Rust Server & Admin Commands Complete List

In this post, you will find all the available Rust server & admin commands and variables you can set using the console as a server admin or moderator. Rust is a multiplayer-only survival video game developed by Facepunch Studios. Rust was first released in early access in December 2013 and received its full release in February 2018. The game is available on Microsoft Windows and macOS.


Rust Server Variables & Admin Commands

What are RUST Admin Commands?

RUST admin or server commands are used by RUST server admins and moderators. As one would expect from moderators and admins, these commands perform administrative tasks, such as kicking and banning players from the server.

  • The in-game console, which you can use by pressing F1
  • The command-line console running on the server
  • Third-party RCON platforms
  • Third-party applications like RUST Admin or RUST Server Manager

What are RUST Server Variables?

Server variables are related to the server's settings. The best way to permanently change Server variables is by altering the server's configuration files. However, you can also use console commands to test these changes before saving them in the server's configuration. The effects of console commands will last only until the next server restart.


The Complete List of Rust Server & Admin Console Commands

Rust Console & Admin Commands List

All Rust server and admin console commands
CommandDescriptionDefault Value
ai.accuratevisiondistanceTRUE
ai.allowdesigningTRUE
ai.animal_ignore_foodIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).TRUE
ai.brainstats
ai.frametime5
ai.groupsTRUE
ai.ignoreplayersFALSE
ai.moveTRUE
ai.nav_carve_heightThe height of the carve volume.2
ai.nav_carve_min_base_sizeThe minimum size we allow a carving volume to be.2
ai.nav_carve_min_building_blocks_to_apply_optimizationThe minimum number of building blocks a building needs to consist of for this optimization to be applied.25
ai.nav_carve_size_multiplierThe size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls.4
ai.nav_carve_use_building_optimizationIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.FALSE
ai.navthinkTRUE
ai.npc_alertness_drain_rateSets the rate at which we drain the alertness level of an NPC when there are no enemies in sight.0.01
ai.npc_alertness_to_aim_modifierThis is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again.0.5
ai.npc_alertness_zero_detection_modSets the threshold of visibility required to detect an enemy when alertness is zero.0.5
ai.npc_cover_compromised_cooldownSets how long a cover point is marked as compromised before it’s cleared again for selection.10
ai.npc_cover_info_tick_rate_multiplierThe rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.120
ai.npc_cover_path_vs_straight_dist_max_diffSets what the maximum difference between straight-line distance and path distance can be when evaluating cover points.2
ai.npc_cover_use_path_distanceIf 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
ai.npc_deliberate_hit_randomizerThe percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don’t want perfect hits with every shot).0.85
ai.npc_deliberate_miss_offset_multiplierThe offset with which the NPC will maximum miss the target.1.25
ai.npc_deliberate_miss_to_hit_alignment_timeThe time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5)
ai.npc_door_trigger_sizeSets the size of the trigger box on doors that opens the door as npcs walk close to it1.5
ai.npc_enableIf npc_enable is set to false then npcs won’t spawn.TRUE
ai.npc_families_no_hurtIf npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.TRUE
ai.npc_gun_noise_silencer_modifierThe modifier by which a silencer reduce the noise that a gun makes when shot.0.15
ai.npc_htn_player_base_damage_modifierBaseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.1.15
ai.npc_htn_player_frustration_thresholdnpc_htn_player_frustration_threshold sets where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic.3
ai.npc_ignore_chairsIf npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs.TRUE
ai.npc_junkpile_a_spawn_chanceSets the chance for scientists to spawn at junkpile a.0.1
ai.npc_junkpile_dist_aggro_gateSets at what range (or closer) a junkpile scientist will get aggressive.8
ai.npc_junkpile_g_spawn_chanceSets the chance for scientists to spawn at junkpile g.0.1
ai.npc_max_junkpile_countSets how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)30
ai.npc_max_population_military_tunnelsSets the size of the npc population at military tunnels.3
ai.npc_max_roam_multiplierThis is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam.3
ai.npc_only_hurt_active_target_in_safezoneIf npc_only_hurt_active_target_in_safezone is true, npcs won’t any player other than their actively targeted player when in a safe zone.TRUE
ai.npc_patrol_point_cooldownnpc_patrol_point_cooldown sets the cooldown time on a patrol point until it’s available again5
ai.npc_reasoning_system_tick_rate_multiplierThe rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.11
ai.npc_respawn_delay_max_military_tunnelsSets the maximum delay between spawn ticks at military tunnels.1920
ai.npc_respawn_delay_min_military_tunnelsSets the minimum delay between spawn ticks at military tunnels.480
ai.npc_sensory_system_tick_rate_multiplierThe rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.15
ai.npc_spawn_on_cargo_shipSpawn NPCs on the Cargo Ship.TRUE
ai.npc_spawn_per_tick_max_military_tunnelsSets the maximum number of NPCs that will spawn at once at military tunnels.1
ai.npc_spawn_per_tick_min_military_tunnelsSets the minimum number of NPCs that will spawn at once at military tunnels.1
ai.npc_speed_crouch_runSets the speed of an npc when in the crouched run state, and should be a number between 0 and 1.0.25
ai.npc_speed_crouch_walkSets the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.0.1
ai.npc_speed_runSets the speed of an npc when in the run state, and should be a number between 0 and 1.0.4
ai.npc_speed_sprintSets the speed of an npc when in the sprint state, and should be a number between 0 and 1.1
ai.npc_speed_walkSets the speed of an npc when in the walk state, and should be a number between 0 and 1.0.18
ai.npc_use_new_aim_systemIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.TRUE
ai.npc_use_thrown_weaponsIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.TRUE
ai.npc_valid_aim_coneSets the firing distance for an NPC0.8
ai.npc_valid_mounted_aim_coneSets the firing distance for an NPC while mounted0.92
ai.npcswimmingTRUE
ai.ocean_patrol_path_iterations100000
ai.selectnpclookatserver
ai.sensetime1
ai.setdestinationsamplenavmeshTRUE
ai.sleepwakeTRUE
ai.sleepwakestats
ai.spliceupdatesTRUE
ai.thinkTRUE
ai.tickrate5
ai.usecalculatepathTRUE
ai.usegridTRUE
ai.usesetdestinationfallbackTRUE
ai.wakesleepingai
aibrainsenses.humanknownplayerslosupdateinterval0.2
aibrainsenses.knownplayerslosupdateinterval0.5
aibrainsenses.updateinterval0.5
aimanager.ai_dormantIf ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won’t simulate as well.TRUE
aimanager.ai_dormant_max_wakeup_per_tickai_dormant_max_wakeup_per_tick sets the maximum number of dormant agents we will wake up in a single tick.30
aimanager.ai_htn_animal_tick_budgetai_htn_animal_tick_budget sets the maximum amount of milliseconds ticking htn animal agents are allowed to consume.4
aimanager.ai_htn_player_junkpile_tick_budgetai_htn_player_junkpile_tick_budget sets the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.4
aimanager.ai_htn_player_tick_budgetai_htn_player_tick_budget sets the maximum amount of milliseconds ticking htn player agents are allowed to consume.4
aimanager.ai_htn_use_agency_tickIf ai_htn_use_agency_tick is true, the ai manager’s agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it’s false, each agent registers with the invoke system individually, with no frame-budget restrictions.TRUE
aimanager.ai_to_player_distance_wakeup_rangeIf an agent is beyond this distance to a player, it’s flagged for becoming dormant.160
aimanager.nav_disableIf set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to moveFALSE
aimanager.nav_obstacles_carve_state nav_obstacles_carve_statesets which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve. (2)2
aimanager.nav_waitIf true we’ll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.TRUE
aimanager.pathfindingiterationsperframeThe maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.100
aimanager.setdestination_navmesh_failsafeIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.FALSE
aithinkmanager.animalframebudgetms2.5
aithinkmanager.framebudgetms2.5
aithinkmanager.petframebudgetms1
antihack.admincheatTRUE
antihack.build_terraincheckTRUE
antihack.debuglevel1
antihack.enforcementlevel1
antihack.eye_clientframes2
antihack.eye_forgiveness0.5
antihack.eye_penalty
antihack.eye_protection4
antihack.eye_serverframes2
antihack.eye_terraincheckTRUE
antihack.flyhack_extrusion2
antihack.flyhack_forgiveness_horizontal1.5
antihack.flyhack_forgiveness_horizontal_inertia10
antihack.flyhack_forgiveness_vertical1.5
antihack.flyhack_forgiveness_vertical_inertia10
antihack.flyhack_margin0.05
antihack.flyhack_maxsteps15
antihack.flyhack_penalty100
antihack.flyhack_protection3
antihack.flyhack_rejecFALSE
antihack.flyhack_stepsize0.1
antihack.forcepositionTRUE
antihack.losforgiveness0.2
antihack.losradius0.2
antihack.maxdeltatime1
antihack.maxdesync1
antihack.maxviolation100
antihack.melee_clientframes2
antihack.melee_forgiveness0.5
antihack.melee_penalty
antihack.melee_protection4
antihack.melee_serverframes2
antihack.melee_terraincheckTRUE
antihack.modelstateTRUE
antihack.noclip_backtracking0.01
antihack.noclip_margin0.09
antihack.noclip_maxsteps15
antihack.noclip_penalty
antihack.noclip_protection3
antihack.noclip_rejectTRUE
antihack.noclip_stepsize0.1
antihack.objectplacementTRUE
antihack.projectile_anglechange60
antihack.projectile_backtracking0.01
antihack.projectile_clientframes2
antihack.projectile_desync1
antihack.projectile_forgiveness0.5
antihack.projectile_penalty
antihack.projectile_protection6
antihack.projectile_serverframes2
antihack.projectile_terraincheckTRUE
antihack.projectile_trajectory1
antihack.projectile_velocitychange1.1
antihack.relaxationpause10
antihack.relaxationrate0.1
antihack.reportingTRUE
antihack.speedhack_forgiveness2
antihack.speedhack_forgiveness_inertia10
antihack.speedhack_penalty
antihack.speedhack_protection2
antihack.speedhack_rejectTRUE
antihack.speedhack_slopespeed10
antihack.terrain_killTRUE
antihack.terrain_padding0.3
antihack.terrain_penalty100
antihack.terrain_protection1
antihack.terrain_timeslice64
antihack.tickhistoryforgiveness0.1
antihack.tickhistorytime5
antihack.userlevel2
app.alarmcooldownCooldown time before alarms can send another notification (in seconds)30
app.connections
app.info
app.info
app.listenip
app.maxconnections500
app.maxconnectionsperip5
app.notificationsEnables sending push notificationsTRUE
app.pair
app.port28083
app.publicip
app.queuelimitMax number of queued messages – set to 0 to disable message processing100
app.resetlimiter
app.serverid
app.updateDisables updating entirely – emergency use onlyTRUE
baseboat.generate_pathsTRUE
basefirework.maxactivefireworks25
basefishingrod.forcefailFALSE
basefishingrod.forcesuccessFALSE
basefishingrod.immediatehookFALSE
basemission.missionsenabledTRUE
basenavigator.basenavmovementframeintervalHow many frames between base navigation movement updates2
basenavigator.maxstepupdistanceThe max step-up height difference for pet base navigation1.7
basenavigator.navtypedistance1
basenavigator.navtypeheightoffset0.5
basenavigator.stucktriggerdurationHow long we are not moving for before trigger the stuck event10
basepet.movementupdatebudgetms1
basepet.onlyqueuebasenavmovementsTRUE
basepet.queuedmovementsallowedTRUE
baseplayer.lifestoryframebudgetms0.25
baseridableanimal.decayminutesHow long before a horse dies unattended180
baseridableanimal.dungtimescale1
baseridableanimal.framebudgetms1
basesubmarine.deepwaterdecayminutesHow long before a submarine loses all its health while in deep water120
basesubmarine.outsidedecayminutesHow long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used180
basesubmarine.oxygenminutesHow long a submarine can stay underwater until players start taking damage from low oxygen10
batching.verbose
bear.populationPopulation active on the server, per square km2
bigwheelgame.spinfrequencyseconds45
boar.populationPopulation active on the server, per square km5
boombox.backtracklength30
boombox.serverurllistA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
bradley.enabledTRUE
bradley.quickrespawn
bradley.respawndelayminutes60
bradley.respawndelayvariance1
cargoship.egress_duration_minutes10
cargoship.event_duration_minutes50
cargoship.event_enabledTRUE
cargoship.loot_round_spacing_minutes10
cargoship.loot_rounds3
cassette.maxcassettefilesizemb5
chat.cardgamesay
chat.enabledTRUE
chat.say
chat.search
chat.serverlogTRUE
chat.tail
chat.teamsay
chicken.populationPopulation active on the server, per square km (3)3
cinematicentity.hideobjectsHides cinematic light source meshes (keeps lights visible)FALSE
clothlod.clothloddistdistance cloth will simulate until20
codelock.lockoutcooldown900
codelock.maxfailedattempts8
commands.echo
commands.find
console.search
console.tail
construct.frameminutes30
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_heightsets 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).2
coverpointvolume.cover_point_sample_step_sizecover_point_sample_step_size sets 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).6
craft.add
craft.cancel
craft.canceltask
craft.fasttracktask
craft.instantFALSE
cui.endtest
cui.test
data.export
debug.breakheldBreak the current held object
debug.breakitemBreak all the items in your inventory whose name match the passed string
debug.callbacksFALSE
debug.checkparentingtriggersTRUE
debug.checktriggersFALSE
debug.disableconditionDo not damage any itemsFALSE
debug.drink
debug.eat
debug.flushgroupTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.heal
debug.hurtDamage yourself
debug.logTRUE
debug.noclipToggle admin no clipping
debug.puzzleprefabrespawnrespawn all puzzles from their prefabs
debug.puzzleresetreset all puzzles
debug.refillvitals
debug.renderinfo
debug.resetsleepingbagtimers
debug.stall
decay.bracket_0_blockcountBetween 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain15
decay.bracket_0_costfractionblocks within bracket 0 will cost this fraction per upkeep period to maintain0.1
decay.bracket_1_blockcountBetween bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain50
decay.bracket_1_costfractionblocks within bracket 1 will cost this fraction per upkeep period to maintain0.15
decay.bracket_2_blockcountBetween bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain125
decay.bracket_2_costfractionblocks within bracket 2 will cost this fraction per upkeep period to maintain0.2
decay.bracket_3_blockcountBetween bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain200
decay.bracket_3_costfractionblocks within bracket 3 will cost this fraction per upkeep period to maintain0.333
decay.debugDebugmodeFALSE
decay.delay_metalHow long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_overrideWhen set to a value above 0 everything will decay with this delay
decay.delay_stoneHow long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptierHow long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twigHow long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_woodHow long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.duration_metalHow long should this building grade take to decay when not protected by upkeep, in hours8
decay.duration_overrideWhen set to a value above 0 everything will decay with this duration
decay.duration_stoneHow long should this building grade take to decay when not protected by upkeep, in hours5
decay.duration_toptierHow long should this building grade take to decay when not protected by upkeep, in hours12
decay.duration_twigHow long should this building grade take to decay when not protected by upkeep, in hours1
decay.duration_woodHow long should this building grade take to decay when not protected by upkeep, in hours3
decay.outside_test_rangeMaximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings50
decay.scale1 = normal decay, 0,5 = 50%, 0 = turn decay off (1)1
decay.tickLarger amount increases the applied decay damage to entity.600
decay.upkeepIs upkeep enabledTRUE
decay.upkeep_grief_protectionHow many minutes can the upkeep cost last after the cupboard was destroyed?1440 (24 hours)
decay.upkeep_heal_scaleScale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay1
decay.upkeep_inside_decay_scaleScale at which objects decay when they are inside, default of0.1
decay.upkeep_period_minutesHow many minutes does the upkeep cost last?1440 (24 hours)
demo.record
demo.recordlist
demo.recordlistmodeControls the behavior of recordlist, 0=whitelist, 1=blacklist
demo.splitmegabytes200
demo.splitseconds3600
demo.stop
dungeonnavmesh.use_baked_terrain_meshTRUE
dynamicnavmesh.use_baked_terrain_meshFALSE
entity.debug_toggle
entity.deletebyDestroy all entities created by provided users (separate users by space)
entity.deletebytextblockDestroy all entities created by users in the provided text block (can use with copied results from ent auth)
entity.find_entity
entity.find_group
entity.find_id
entity.find_parent
entity.find_radius
entity.find_self
entity.find_status
entity.nudge
entity.spawn
entity.spawnat
entity.spawnhere
entity.spawnitem
entity.spawnlootfrom
env.addtimeAdd time (in hours) to spawn choppers / airdrops without changing the server in-game time
env.dayDisplays the day of the month1-31
env.monthDisplays the month1-12
env.oceanlevel
env.progresstimeTRUE
env.timeShows in-game time. If value declared, will change the server time
env.yearDisplays the year2024
excavatorsignalcomputer.chargeneededforsupplies600
fps.limitThe maximum number of frames to render per second256
frankensteinbrain.movetowardsrate1
frankensteinpet.decayminutesHow long before a Frankenstein Pet dies uncontrolled and not asleep on table180
gamemode.set
gamemode.setteam
gamemodesoftcore.reclaim_fraction_belt0.5
gamemodesoftcore.reclaim_fraction_main0.5
gamemodesoftcore.reclaim_fraction_wear
gc.alloc
gc.collect
gc.enabledTRUE
gc.incremental_enabledTRUE
gc.incremental_milliseconds3
gc.intervalChanges the interval between Garbage Collectior invocations-1
gc.unload
global.admintimeIf > 1 the time of day (hour) will be forced to this.-1
global.adminui_requestplayerlist
global.adminui_requestserverconvars
global.adminui_requestserverinfo
global.allowadminuiControls whether the in-game admin UI is displayed to adminsTRUE
global.banBans a player from the server, either permanently or for the set duration. Usage: ban [optional duration]
global.banidBan a player using their Steam ID and username. Usage: banid [optional duration]
global.banlistList of banned users (sourceds compat)
global.banlistexList of banned users – shows reasons and usernames
global.bansList of banned users
global.breakitem
global.buildinfoGet information about this build
global.carstatsGet information about all the cars in the world
global.clientperf
global.colliders
global.developer
global.dump
global.entid
global.error
global.free
global.godFALSE
global.injure
global.kickKicks a player from the server. Usage: kick
global.kickallKicks everyone from the server.
global.kill
global.killplayer
global.listidList of banned users, by ID (sourceds compat)
global.maxthreads8
global.moderatorid
global.mute
global.mutelistPrint a list of currently muted players
global.objects
global.ownerid
global.perf0-9
global.playerlistGet a list of players
global.playersPrint out currently connected clients etc
global.queue
global.quit
global.removemoderator
global.removeowner
global.report
global.respawn
global.respawn_sleepingbag
global.respawn_sleepingbag_remove
global.restart
global.saySends a message in chat
global.serverinfoGet a list of information about the server
global.setinfo
global.skipqueue
global.sleep
global.sleepingusersShow user info for players on server.
global.sleepingusersinrangeShow user info for sleeping players on server in range of the player.
global.spectate
global.statsPrint out stats of currently connected clients
global.statusPrint out currently connected clients
global.status_sv
global.steamnetdebugTurns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 8 = max)
global.steamsendbufferUpper limit of buffered pending bytes to be sent524288
global.steamsendverifyTRUE
global.steamstatus
global.subscriptions
global.sysinfo
global.sysuid
global.teaminfo
global.teleport
global.teleport2death
global.teleport2marker
global.teleport2me
global.teleport2owneditem
global.teleportany
global.teleportlos
global.teleportpos
global.textures
global.unban
global.unmute
global.usersShow user info for players on server.
global.usersinrangeShow user info for players on server in range of the player.
global.version
growableentity.framebudgetms0.25
growableentity.growall
hackablelockedcrate.decaysecondsHow many seconds until the crate is destroyed without any hack attempts7200
hackablelockedcrate.requiredhacksecondsHow many seconds for the crate to unlock900
halloween.enableFALSE
halloween.murdererpopulationPopulation active on the server, per square km
halloween.scarecrow_beancan_vs_player_dmg_modifierModified damage from beancan explosion vs players0.1
halloween.scarecrow_body_dmg_modifierModifier to how much damage scarecrows take to the body.0.25
halloween.scarecrow_chase_stopping_distanceStopping distance for destinations set while chasing a target0.5
halloween.scarecrow_throw_beancan_global_delayThe delay globally on a server between each time a scarecrow throws a beancan8 (seconds)
halloween.scarecrowpopulationPopulation active on the server, per square km
halloween.scarecrows_throw_beancansScarecrows can throw beancansTRUE
heli.bulletaccuracy2
heli.bulletdamagescale1
heli.call
heli.calltome
heli.drop
heli.gunsEnables / disables the helicopter minigun (0 = disabled, 1 = enabled)1
heli.lifetimeminutesThe amount of time the helicopter is allowed to stay in minutes15
heli.strafe
heli.testpuzzle
hierarchy.cd
hierarchy.del
hierarchy.ls
horse.populationPopulation active on the server, per square km
hotairballoon.outsidedecayminutesHow long before a HAB loses all its health while outside180
hotairballoon.populationPopulation active on the server1
hotairballoon.serviceceiling200
inventory.copytoCopies the players inventory to the player in front of them
inventory.defs
inventory.deployloadoutDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
inventory.deployloadoutinrangeDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30
inventory.endloot
inventory.equipslot
inventory.equipslottarget
inventory.give
inventory.giveall
inventory.givearm
inventory.giveid
inventory.giveto
inventory.lighttogglePrints all saved inventory loadouts
inventory.listloadouts
inventory.reloaddefs
inventory.resetbp
inventory.saveloadoutSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
inventory.unlockall
ioentity.backtracking8
ioentity.framebudgetms1
ioentity.responsetime0.1
junkpilewater.framebudgetms0.25
manifest.printmanifest
manifest.printmanifestraw
megaphone.megaphonevoicerange100
memsnap.full
memsnap.managed
memsnap.native
meta.addadd – adds amount to convar
minicopter.insidedecayminutesHow long before a minicopter loses all its health while indoors2880
minicopter.outsidedecayminutesHow long before a minicopter loses all its health while outside480
minicopter.populationPopulation active on the server
mlrs.brokendownminutesHow many minutes before the MLRS recovers from use and can be used again10
modularcar.outsidedecayminutesHow many minutes before a ModularCar loses all its health while outside216
modularcar.populationPopulation active on the server3
monumentnavmesh.use_baked_terrain_meshTRUE
motorrowboat.deepwaterdecayminutesHow long before a boat loses all its health while in deep water120
motorrowboat.outsidedecayminutesHow long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used180
motorrowboat.populationPopulation active on the server1
net.visdebugFALSE
net.visibilityradiusfaroverride-1
net.visibilityradiusnearoverride-1
note.update
npcautoturret.sleeperhostiledelayHow many seconds until a sleeping player is considered hostile1200
petbrain.controldistance100
petbrain.drownindeepwaterTRUE
petbrain.drowntimer15
petbrain.idlewhenownermountedTRUE
petbrain.idlewhenownerofflineordeadTRUE
physics.autosynctransformsTRUE
physics.batchsynctransformsTRUE
physics.bouncethreshold2
physics.droppedmodeThe collision detection mode that dropped items and corpses should use (2)2
physics.gravityGravity multiplier1
physics.groundwatchdebugFALSE
physics.groundwatchdelay0.1
physics.groundwatchfails1
physics.minstepsThe slowest physics steps will operate8
physics.sendeffectsSend effects to clients when physics objects collideTRUE
physics.sleepthreshold0.005
physics.solveriterationcountThe default solver iteration count permitted for any rigid bodies. Must be positive3
physics.stepsThe amount of physics steps per second16
player.abandonmission
player.cinematic_gesture
player.cinematic_play
player.cinematic_stop
player.copyrotation
player.createskull
player.dismount
player.fillwater
player.gotosleep
player.markhostile
player.mount
player.noclipspeed10
player.noclipspeedfast50
player.noclipspeedslow2
player.printpresence
player.printstats
player.resetstateResets the PlayerState of the given player
player.swapseat
player.swapseat
player.tickrate_cl20
player.tickrate_sv16
player.wakeupall
playerinventory.forcebirthdayFALSE
pool.clear_assets
pool.clear_memory
pool.clear_prefabs
pool.debugFALSE
pool.enabledTRUE
pool.export_prefabs
pool.mod2
pool.prewarmTRUE
pool.print_assets
pool.print_memory
pool.print_prefabs
profile.start
profile.stop
rcon.ip
rcon.port28016
rcon.printIf true, rcon commands will be printed in the consoleFALSE
rcon.webIf set to true, use websocket rcon. If set to false use legacy, source engine rcon.TRUE
reclaimmanager.reclaim_expire_minutes120
relationshipmanager.acceptinvite
relationshipmanager.addtoteam
relationshipmanager.contactsTRUE
relationshipmanager.fakeinvite
relationshipmanager.forgetafterminutes960
relationshipmanager.kickmember
relationshipmanager.leaveteam
relationshipmanager.maxplayerrelationships128
relationshipmanager.maxteamsize8
relationshipmanager.mugshotupdateinterval300
relationshipmanager.promote
relationshipmanager.rejectinvite
relationshipmanager.seendistance10
relationshipmanager.sendinvite
relationshipmanager.sleeptoggle
relationshipmanager.trycreateteam
relationshipmanager.wipe_all_contacts
relationshipmanager.wipecontacts
rhib.rhibpopulationPopulation of RHIB (Rigid-Hulled Inflatable Boat) active on the server
ridablehorse.populationPopulation of ridable horses per square kilometer2
ridablehorse.sethorsebreed
samsite.staticrepairsecondsHow long until static sam sites auto repair1200
santasleigh.altitudeaboveterrain50
santasleigh.desiredaltitude60
santasleigh.drop
scraptransporthelicopter.populationPopulation active on the server
sentry.hostiledurationHow long until something is considered hostile after it attacked120
sentry.targetallTarget everyone regardless of authorizationFALSE
server.arrowarmor1
server.arrowdamage1
server.artificialtemperaturegrowablerange4
server.authtimeout60
server.backupBackup server folder
server.bansserverendpointHTTP/HTTPS API endpoint for centralized banning
server.bansserverfailuremodeFailure mode for centralized banning, set to 1 to reject players from joining if it’s down
server.bansservertimeoutTimeout (in seconds) for centralized banning web server requests5
server.bleedingarmor1
server.bleedingdamage1
server.branch
server.bulletarmor1
server.bulletdamage1
server.ceilinglightgrowablerange3
server.ceilinglightheightoffset3
server.censorplayerlistCensors the Steam player list to make player tracking more difficultTRUE
server.cheatreport
server.cinematicFALSE
server.combatlogGet the player combat log
server.combatlog_outgoingGet the player combat log, show only showing outgoing damage
server.combatlogdelay10
server.combatlogsize30
server.composterupdateinterval300
server.compressionFALSE
server.corpsedespawn300
server.corpsesTRUE
server.crawlingmaximumhealthMaximum initial health given when a player dies and moves to crawling wounded state12
server.crawlingminimumhealthMinimum initial health given when a player dies and moves to crawling wounded state7
server.cycletime500
server.debrisdespawn30
server.description
server.dropitemsTRUE
server.encryption2
server.entitybatchsize100
server.entitybatchtime1
server.entityrateTickrate.16
server.eventsTRUE
server.fps
server.funwaterdamagethreshold0.8
server.funwaterwetnessgain0.05
server.gamemode
server.globalchatIf set to FALSE, only people within voice range can read each others messagesTRUE
server.headerimage
server.hostnameSets the server hostname
server.identity
server.idlekickHow long it takes in minutes until AFK players are kicked from the server.30 (minutes)
server.idlekickadmins1 = admins can get idle kicked, 0 = no idle kick for admins
server.idlekickmode0 = no idle kick, 1 = kick if server full, 2 = always kick1
server.incapacitatedrecoverchanceBase chance of recovery after incapacitated wounded state0.1
server.ipSet the IP of the Rust server
server.ipqueriespermin30
server.itemdespawn300
server.levelProcedural Map
server.leveltransferTRUE
server.levelurl
server.logoimage
server.maxcommandpacketsize1000000
server.maxcommandspersecond100
server.maxconnectionsperip5
server.maxpacketsize5000000
server.maxpacketsize_command100000
server.maxpacketspersecond1500
server.maxpacketspersecond_command100
server.maxpacketspersecond_rpc200
server.maxpacketspersecond_rpc_signal50
server.maxpacketspersecond_tick300
server.maxpacketspersecond_voice100
server.maxpacketspersecond_world1
server.maxplayers10
server.maxreceivetime20
server.maxrpcspersecond200
server.maxtickspersecond300
server.maxunack4
server.meleearmor1
server.meleedamage1
server.metabolismtick1
server.modifiertickrate1
server.motd
server.netcacheTRUE
server.netcachesize
server.netlogFALSE
server.nonplanterdeathchancepertick0.005
server.officialFALSE
server.optimalplanterqualitysaturation0.6
server.packetlog
server.packetlog_enabledFALSE
server.plantlightdetectionTRUE
server.planttick60
server.planttickscale1
server.playerlistposPrints the position of all players on the server
server.playerserverfallTRUE
server.playertimeout60
server.portSets the server port.28015
server.printeyesPrint the current player eyes.
server.printposPrint the current player position.
server.printrotPrint the current player rotation.
server.pveFALSE
server.queriespersecond2000
server.queryport
server.radiationTRUE
server.readcfg
server.respawnresetrange50
server.rewounddelay60
server.rpclog
server.rpclog_enabledFALSE
server.saltPrints the server salt1
server.saveForce save the current game
server.savebackupcount2
server.savecachesize367218
server.saveinterval600
server.schematime1800
server.secureEnables / disables Valve Anti Cheat securityTRUE
server.seedTRUE
server.sendnetworkupdateSend network update for all players
server.setshowholstereditemsShow holstered items on player bodies
server.showholstereditemsTRUE
server.snapshotThis sends a snapshot of all the entities in the client’s pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
server.sprinklereyeheightoffset3
server.sprinklerradius3
server.stabilityTRUE
server.startStarts a Rust server
server.statsFALSE
server.stopStops a Rust server
server.tagsComma-separated server browser tag values ()
server.tickrateChanges the server tickrate. Going higher than 30 is not recommended.10
server.updatebatch512
server.updatebatchspawn1024
server.urlSet the url of the Rust server
server.useminimumplantconditionTRUE
server.worldsize
server.woundedmaxfoodandwaterbonusMaximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level0.25
server.woundedrecoverchanceBase chance of recovery after crawling wounded state0.2
server.woundingenabledTRUE
server.writecfgWrites config files
simpleshark.disableFALSE
simpleshark.forcesurfaceamount
slotmachine.forcepayoutindex-1
spawn.cargoshipevent
spawn.fill_groups
spawn.fill_individuals
spawn.fill_populations
spawn.max_density1
spawn.max_rate1
spawn.min_density0.5
spawn.min_rate0.5
spawn.player_base100
spawn.player_scale2
spawn.report
spawn.respawn_groupsTRUE
spawn.respawn_individualsTRUE
spawn.respawn_populationsTRUE
spawn.scalars
spawn.tick_individuals300
spawn.tick_populations60
stability.accuracy0.001
stability.collapse0.05
stability.refresh_stability
stability.stabilityqueue9
stability.strikes10
stability.surroundingsqueue3
stability.verbose
stag.populationPopulation of stags active on the server, per square kilometer3
supply.call
supply.drop
telephonemanager.maxcalllength120
telephonemanager.maxconcurrentcalls10
telephonemanager.printallphones
time.fixeddeltaFixed delta time in seconds (Unity-related)0.0625
time.maxdeltaThe minimum amount of times to tick per frame (Unity-related)0.125
time.pausewhileloadingTRUE
time.timescale1
tree.global_broadcastFALSE
tree.global_broadcastFALSE
uploadsign
vehicle.boat_corpse_seconds300
vehicle.carsdroplootDetermines whether modular cars drop storage items when destroyed.TRUE
vehicle.carwrecksDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib.TRUE
vehicle.cinematictrainsIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately.FALSE
vehicle.fixcars
vehicle.swapseats
vis.attackTurns on debug display of attacksFALSE
vis.damageTurns on debug display of damageFALSE
vis.hitboxesTurns on debug display of hitboxesFALSE
vis.lineofsightTurns on debug display of line of sight checksFALSE
vis.protectionTurns on debug display of protectionFALSE
vis.senseFALSE
vis.triggersFALSE
vis.weakspotsTurns on debug display of weakspotsFALSE
weather.atmosphere_brightness-1
weather.atmosphere_contrast-1
weather.atmosphere_directionality-1
weather.atmosphere_mie-1
weather.atmosphere_rayleigh-1
weather.clear_chance0.8
weather.cloud_attenuation-1
weather.cloud_brightness-1
weather.cloud_coloring-1
weather.cloud_coverage-1
weather.cloud_opacity-1
weather.cloud_saturation-1
weather.cloud_scattering-1
weather.cloud_sharpness-1
weather.cloud_size-1
weather.dust_chance0.05
weather.fog-1
weather.fog_chance0.05
weather.load
weather.overcast_chance
weather.rain-1
weather.rain_chance0.2
weather.rainbow-1
weather.report
weather.reset
weather.storm_chance0.1
weather.thunder-1
weather.wetness_rain0.4
weather.wetness_snow0.2
weather.wind-1
wolf.populationPopulation active on the server, per square km2
workshop.print_approved_skinsRenders a PNG of the current map’s underwater labs, for a specific floor
world.cacheTRUE
world.renderlabs
world.rendermapRenders a high resolution PNG of the current map
world.rendertunnelsRenders a PNG of the current map’s tunnel network
xmas.enabledFALSE
xmas.giftsperplayer2
xmas.refill
xmas.spawnattempts5
xmas.spawnrange40
zombie.populationPopulation active on the server, per square km

Leave a Comment