number Default 60 Saved

  1344. server.planttickscale Multiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth = 1

    Admin Decimal number Default 1

  1345. server.player_state_cache_size Size of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players

    Admin Whole number

  1346. server.playerserverfall When true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damage = true

    Admin On / off Default true Saved

  1347. server.playertimeout Seconds of network inactivity before a connected player is timed out and disconnected = 60

    Admin Whole number Default 60

  1348. server.port UDP port the server listens on for player connections = 28015

    Admin Whole number Default 28015

  1349. server.premium Require a premium status account to connect to this server = false

    Admin On / off Default false

  1350. server.premiumrecheckinterval How often to do premium status rechecks = 300

    Admin Decimal number Default 300

  1351. server.premiumrecheckmaxbatchsize Maximum number of players to recheck at a time = 100

    Admin Whole number Default 100

  1352. server.premiumrecheckminseconds Minimum time to recheck premium status for already connected players (in seconds) = 300

    Admin Decimal number Default 300

  1353. server.premiumverifyendpoint Endpoint to use to check if players have premium status = "https://rust-api.facepunch.com/api/premium/verify"

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

  1354. server.printreportstoconsole Should F7 reports from players be printed to console = false

    Admin On / off Default false Saved

  1355. server.pve Enables PvE mode - players cannot damage other players; they can still be killed by NPCs and the environment = false

    Admin On / off Default false

  1356. server.pvebulletdamagemultiplier Additional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage = 1

    Admin Decimal number Default 1 Saved

  1357. server.pvp_ttk_bullet How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1

    Admin Decimal number Default 1 Saved

  1358. server.pvp_ttk_global How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1

    Admin Decimal number Default 1 Saved

  1359. server.pvp_ttk_melee How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long = 1

    Admin Decimal number Default 1 Saved

  1360. server.pvpbulletdamagemultiplier Additional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage = 1

    Admin Decimal number Default 1 Saved

  1361. server.queriespersecond Maximum number of Steam server browser queries the server will respond to per second before rate-limiting = 2000

    Admin Whole number Default 2000

  1362. server.queryport UDP port used for Steam server browser queries; uses the game port if set to 0 = 0

    Admin Whole number Default 0

  1363. server.radiation Enables radiation zones at monuments; disabling removes all radiation hazards from the map = true

    Admin On / off Default true

  1364. server.randomize_seed Setting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each time

    Admin On / off

  1365. server.rejoin_delay Seconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes) = 300

    Admin Whole number Default 300

  1366. server.reportsserverendpoint HTTP API endpoint for receiving F7 reports = ""

    Admin Text Default "" Saved

  1367. server.reportsserverendpointkey If set, this key will be included with any reports sent via reportsServerEndpoint (for validation) = ""

    Admin Text Default "" Saved

  1368. server.repositionattachmentsonreskin Reposition attachments like storage adaptors if they have moved on reskins = true

    Admin On / off Default true

  1369. server.respawnatdeathposition If a player presses the respawn button, respawn at their death location (for trailer filming) = false

    Admin On / off Default false

  1370. server.respawnresetrange Radius in metres around a player's death point - any sleeping bag or bed within this range is put on a respawn cooldown to prevent spawn-camping = 50

    Admin Decimal number Default 50

  1371. server.respawntimeadditionbag Bags will increase their respawn time by this much = 0

    Admin Decimal number Default 0 Saved

  1372. server.respawntimeadditionbed Beds will increase their respawn time by this much = 0

    Admin Decimal number Default 0 Saved

  1373. server.respawnwithloadout When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout) = false

    Admin On / off Default false

  1374. server.rewounddelay Minimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again = 60

    Admin Decimal number Default 60 Saved

  1375. server.rpclog_enabled Enables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called = false

    Admin On / off Default false

  1376. server.rust_relay_send_queue Prints the current server decryption queue depth

    Admin Whole number

  1377. server.salt Secondary salt value mixed into procedural world generation; used to vary monument and road placement = 1

    Admin Whole number Default 1

  1378. server.savebackupcount Number of rolling save-file backups to keep; each autosave rotates the oldest backup out = 2

    Admin Whole number Default 2 Saved

  1379. server.savecachesize Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit = 0

    Admin Whole number Default 0

  1380. server.saveframebudget MS per frame to spend warming up entity save caches = 5

    Admin Whole number Default 5

  1381. server.saveinterval How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes) = 600

    Admin Whole number Default 600

  1382. server.schematime How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds = 1800

    Admin Decimal number Default 1800

  1383. server.seed Seed value used for procedural world generation; changing this produces a completely different map layout = 1337

    Admin Whole number Default 1337

  1384. server.server_id Persistent unique identifier for this server instance, used when recording demos and for analytics attribution = ""

    Admin Text Default "" Saved

  1385. server.showholstereditems When enabled, weapons and tools holstered on a player's back are visible on their character model to other players = true

    Admin On / off Default true Saved

  1386. server.skipdeathscreenfade Skip death screen fade = false

    Admin On / off Default false Saved

  1387. server.snapshottaskbatchcount UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task = 64

    Admin Whole number Default 64

  1388. server.spawnvinetrees When true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map = true

    Admin On / off Default true Saved

  1389. server.sprinklereyeheightoffset Vertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant = 3

    Admin Decimal number Default 3 Saved

  1390. server.sprinklerradius Radius, in meters, a sprinkler waters. = 3

    Admin Decimal number Default 3 Saved

  1391. server.stability Enables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed = true

    Admin On / off Default true

  1392. server.statbackup Enables automatic backups of server statistics data = false

    Admin On / off Default false

  1393. server.stats Enables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered = false

    Admin On / off Default false

  1394. server.strictauth_eac When true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable = false

    Admin On / off Default false

  1395. server.strictauth_steam When true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable = false

    Admin On / off Default false

  1396. server.tags Comma-separated server browser tag values (see wiki) = ""

    Admin Text Default "" Saved

  1397. server.tickrate Number of server simulation ticks per second; higher values improve responsiveness but increase CPU usage = 10

    Admin Whole number Default 10

  1398. server.tutorialenabled Controls whether the tutorial is enabled on this server = false

    Admin On / off Default false Saved

  1399. server.updatebatch Number of entities processed per network update batch; lower values spread the load across more frames but increase total overhead = 512

    Admin Whole number Default 512

  1400. server.updatebatchspawn Number of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load = 1024

    Admin Whole number Default 1024

  1401. server.upgrade_keeps_health When a deployable is upgraded in place (e.g. stacking sandbags) the new tier keeps the damaged health fraction of the one it replaced instead of spawning at full health = true

    Admin On / off Default true

  1402. server.url Server website URL displayed in the server browser; leave empty to show no link = ""

    Admin Text Default ""

  1403. server.uselegacyworkbenchinteraction Opens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods. = false

    Admin On / off Default false Saved

  1404. server.useminimumplantcondition When enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying = true

    Admin On / off Default true

  1405. server.useperplayerrequiredsystemconfig Enables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players = false

    Admin On / off Default false

  1406. server.useplayerupdatejobs Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default = 3

    Admin Whole number Default 3

  1407. server.useserverwiderequiredsystemconfig Enables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements = false

    Admin On / off Default false

  1408. server.watercontainersleavewaterbehind When transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss = false

    Admin On / off Default false Saved

  1409. server.waterwellnpcsalesrefreshfrequency How often (in hours) the water well NPC's update their sell orders = 1

    Admin Decimal number Default 1

  1410. server.waterwheelworkbudgetms How long per frame to spend on updating water wheel power generation and water info = 0.1

    Admin Decimal number Default 0.1 Saved

  1411. server.workbenchtaxrate1 How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost = 0

    Admin Decimal number Default 0 Saved

  1412. server.workbenchtaxrate2 How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost = 0

    Admin Decimal number Default 0 Saved

  1413. server.workbenchtaxrate3 How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost = 0

    Admin Decimal number Default 0 Saved

  1414. server.worldsize Width and height of the procedurally generated world in metres; larger values create a bigger map with more resources = 4500

    Admin Whole number Default 4500

  1415. server.woundedmaxfoodandwaterbonus Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level = 0.25

    Admin Decimal number Default 0.25 Saved

  1416. server.woundedmaxoverfedchance Wounded/incapacitated recovery chance for a player carrying a full extra bar of calories above the normal cap, scaled down by how overfed they actually are = 1

    Admin Decimal number Default 1 Saved

  1417. server.woundedrecoverchance Base chance of recovery after crawling wounded state = 0.2

    Admin Decimal number Default 0.2 Saved

  1418. server.woundingenabled Can players be wounded after receiving fatal damage = true

    Admin On / off Default true Saved

  1419. sheep.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  1420. shield.infiniteshieldblock Lets a shield block without ever running out. = false

    Admin On / off Default false Saved

  1421. signage.adminscanalwaysupdatesigns If true admins can always update signs, regardless of lock, build auth, etc = true

    Admin On / off Default true Saved

  1422. simpleshark.disable Switches sharks off: each one is removed as soon as it spawns. = false

    Admin On / off Default false

  1423. simpleshark.forcesurfaceamount Forces sharks to swim at this offset from the water surface. 0 leaves them alone. = 0

    Admin Decimal number Default 0

  1424. sleepingbag.useteamlabels Lets teammates see each other's sleeping bags, labelled as team bags. = true

    Admin On / off Default true Saved

  1425. slotmachine.forcepayoutindex Forces every slot machine spin onto one payout line, by number. -1 leaves the spin random. = -1

    Admin Whole number Default -1

  1426. smallengine.maxthrustmultiplier Multiplies the thrust of small boat engines. = 1

    Admin Decimal number Default 1 Saved

  1427. snakehazard.population Population active on the server, per square km = 5

    Admin Decimal number Default 5

  1428. snowmobile.allowpassengeronly Allow mounting as a passenger when there's no driver = false

    Admin On / off Default false

  1429. snowmobile.allterrain If true, snowmobile goes fast on all terrain types = false

    Admin On / off Default false

  1430. snowmobile.outsidedecayminutes How long before a snowmobile loses all its health while outside = 1440

    Admin Decimal number Default 1440

  1431. softcore.raidwindow_allow_tc_authed Allow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC) = true

    Admin On / off Default true Saved

  1432. softcore.raidwindow_allow_twig Allow explosive damage to twig-grade building blocks even outside the raid window = true

    Admin On / off Default true Saved

  1433. softcore.raidwindow_block_extra_enabled Outside the window, also block a non-explosive damage type against non-twig building blocks (e.g. shotgunning down a stone wall). Melee is only affected by softcore.raidwindow_block_melee_doors = true

    Admin On / off Default true Saved

  1434. softcore.raidwindow_block_extra_type Rust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns) = 8

    Admin Whole number Default 8 Saved

  1435. softcore.raidwindow_block_melee_doors Outside the window, block melee damage to doors so they can't be beaten down while the window is closed = true

    Admin On / off Default true Saved

  1436. softcore.raidwindow_block_mlrs Block launching MLRS rockets outside the raid window so they are not wasted = true

    Admin On / off Default true Saved

  1437. softcore.raidwindow_enabled Enable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time window = true

    Admin On / off Default true Saved

  1438. softcore.raidwindow_end_hour Raid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnight = 21

    Admin Decimal number Default 21 Saved

  1439. softcore.raidwindow_fresh_tc_seconds Seconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disables = 3600

    Admin Decimal number Default 3600 Saved

  1440. softcore.raidwindow_hours_offset Hours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later) = 0

    Admin Decimal number Default 0 Saved

  1441. softcore.raidwindow_start_hour Raid window start hour in server system local time, 0-24 (default 18 = 6pm) = 18

    Admin Decimal number Default 18 Saved

  1442. softcore.raidwindow_weekend_enabled Use separate raid hours on Saturday and Sunday = false

    Admin On / off Default false Saved

  1443. softcore.raidwindow_weekend_end_hour Weekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true) = 22

    Admin Decimal number Default 22 Saved

  1444. softcore.raidwindow_weekend_start_hour Weekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true) = 17

    Admin Decimal number Default 17 Saved

  1445. solarpanel.sunupdatebudgetms Milliseconds per frame the server may spend updating the sun on solar panels. = 0.05

    Admin Decimal number Default 0.05 Saved

  1446. spawn.loot_population_test If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing = 0

    Admin Whole number Default 0

  1447. spawn.max_density Maximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts = 1

    Admin Decimal number Default 1

  1448. spawn.max_rate Maximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases = 1

    Admin Decimal number Default 1

  1449. spawn.min_density Minimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts = 0.5

    Admin Decimal number Default 0.5

  1450. spawn.min_rate Minimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low = 0.5

    Admin Decimal number Default 0.5

  1451. spawn.player_base Base player count used when computing population spawn rates; below this value player_scale group rates are not yet applied = 100

    Admin Decimal number Default 100

  1452. spawn.player_scale Multiplier applied to group spawn rates based on current player count relative to player_base; higher values cause more group spawns as the server fills up = 2

    Admin Decimal number Default 2

  1453. spawn.population_cap_rate When scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this = 300

    Admin Whole number Default 300

  1454. spawn.respawn_groups When enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared = true

    Admin On / off Default true

  1455. spawn.respawn_individuals When enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed = true

    Admin On / off Default true

  1456. spawn.respawn_populations When enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested = true

    Admin On / off Default true

  1457. spawn.tick_individuals Interval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities = 300

    Admin Decimal number Default 300

  1458. spawn.tick_populations Interval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load = 60

    Admin Decimal number Default 60

  1459. squirrel.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  1460. stability.accuracy Floating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations = 0.001

    Admin Decimal number Default 0.001

  1461. stability.collapse Stability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall = 0.05

    Admin Decimal number Default 0.05

  1462. stability.log_ground_missing_death When enabled, logs when entities die because their ground support entity was destroyed or is missing = false

    Admin On / off Default false

  1463. stability.log_stability_death When enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name = false

    Admin On / off Default false

  1464. stability.log_stability_updates When enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging = false

    Admin On / off Default false

  1465. stability.stabilityqueue Maximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick = 9

    Admin Decimal number Default 9

  1466. stability.strikes Number of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time = 10

    Admin Whole number Default 10

  1467. stability.surroundingsqueue Maximum time in seconds that surrounding-support check jobs can run per server tick before deferral = 3

    Admin Decimal number Default 3

  1468. stability.verbose Verbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation = 0

    Admin Whole number Default 0

  1469. stag.population Population active on the server, per square km = 3

    Admin Decimal number Default 3

  1470. stash.reveal_tick_rate Interval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate = 0.5

    Admin Decimal number Default 0.5

  1471. steam.server_allow_steam_nicknames Steam nickname setting the server only passes on to clients. Nothing on the server reads it. = true

    Admin On / off Default true Saved

  1472. storagecontainer.canrequireauthifnolock When enabled, storage containers without a lock can still require tool cupboard auth to access; default false = false

    Admin On / off Default false

  1473. storagecontainer.corpseitemssavedpercent Fraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death = 0.5

    Admin Decimal number Default 0.5

  1474. storagecontainer.dropcorpseondeath When enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed = false

    Admin On / off Default false

  1475. telephonemanager.maxcalllength Maximum duration in seconds a telephone call can remain active before it is automatically terminated = 120

    Admin Whole number Default 120

  1476. telephonemanager.maxconcurrentcalls Maximum number of simultaneous active telephone calls allowed on the server at any time = 10

    Admin Whole number Default 10

  1477. territory.hexsize Hex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership = 50

    Admin Decimal number Default 50

  1478. territory.offsetx Shifts the whole territory grid east/west in metres. Painted cells move with it = 0

    Admin Decimal number Default 0

  1479. territory.offsetz Shifts the whole territory grid north/south in metres. Painted cells move with it = 0

    Admin Decimal number Default 0

  1480. ticklogging.tick_uploader_lifetime Seconds a tick log table collects before it is uploaded. = 60

    Admin Whole number Default 60

  1481. tiger.population Population active on the server, per square km = 0.5

    Admin Decimal number Default 0.5

  1482. tigerfsm.chargerange The range at which the tiger will charge instead of fleeing if aimed at = 20

    Admin Decimal number Default 20

  1483. tigersneaktelegraphgrowl.minangle Minimum angle for the tiger to growl when stalking a player = 60

    Admin Decimal number Default 60

  1484. tigersneaktelegraphgrowl.mintimebetweengrowls Time between growls when stalking a player = 5

    Admin Decimal number Default 5

  1485. time.cl_maxstepsperframe The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down = 2

    Admin Whole number Default 2 Saved

  1486. time.cl_steps Desired physics ticks per second on clients = 32

    Admin Whole number Default 32 Saved

  1487. time.missiontimerscale Speeds up or slows down mission timers and cooldowns. = 1

    Admin Decimal number Default 1 Saved

  1488. time.pausewhileloading Freezes game time while the server is starting up. = true

    Admin On / off Default true

  1489. time.sv_maxstepsperframe The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down

    Admin Whole number

  1490. time.sv_steps Desired physics ticks per second on the server

    Admin Whole number

  1491. time.timescale Speed of game time. 1 is normal.

    Admin Decimal number

  1492. traincar.decayminutes How long before a train car despawns = 30

    Admin Decimal number Default 30

  1493. traincar.killofftracktrains Should train cars that are not spawned near train tracks be killed instantly (default = true) = true

    Admin On / off Default true

  1494. traincar.population Population active on the server = 2.3

    Admin Decimal number Default 2.3

  1495. traincar.trainturretinaccuratepervelocity Chance to miss per m/s of velocity for turrets shooting players on moving trains = 0.1

    Admin Decimal number Default 0.1

  1496. traincar.wagons_per_engine Ratio of wagons to train engines that spawn = 2

    Admin Whole number Default 2

  1497. traincarunloadable.decayminutesafterunload How long before an unloadable train car despawns afer being unloaded = 10

    Admin Decimal number Default 10

  1498. traincouplingcontroller.max_couple_speed Maximum difference in velocity for train cars to couple = 9

    Admin Decimal number Default 9

  1499. travellingvendor.alive_time_seconds Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes) = 1800

    Admin Decimal number Default 1800

  1500. travellingvendor.attempt_pullovers When enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route = true

    Admin On / off Default true

  1501. travellingvendor.max_speed Top speed of the travelling vendor, in meters per second. = 5

    Admin Decimal number Default 5 Saved

  1502. travellingvendor.should_destroy_buildings When enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path = false

    Admin On / off Default false

  1503. travellingvendor.should_spawn When enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning = true

    Admin On / off Default true

  1504. tree.global_broadcast When enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network = false

    Admin On / off Default false

  1505. tree.simplified_collider When enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy = false

    Admin On / off Default false

  1506. treemanager.cellsize Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512. = 100

    Admin Whole number Default 100

  1507. treemanager.enabletreestreaming When enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth = true

    Admin On / off Default true

  1508. treemanager.playerbudgetms Per-frame CPU budget in milliseconds allocated to sending tree streaming data per player = 0.01

    Admin Decimal number Default 0.01

  1509. treemanager.updatebudgetms Total per-frame CPU budget in milliseconds for the tree streaming update system = 1

    Admin Decimal number Default 1

  1510. treemanager.uselazyserialization Instead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens. = true

    Admin On / off Default true

  1511. triggerbase.useexcludelayers When enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers = false

    Admin On / off Default false

  1512. triggerboatmagnet.boatmagnetsenabled When enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position = true

    Admin On / off Default true

  1513. triggerparent.allowtriggersleeping Allow triggers to sleep if both they and their contents are stationary (TickMode 1 only) = true

    Admin On / off Default true

  1514. triggerparent.sleeping_trigger_mask_epsilon world units a trigger can move in WS before it is woken = 0.001

    Admin Decimal number Default 0.001

  1515. triggerparent.tickmode 0 - old InvokeHandler, 1 - Jobs = 1

    Admin Whole number Default 1

  1516. triggerparentdelayedexit.disable_delayed_exit Makes TriggerParentDelayedExit act as a TriggerParent again = false

    Admin On / off Default false

  1517. tugboat.tugcorpseseconds Seconds a destroyed tugboat stays before it is removed. = 7200

    Admin Decimal number Default 7200

  1518. tugboat.tugdecayminutes How long before a tugboat loses all its health while outside = 2160

    Admin Decimal number Default 2160

  1519. tugboat.tugdecaystartdelayminutes How long until decay begins after the tugboat was last used = 1440

    Admin Decimal number Default 1440

  1520. tutorialisland.enforcetrespasschecks Checks that no player stands on a tutorial island that is not theirs. Admins are exempt. = true

    Admin On / off Default true Saved

  1521. tutorialisland.overridetutoriallocation Will place the tutorial as close as possible to this pos, only for debugging

    Admin Position

  1522. tutorialisland.spawntutorialislandfornewplayer Offers the tutorial island to new players when they join. = true

    Admin On / off Default true Saved

  1523. unsafe.debugmtlockmaxframes How many frames of a stack to emit = 5

    Admin Whole number Default 5

  1524. unsafe.enabledebugmtlock Controls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled

    Admin On / off

  1525. unsafe.usemultithreadedscripting Controls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability = true

    Admin On / off Default true

  1526. vehicle.boat_corpse_seconds Seconds a destroyed motor boat stays before it is removed. = 300

    Admin Decimal number Default 300

  1527. vehicle.carwrecks Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true = true

    Admin On / off Default true

  1528. vehicle.cinematictrains If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false = false

    Admin On / off Default false

  1529. vehicle.deepseaportal_boundary_force_start_distance Distance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles = 10

    Admin Decimal number Default 10

  1530. vehicle.disable_wheels_when_sleeping When enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles = true

    Admin On / off Default true

  1531. vehicle.padrepairsrequired Whether repairable vehicle pads (eg. the Air Wolf helipad) have to be rebuilt with a hammer before their vendor will sell. When disabled, pads spawn already rebuilt and players cannot repair them. = true

    Admin On / off Default true Saved

  1532. vehicle.train_accel_force Acceleration force used by vehicle.train_speed (default 50000, same as train engine force) = 50000

    Admin Decimal number Default 50000

  1533. vehicle.train_brake_force Braking force used by vehicle.train_stop (default 50000, same as train engine force) = 50000

    Admin Decimal number Default 50000

  1534. vehicle.trainskeeprunning Determines whether trains stop automatically when there's no-one on them. Default: false = false

    Admin On / off Default false

  1535. vehicle.vehiclesdroploot Determines whether vehicles drop storage items when destroyed. Default: true = true

    Admin On / off Default true

  1536. vehicle.world_boundary_force_offset Additional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up = 25

    Admin Decimal number Default 25

  1537. vehicle.world_boundary_force_start_distance Distance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area = 100

    Admin Decimal number Default 100

  1538. vendingmachine.max_history How many purchases a vending machine remembers. = 10000

    Admin Whole number Default 10000

  1539. vendingmachine.max_processed How many purchases a vending machine goes through when it builds its sales stats. = 10000

    Admin Whole number Default 10000

  1540. vendingmachine.max_returned How many rows a vending machine returns in its sales stats. = 100

    Admin Whole number Default 100

  1541. vinemountable.allowchaining Lets a player swing from one vine straight onto the next. = true

    Admin On / off Default true

  1542. vis.attack Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  1543. vis.damage Draws an arrow for each hit, from where it started to where it landed. = false

    Admin On / off Default false

  1544. vis.hitboxes Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  1545. vis.lineofsight Draws the line-of-sight checks the server runs. = false

    Admin On / off Default false

  1546. vis.protection Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  1547. vis.sense Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  1548. vis.triggers Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  1549. vis.weakspots Declared with the debug drawing switches, but nothing in the server code reads it. = false

    Admin On / off Default false

  1550. voice.voicerangeboostamount Extra voice range, in meters, for a player with the voice range boost. = 50

    Admin Decimal number Default 50 Saved

  1551. watercatcher.forceenableconditionalspawning Debug flag to force enable conditional spawning for all water catchers, regardless of their individual settings. = false

    Admin On / off Default false

  1552. watercatcher.oilproductionstartdelay How long in seconds an oil pump runs after its oil switch is activated before it starts producing crude. = 900

    Admin Decimal number Default 900 Saved

  1553. watercatcher.watercatcherbudgetms Milliseconds per frame the server may spend on water catchers. = 0.1

    Admin Decimal number Default 0.1 Saved

  1554. watertreatmentwatercatcher.evaporationperminute Water that evaporates per minute from the water treatment plant's catchers. = 200

    Admin Decimal number Default 200 Saved

  1555. watertreatmentwatertank.maxflowrateperminute Most water the treatment plant's tanks can deliver per minute. = 1020

    Admin Decimal number Default 1020 Saved

  1556. watertreatmentwatertank.maximumpressure Highest pressure a water treatment plant tank can hold. = 360

    Admin Decimal number Default 360 Saved

  1557. watertreatmentwatertank.pressuredecayperminute Pressure a water treatment plant tank loses per minute once nothing has raised it for 10 seconds. = 1

    Admin Decimal number Default 1 Saved

  1558. waypointrace.racetimeout How long a race can go until it times out (in seconds) = 900

    Admin Decimal number Default 900 Saved

  1559. weather.ambient_light_multiplier Overrides the ambient light multiplier of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1560. weather.arctic_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the arctic biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1561. weather.arctic_fog_light_boost_mult Overrides the light boost multiplier of the fog in the arctic biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1562. weather.arctic_fog_ramp_end Overrides the distance at which the fog reaches full strength in the arctic biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1563. weather.arctic_fog_ramp_start Overrides the distance at which the fog starts in the arctic biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1564. weather.arid_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the arid biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1565. weather.arid_fog_light_boost_mult Overrides the light boost multiplier of the fog in the arid biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1566. weather.arid_fog_ramp_end Overrides the distance at which the fog reaches full strength in the arid biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1567. weather.arid_fog_ramp_start Overrides the distance at which the fog starts in the arid biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1568. weather.atmosphere_brightness Overrides the sky brightness of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1569. weather.atmosphere_contrast Overrides the sky contrast of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1570. weather.atmosphere_directionality Overrides the directionality of the sky's light scattering of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1571. weather.atmosphere_fog_height_falloff Overrides the height falloff of the atmospheric fog of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1572. weather.atmosphere_fog_ramp_end_distance Overrides the distance at which the atmospheric fog reaches full strength of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1573. weather.atmosphere_fog_ramp_start_distance Overrides the distance at which the atmospheric fog starts of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1574. weather.atmosphere_mie Overrides the Mie scattering multiplier of the sky of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1575. weather.atmosphere_rayleigh Overrides the Rayleigh scattering multiplier of the sky of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1576. weather.biome_fog_ambient_saturation_mult Overrides the ambient saturation multiplier of the biome fog of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1577. weather.biome_fog_distance_curve Overrides the distance curve of the biome fog of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1578. weather.clear_chance Chance of clear weather when the server picks its next weather, from 0 to 1. = 1

    Admin Decimal number Default 1 Saved

  1579. weather.cloud_attenuation Overrides the cloud attenuation of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1580. weather.cloud_brightness Overrides the cloud brightness of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1581. weather.cloud_coloring Overrides the cloud coloring of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1582. weather.cloud_config Forces one volumetric cloud configuration, by number. -1 hands the choice back to the weather. = -1

    Admin Whole number Default -1 Saved

  1583. weather.cloud_coverage Overrides the cloud coverage of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1584. weather.cloud_opacity Overrides the cloud opacity of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1585. weather.cloud_saturation Overrides the cloud saturation of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1586. weather.cloud_scattering Overrides the cloud scattering of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1587. weather.cloud_sharpness Overrides the cloud sharpness of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1588. weather.cloud_size Overrides the cloud size of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1589. weather.directional_light_multiplier Overrides the directional light multiplier of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1590. weather.dust_chance Chance of dusty weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  1591. weather.fog Overrides the fog amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1592. weather.fog_chance Chance of foggy weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  1593. weather.fog_multiplier Overrides the fog multiplier of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1594. weather.jungle_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the jungle biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1595. weather.jungle_fog_light_boost_mult Overrides the light boost multiplier of the fog in the jungle biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1596. weather.jungle_fog_ramp_end Overrides the distance at which the fog reaches full strength in the jungle biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1597. weather.jungle_fog_ramp_start Overrides the distance at which the fog starts in the jungle biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1598. weather.moon_mesh_brightness_multiplier Overrides the brightness multiplier of the moon's disc of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1599. weather.ocean_scale Overrides the ocean wave scale of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1600. weather.ocean_time Freezes the ocean waves at this point in time. Below 0, the waves run normally. = -1

    Admin Decimal number Default -1 Saved

  1601. weather.overcast_chance Chance of overcast weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  1602. weather.rain Overrides the rain amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1603. weather.rain_chance Chance of rainy weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  1604. weather.rain_grace_active Whether the post-wipe rain grace period is currently active (set automatically by the server) = false

    Admin On / off Default false Saved

  1605. weather.rain_grace_period Number of in-game hours after a wipe during which rain and storms are suppressed (0 to disable) = 18

    Admin Decimal number Default 18 Saved

  1606. weather.rainbow Overrides the rainbow amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1607. weather.reflection_multiplier Overrides the reflection multiplier of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1608. weather.storm_chance Chance of stormy weather when the server picks its next weather, from 0 to 1. = 0

    Admin Decimal number Default 0 Saved

  1609. weather.sun_mesh_brightness_multiplier Overrides the brightness multiplier of the sun's disc of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1610. weather.temperate_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the temperate biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1611. weather.temperate_fog_light_boost_mult Overrides the light boost multiplier of the fog in the temperate biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1612. weather.temperate_fog_ramp_end Overrides the distance at which the fog reaches full strength in the temperate biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1613. weather.temperate_fog_ramp_start Overrides the distance at which the fog starts in the temperate biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1614. weather.thunder Overrides the thunder amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1615. weather.tundra_fog_ambient_intensity_mult Overrides the ambient intensity multiplier of the fog in the tundra biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1616. weather.tundra_fog_light_boost_mult Overrides the light boost multiplier of the fog in the tundra biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1617. weather.tundra_fog_ramp_end Overrides the distance at which the fog reaches full strength in the tundra biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1618. weather.tundra_fog_ramp_start Overrides the distance at which the fog starts in the tundra biome. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1619. weather.vclouds_moon_color_scale Overrides the moon color scale of the volumetric clouds of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1620. weather.vclouds_sun_color_scale Overrides the sun color scale of the volumetric clouds of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1621. weather.wetness_rain Controls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining = 0.4

    Admin Decimal number Default 0.4

  1622. weather.wetness_snow Controls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness = 0.2

    Admin Decimal number Default 0.2

  1623. weather.wind Overrides the wind amount of the current weather. -1 hands it back to the weather. = -1

    Admin Decimal number Default -1 Saved

  1624. wildlifehazard.chancetorepositionmultiplier Global multiplier applied to the per-tick probability that a wildlife hazard attempts to reposition = 1

    Admin Decimal number Default 1

  1625. wildlifehazard.clienttickrate Interval in seconds between client-side tick updates for wildlife hazard entities = 0.1

    Admin Decimal number Default 0.1

  1626. wildlifehazard.reactiontimemultiplier Global multiplier applied to wildlife hazard reaction time; higher values make hazards slower to react to player presence = 1

    Admin Decimal number Default 1

  1627. wildlifehazard.repositionattempts Maximum number of position candidates sampled when a wildlife hazard searches for a valid reposition destination = 5

    Admin Whole number Default 5

  1628. wildlifehazard.repositionradiusmultiplier Global multiplier for the radius used when choosing a new reposition destination for a wildlife hazard = 1

    Admin Decimal number Default 1

  1629. wildlifehazard.repositiontimermultiplier Global multiplier applied to the cooldown timer between wildlife hazard reposition attempts = 1

    Admin Decimal number Default 1

  1630. wipetimer.days_to_add_test Number of days to add to the server's wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment = 0

    Admin Whole number Default 0

  1631. wipetimer.hours_to_add_test Number of hours to add to the server's wipe timer during testing; registered as wipetimer.hours_to_add_test = 0

    Admin Decimal number Default 0

  1632. wipetimer.wipecronoverride Custom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/ = ""

    Admin Text Default ""

  1633. wipetimer.wipedayofweek 0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat = 4

    Admin Whole number Default 4

  1634. wipetimer.wipehourofday Which hour to wipe? 14.5 = 2:30pm = 19

    Admin Decimal number Default 19

  1635. wipetimer.wipetimezone The timezone to use for wipes. Defaults to the server's time zone if not set or invalid. Value should be a TZ identifier as seen here: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones = "Europe/London"

    Admin Text Default "Europe/London"

  1636. wipetimer.wipeunixtimestampoverride Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future. = 0

    Admin Whole number Default 0

  1637. wolf2.population Population active on the server, per square km = 2

    Admin Decimal number Default 2

  1638. workbench.comfortradiusscale Factor applied to a workbench's comfort radius when it is scaled. = 0.95

    Admin Decimal number Default 0.95

  1639. workbench.scalecomfortradius Scales a workbench's comfort radius with its range upgrade. = true

    Admin On / off Default true

  1640. workbench.skipclearancechecks Skips the clearance check that can block a workbench upgrade. = false

    Admin On / off Default false

  1641. world.cache Saves a generated map to disk so the next start can load it instead of generating it again. = true

    Admin On / off Default true

  1642. world.configfile Path to a world generation config file used by the procedural map generator; used when configString is empty

    Admin Text

  1643. world.configstring World generation config string passed directly to the procedural map generator; overrides the config file if set

    Admin Text

  1644. xmas.enabled Enables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics = false

    Admin On / off Default false

  1645. xmas.giftsperplayer Target number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server = 2

    Admin Whole number Default 2

  1646. xmas.spawnattempts Number of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas = 5

    Admin Whole number Default 5

  1647. xmas.spawnrange Radius in metres around each player within which Christmas gift entities are spawned during the xmas event refill = 40

    Admin Decimal number Default 40

  1648. xmasdungeon.playerdetectrange How far we detect players from our inside/outside = 30

    Admin Decimal number Default 30

  1649. xmasdungeon.xmaslifetime How long each active dungeon should last before dying = 1200

    Admin Decimal number Default 1200

  1650. xmasdungeon.xmaspopulation Population active on the server = 0

    Admin Decimal number Default 0

  1651. zombie.population Population active on the server, per square km = 0

    Admin Decimal number Default 0

How the Rust console works

The RustPotato Console Commands directory indexes all 3,736 commands and configuration variables from the current game build, separating 2,426 dedicated server entries from 1,310 client-side entries so players and administrators can filter by access level, prefix family, or keyword.

  • F1 opens the console in game. Type a command and press Enter.
  • A server accepts 49 commands from any player. No admin rights are involved.
  • Every other server command or variable only runs for an admin of that server.
  • 1,310 entries belong to the game client and not to the server, like graphics.fov, fps.limit and client.connect, running locally on your machine.
  • A variable holds a value. Type its name alone to read it, or the name followed by a value to change it.
  • 414 variables are saved: server.writecfg writes their current values to cfg/serverauto.cfg, the file server.readcfg loads before server.cfg.
  • 32 variables are marked RCON only. The server refuses them from a connected player, admins included, and only takes them from its own console or over RCON.
  • The favorites export holds one command per line with its value and no semicolon. A server .cfg file has that shape: the server runs it line by line and skips the lines that start with #.
  • Every server command name, help text, data type, and default value reflects the Rust dedicated server console, alongside every local game client entry.

Searching player binds, admin tools, and silent server convars

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.