Rust server commands and convars

Every console variable and command of the game (1,384), with its default value and what it does, the forced wipe calendar and a generator for your server's startup line and server.cfg.

Forced wipes

First Thursday of every month, when Facepunch ships the update (around 2 pm New York time). Times in your time zone.

Startup line and server.cfg

Fill in what you want to change: the rest stays at the game's default.

Startup line

RustDedicated.exe -batchmode -nographics ^
  +server.port 28015 ^
  +server.level "Procedural Map" ^
  +server.seed 1337 ^
  +server.worldsize 4500 ^
  +server.maxplayers 100 ^
  +server.hostname "My Untitled Rust Server" ^
  +server.identity "my_server_identity" ^
  +rcon.port 28016 ^
  +rcon.password "CHANGE_ME" ^
  +rcon.web 1

server/<identity>/cfg/server.cfg

server.saveinterval 600
server.pve false

Put a strong RCON password: anyone who has it controls the server.

Every convar and command

1,384 shown

  • adventcalendar.overrideadventcalendardayServerDefault: 0
  • adventcalendar.overrideadventcalendarmonthServerDefault: 0
  • ai.accuratevisiondistanceServerDefault: true
  • ai.addignoreplayerCommand

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

  • ai.aizonestatsCommand
  • ai.allowdesigningServerSaved in cfgDefault: true
  • ai.animal_ignore_foodServerDefault: true

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

  • ai.brainstatsCommand
  • ai.clearignoredplayersCommand

    Remove all players from the AIs ignore list.

  • ai.frametimeServerDefault: 5
  • ai.groupsServerDefault: true
  • ai.ignoreplayersServerDefault: false
  • ai.killanimalsCommand
  • ai.killscientistsCommand
  • ai.moveServerDefault: true
  • ai.nav_carve_heightServerDefault: 2

    The height of the carve volume. (default: 2)

  • ai.nav_carve_min_base_sizeServerDefault: 2

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

  • ai.nav_carve_min_building_blocks_to_apply_optimizationServerDefault: 25

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

  • ai.nav_carve_size_multiplierServerDefault: 4

    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)

  • ai.nav_carve_use_building_optimizationServerDefault: false

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

  • ai.navthinkServerDefault: true
  • ai.npc_alertness_drain_rateServerDefault: 0.01

    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)

  • ai.npc_alertness_to_aim_modifierServerDefault: 0.5

    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)

  • ai.npc_alertness_zero_detection_modServerDefault: 0.5

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

  • ai.npc_cover_compromised_cooldownServerDefault: 10

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

  • ai.npc_cover_info_tick_rate_multiplierServerDefault: 20

    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)

  • ai.npc_cover_path_vs_straight_dist_max_diffServerDefault: 2

    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)

  • ai.npc_cover_use_path_distanceServerDefault: true

    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.

  • ai.npc_deliberate_hit_randomizerServerDefault: 0.85

    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)

  • ai.npc_deliberate_miss_offset_multiplierServerDefault: 1.25

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

  • ai.npc_deliberate_miss_to_hit_alignment_timeServerDefault: 1.5

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

  • ai.npc_door_trigger_sizeServerDefault: 1.5

    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)

  • ai.npc_enableServerDefault: true

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

  • ai.npc_families_no_hurtServerDefault: true

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

  • ai.npc_gun_noise_silencer_modifierServerDefault: 0.15

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

  • ai.npc_htn_player_base_damage_modifierServerDefault: 1.15

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

  • ai.npc_htn_player_frustration_thresholdServerDefault: 3

    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)

  • ai.npc_ignore_chairsServerDefault: true

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

  • ai.npc_junkpile_a_spawn_chanceServerDefault: 0.1

    npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a. (Default: 0.1)

  • ai.npc_junkpile_dist_aggro_gateServerDefault: 8

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

  • ai.npc_junkpile_g_spawn_chanceServerDefault: 0.1

    npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g. (Default: 0.1)

  • ai.npc_junkpilespawn_chanceServerDefault: 0.07

    defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1)

  • ai.npc_max_junkpile_countServerDefault: 30

    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)

  • ai.npc_max_population_military_tunnelsServerDefault: 3

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

  • ai.npc_max_roam_multiplierServerDefault: 3

    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)

  • ai.npc_only_hurt_active_target_in_safezoneServerDefault: true

    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)

  • ai.npc_patrol_point_cooldownServerDefault: 5

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

  • ai.npc_reasoning_system_tick_rate_multiplierServerDefault: 1

    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)

  • ai.npc_respawn_delay_max_military_tunnelsServerDefault: 1920

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

  • ai.npc_respawn_delay_min_military_tunnelsServerDefault: 480

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

  • ai.npc_sensory_system_tick_rate_multiplierServerDefault: 5

    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)

  • ai.npc_spawn_on_cargo_shipServerDefault: true

    Spawn NPCs on the Cargo Ship. (default: true)

  • ai.npc_spawn_per_tick_max_military_tunnelsServerDefault: 1

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

  • ai.npc_spawn_per_tick_min_military_tunnelsServerDefault: 1

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

  • ai.npc_speed_crouch_runServerDefault: 0.25

    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)

  • ai.npc_speed_crouch_walkServerDefault: 0.1

    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)

  • ai.npc_speed_runServerDefault: 0.4

    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)

  • ai.npc_speed_sprintServerDefault: 1

    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)

  • ai.npc_speed_walkServerDefault: 0.18

    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)

  • ai.npc_use_new_aim_systemServerDefault: true

    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)

  • ai.npc_use_thrown_weaponsServerDefault: true

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

  • ai.npc_valid_aim_coneServerDefault: 0.8

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

  • ai.npc_valid_mounted_aim_coneServerDefault: 0.92

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

  • ai.npcswimmingServerDefault: true
  • ai.ocean_patrol_path_iterationsServerDefault: 100000
  • ai.printignoredplayersCommand

    Print a lost of all the players in the AI ignore list.

  • ai.removeignoreplayerCommand

    Remove a player (or command user if no player is specified) from the AIs ignore list.

  • ai.selectnpclookatserverCommand
  • ai.sensetimeServerDefault: 1
  • ai.setdestinationsamplenavmeshServerDefault: true
  • ai.sleepwakeServerDefault: true
  • ai.sleepwakestatsCommand
  • ai.spliceupdatesServerDefault: true
  • ai.thinkServerDefault: true
  • ai.tickrateServerDefault: 5
  • ai.usecalculatepathServerDefault: true
  • ai.usegridServerDefault: true
  • ai.usesetdestinationfallbackServerDefault: true
  • ai.wakesleepingaiCommand
  • aibrainsenses.humanknownplayerslosupdateintervalServerDefault: 0.2
  • aibrainsenses.knownplayerslosupdateintervalServerDefault: 0.5
  • aibrainsenses.updateintervalServerDefault: 0.5
  • aiinformationzone.usesimpleloscheckServerDefault: false
  • aimanager.ai_dormantServerDefault: true

    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.

  • aimanager.ai_dormant_max_wakeup_per_tickServerDefault: 30

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

  • aimanager.ai_htn_animal_tick_budgetServerDefault: 4

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

  • aimanager.ai_htn_player_junkpile_tick_budgetServerDefault: 4

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

  • aimanager.ai_htn_player_tick_budgetServerDefault: 4

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

  • aimanager.ai_htn_use_agency_tickServerDefault: true

    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)

  • aimanager.ai_to_player_distance_wakeup_rangeServerDefault: 160

    If an agent is beyond this distance to a player, it's flagged for becoming dormant.

  • aimanager.nav_disableServerDefault: false

    If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move

  • aimanager.nav_obstacles_carve_stateServerDefault: 2

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

  • aimanager.nav_waitServerDefault: true

    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.

  • aimanager.pathfindingiterationsperframeServer

    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.

  • aimanager.setdestination_navmesh_failsafeServerDefault: false

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

  • aithinkmanager.animalframebudgetmsServerDefault: 2.5
  • aithinkmanager.framebudgetmsServerDefault: 2.5
  • aithinkmanager.petframebudgetmsServerDefault: 1
  • analytics.analytics_bulk_upload_urlServerSaved in cfg

    Azure blob container url + SAS token, enables a more efficient upload method

  • analytics.analytics_headerServerSaved in cfg

    Header key of secret when uploading analytics

  • analytics.analytics_secretServerSaved in cfg

    Header secret value when uploading analytics

  • analytics.gameplay_analyticsServerSaved in cfg

    Toggle whether gameplay analytics is collected

  • analytics.pending_analyticsCommand

    Shows how many analytics events are pending upload

  • analytics.performance_analyticsServerSaved in cfg

    Toggle to turn off server performance collection

  • analytics.server_analytics_urlServer
  • antihack.admincheatServerDefault: true
  • antihack.build_inside_checkServerDefault: 2
  • antihack.build_losradiusServerDefault: 0.01
  • antihack.build_losradius_sleepingbagServerDefault: 0.3
  • antihack.build_terraincheckServerDefault: true
  • antihack.build_vehiclecheckServerDefault: true
  • antihack.debuglevelServerDefault: 1
  • antihack.enforcementlevelServerDefault: 1
  • antihack.eye_clientframesServerDefault: 2
  • antihack.eye_distance_parented_mounted_forgivenessServerDefault: 2
  • antihack.eye_forgivenessServerDefault: 0.4
  • antihack.eye_history_forgivenessServerDefault: 0.1
  • antihack.eye_history_penaltyServerDefault: 100
  • antihack.eye_losradiusServerDefault: 0.18
  • antihack.eye_noclip_backtrackingServerDefault: 0.01
  • antihack.eye_noclip_cutoffServerDefault: 0.06
  • antihack.eye_noclip_marginServerDefault: 0.21
  • antihack.eye_penaltyServerDefault: 0
  • antihack.eye_protectionServerDefault: 4
  • antihack.eye_serverframesServerDefault: 2
  • antihack.eye_terraincheckServerDefault: true
  • antihack.eye_vehiclecheckServerDefault: true
  • antihack.flyhack_extrusionServerDefault: 2
  • antihack.flyhack_forgiveness_horizontalServerDefault: 1.5
  • antihack.flyhack_forgiveness_horizontal_inertiaServerDefault: 10
  • antihack.flyhack_forgiveness_verticalServerDefault: 1
  • antihack.flyhack_forgiveness_vertical_inertiaServerDefault: 7
  • antihack.flyhack_marginServerDefault: 0.1
  • antihack.flyhack_maxstepsServerDefault: 15
  • antihack.flyhack_penaltyServerDefault: 100
  • antihack.flyhack_protectionServerDefault: 3
  • antihack.flyhack_rejectServerDefault: true
  • antihack.flyhack_stepsizeServerDefault: 0.1
  • antihack.forcepositionServerDefault: true
  • antihack.impact_effect_distance_forgivenessServerDefault: 0.45
  • antihack.maxdeltatimeServerDefault: 1
  • antihack.maxdesyncServerDefault: 1
  • antihack.maxviolationServerDefault: 100
  • antihack.melee_backtrackingServerDefault: 0.01
  • antihack.melee_clientframesServerDefault: 2
  • antihack.melee_forgivenessServerDefault: 0.5
  • antihack.melee_losforgivenessServerDefault: 0.2
  • antihack.melee_penaltyServerDefault: 0
  • antihack.melee_protectionServerDefault: 4
  • antihack.melee_serverframesServerDefault: 2
  • antihack.melee_terraincheckServerDefault: true
  • antihack.melee_vehiclecheckServerDefault: true
  • antihack.modelstateServerDefault: true
  • antihack.noclip_backtrackingServerDefault: 0.01
  • antihack.noclip_marginServerDefault: 0.09
  • antihack.noclip_margin_dismountServerDefault: 0.22
  • antihack.noclip_maxstepsServerDefault: 15
  • antihack.noclip_penaltyServerDefault: 0
  • antihack.noclip_protectionServerDefault: 3
  • antihack.noclip_rejectServerDefault: true
  • antihack.noclip_stepsizeServerDefault: 0.1
  • antihack.objectplacementServerDefault: true
  • antihack.projectile_anglechangeServerDefault: 60
  • antihack.projectile_backtrackingServerDefault: 0.01
  • antihack.projectile_clientframesServerDefault: 2
  • antihack.projectile_damagedepthServerDefault: 2
  • antihack.projectile_desyncServerDefault: 1
  • antihack.projectile_distance_forgiveness_minimumServerDefault: 25
  • antihack.projectile_forgivenessServerDefault: 0.5
  • antihack.projectile_impactspawndepthServerDefault: 1
  • antihack.projectile_losforgivenessServerDefault: 0.2
  • antihack.projectile_penaltyServerDefault: 0
  • antihack.projectile_positionoffsetServerDefault: true
  • antihack.projectile_protectionServerDefault: 6
  • antihack.projectile_serverframesServerDefault: 2
  • antihack.projectile_terraincheckServerDefault: true
  • antihack.projectile_trajectoryServerDefault: 2
  • antihack.projectile_update_limitServerDefault: 4
  • antihack.projectile_vehiclecheckServerDefault: true
  • antihack.projectile_velocitychangeServerDefault: 1.1
  • antihack.relaxationpauseServerDefault: 10
  • antihack.relaxationrateServerDefault: 0.1
  • antihack.reportingServerDefault: false
  • antihack.rpcstallfadeServerDefault: 2.5
  • antihack.rpcstallmodeServerDefault: 1
  • antihack.rpcstallthresholdServerDefault: 1
  • antihack.server_occlusion_admin_bypassServerDefault: false
  • antihack.serverside_fall_damageServerDefault: false
  • antihack.speedhack_forgivenessServerDefault: 2
  • antihack.speedhack_forgiveness_inertiaServerDefault: 10
  • antihack.speedhack_penaltyServerDefault: 0
  • antihack.speedhack_protectionServerDefault: 2
  • antihack.speedhack_rejectServerDefault: true
  • antihack.speedhack_slopespeedServerDefault: 10
  • antihack.terrain_check_geometryServerDefault: false
  • antihack.terrain_killServerDefault: true
  • antihack.terrain_paddingServerDefault: 0.3
  • antihack.terrain_penaltyServerDefault: 100
  • antihack.terrain_protectionServerDefault: 1
  • antihack.terrain_timesliceServerDefault: 64
  • antihack.tickhistoryforgivenessServerDefault: 0.1
  • antihack.tickhistorytimeServerDefault: 0.5
  • antihack.userlevelServerDefault: 2
  • app.alarmcooldownServerDefault: 30

    Cooldown time before alarms can send another notification (in seconds)

  • app.appbanCommand
  • app.appunbanCommand
  • app.connectionsCommand
  • app.infoCommand
  • app.listenipServerDefault: ""
  • app.maxconnectionsServerDefault: 500
  • app.maxconnectionsperipServerDefault: 5
  • app.maxmessagesizeServerDefault: 1048576
  • app.notificationsServerDefault: true

    Enables sending push notifications

  • app.pairCommandAny player
  • app.portServer
  • app.publicipServerDefault: ""
  • app.queuelimitServerDefault: 100

    Max number of queued messages - set to 0 to disable message processing

  • app.regeneratetokenCommandAny player
  • app.resetlimiterCommand
  • app.retry_initializeCommand

    Retry initializing the Rust+ companion server if it previously failed

  • app.serveridServerDefault: ""
  • app.updateServerDefault: true

    Disables updating entirely - emergency use only

  • audio.advancedocclusionClientSaved in cfgDefault: false

    Use more advanced sound occlusion

  • audio.ambienceClientDefault: true

    Ambience System

  • audio.debugvoicelimitingClientDefault: false
  • audio.eventaudioClientSaved in cfgDefault: 1

    Volume

  • audio.framebudgetClientDefault: 0.3

    Max ms per frame to spend updating sounds

  • audio.gameClientSaved in cfgDefault: 1

    Volume

  • audio.hqsoundfadeClientDefault: false

    Use higher quality sound fades on some sounds

  • audio.instrumentsClientSaved in cfgDefault: 1

    Volume

  • audio.masterClientSaved in cfgDefault: 1

    Volume

  • audio.minupdatefractionClientDefault: 0.1
  • audio.musicvolumeClientSaved in cfgDefault: 1

    Volume

  • audio.musicvolumemenuClientSaved in cfgDefault: 1

    Volume

  • audio.printenginesoundsCommandAdmin

    print active engine sound info

  • audio.printsoundsCommand
  • audio.speakersClientSaved in cfg

    Volume

  • audio.voicepropsClientSaved in cfgDefault: 1

    Volume

  • audio.voicesClientSaved in cfgDefault: 1

    Volume

  • autoturret.auto_turret_budget_msServerDefault: 0.5

    How many milliseconds to spend on target scanning per frame

  • baseboat.do_shore_driftServerDefault: true
  • baseboat.drift_speedServerDefault: 1
  • baseboat.generate_pathsServerDefault: true
  • baseboat.seconds_between_shore_driftCommand
  • baseboat.seconds_until_shore_driftCommand
  • basefirework.maxactivefireworksServerDefault: 25
  • basefishingrod.forcefailServerDefault: false
  • basefishingrod.forcesuccessServerDefault: false
  • basefishingrod.immediatehookServerDefault: false
  • basemetaldetector.detectlongrangetickServerDefault: 1
  • basemetaldetector.detectminmovementdistanceServerDefault: 1
  • basemetaldetector.nearestdistancetickServerDefault: 0.25
  • basemission.missionsenabledServerDefault: true
  • basenavigator.basenavmovementframeintervalServerDefault: 2

    How many frames between base navigation movement updates

  • basenavigator.maxstepupdistanceServerDefault: 1.7

    The max step-up height difference for pet base navigation

  • basenavigator.navtypedistanceServerDefault: 1
  • basenavigator.navtypeheightoffsetServerDefault: 0.5
  • basenavigator.stucktriggerdurationServerDefault: 10

    How long we are not moving for before trigger the stuck event

  • basepet.movementupdatebudgetmsServerDefault: 1
  • basepet.onlyqueuebasenavmovementsServerDefault: true
  • basepet.queuedmovementsallowedServerDefault: true
  • baseplayer.lifestoryframebudgetmsServerDefault: 0.25
  • baseridableanimal.decayminutesServerDefault: 180

    How long before a horse dies unattended

  • baseridableanimal.dungtimescaleServerDefault: 1
  • baseridableanimal.framebudgetmsServerDefault: 1
  • basesubmarine.deepwaterdecayminutesServerDefault: 120

    How long before a submarine loses all its health while in deep water

  • basesubmarine.outsidedecayminutesServerDefault: 180

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

  • basesubmarine.oxygenminutesServerDefault: 10

    How long a submarine can stay underwater until players start taking damage from low oxygen

  • batching.renderer_capacityClientDefault: 30000
  • batching.renderer_submeshesClientDefault: 1
  • batching.renderer_threadingClientDefault: true
  • batching.renderer_verticesClientDefault: 1000
  • batching.renderersClientDefault: true
  • batching.verboseServerClientDefault: 0
  • bear.populationServerDefault: 2

    Population active on the server, per square km

  • bigwheelgame.spinfrequencysecondsServerDefault: 45
  • bike.doplayerdamageServerDefault: true

    Can bike crashes cause damage or death to the rider?

  • bike.motorbikemonumentpopulationServerDefault: 1

    Motorbike population in monuments

  • bike.outsidedecayminutesServerDefault: 1440

    How long before a bike loses all its health while outside

  • bike.pedalmonumentpopulationServerDefault: 1

    Pedal bike population in monuments

  • bike.pedalroadsidepopulationServerDefault: 1

    Pedal bike population active on the server (roadside spawns)

  • blackjackmachine.maxbetServerDefault: 500

    Maximum initial bet per round

  • boar.populationServerDefault: 5

    Population active on the server, per square km

  • boombox.backtracklengthServerSaved in cfgDefault: 30
  • boombox.clearradiobyuserCommand
  • boombox.serverurllistServerSaved in cfg

    A list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc

  • bradley.enabledServerDefault: true
  • bradley.quickrespawnCommand
  • bradley.respawndelayminutesServerDefault: 60
  • bradley.respawndelayvarianceServerDefault: 1
  • bradleyapc.deployattackdistancemaxServerDefault: 50
  • bradleyapc.deployhealthrangemaxServerDefault: 0.5
  • bradleyapc.deployhealthrangeminServerDefault: 0.4
  • bradleyapc.deployintervalServerDefault: 1
  • bradleyapc.deployondamagecheckintervalServerDefault: 1
  • bradleyapc.killscientistsonbradleydeathServerDefault: false
  • bradleyapc.mountafternotattackeddurationServerDefault: 180
  • bradleyapc.mountafternotfireddurationServerDefault: 60
  • bradleyapc.mountafternottargetsdurationServerDefault: 60
  • bradleyapc.scientistredeploymentminintervalServerDefault: 60
  • bradleyapc.spawnroadbradleyCommand
  • bradleyapc.usesmokegrenadesServerDefault: true
  • camerarenderer.completionframebudgetmsServerDefault: 5
  • camerarenderer.enabledServerDefault: true
  • camerarenderer.entitymaxageServerDefault: 5
  • camerarenderer.entitymaxdistanceServerDefault: 100
  • camerarenderer.farplaneServerDefault: 250
  • camerarenderer.heightServerDefault: 90
  • camerarenderer.layermaskServerDefault: 1218656529
  • camerarenderer.maxraysperframeServerDefault: 100000
  • camerarenderer.maxrendersperframeServerDefault: 25
  • camerarenderer.nearplaneServerDefault: 0
  • camerarenderer.playermaxdistanceServerDefault: 30
  • camerarenderer.playernamemaxdistanceServerDefault: 10
  • camerarenderer.renderintervalServerDefault: 0.05
  • camerarenderer.samplesperrenderServerDefault: 3000
  • camerarenderer.verticalfovServerDefault: 65
  • camerarenderer.widthServerDefault: 160
  • camerarenderermanager.pool_statsCommand
  • cargoship.debug_cargo_statusCommand
  • cargoship.debug_infoCommand
  • cargoship.dock_timeServerDefault: 480
  • cargoship.docking_debugServerDefault: false
  • cargoship.egress_duration_minutesServerDefault: 10
  • cargoship.event_duration_minutesServerDefault: 50
  • cargoship.event_enabledServerDefault: true
  • cargoship.loot_round_spacing_minutesServerDefault: 10
  • cargoship.loot_roundsServerDefault: 3
  • cargoship.refresh_loot_on_dockServerDefault: true
  • cargoship.should_dockServerDefault: true
  • cassette.clearcassettesCommand
  • cassette.clearcassettesbyuserCommand
  • cassette.maxcassettefilesizembServerDefault: 5
  • chat.cardgamesayCommandAny player
  • chat.clansayCommandAny player
  • chat.enabledServerClientDefault: true
  • chat.globalchatServerDefault: true
  • chat.hidechatintutorialServerDefault: true
  • chat.historysizeServerDefault: 1000

    Number of messages to keep in memory for chat history

  • chat.localchatServerDefault: false
  • chat.localchatrangeServerDefault: 100
  • chat.localsayCommandAny player
  • chat.sayCommandAny player
  • chat.searchCommand
  • chat.serverlogServerDefault: true
  • chat.tailCommand
  • chat.teamsayCommandAny player
  • chicken.populationServerDefault: 3

    Population active on the server, per square km

  • cinematicentity.hideobjectsCommand

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

  • clan.editsrequireclantableServerDefault: true

    If enabled then players will need to be near a Clan Table to make changes to clans

  • clan.enabledServerDefault: false

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

  • clan.infoCommand

    Prints info about a clan given its ID

  • clan.maxmembercountServerDefault: 100

    Maximum number of members each clan can have (local backend only!)

  • clan.scorefordestroyingbradleyServerDefault: 10

    How much score players earn for destroying bradley

  • clan.scorefordestroyingtoolcupboardsServerDefault: 10

    How much score players earn for destroying other player's tool cupboards

  • clan.scoreforhackingcratesServerDefault: 5

    How much score players earn for hacking crates

  • clan.scoreforkilledbyplayerinotherclanServerDefault: -10

    How much score players earn for being killed by a player in another clan (this value should be negative)

  • clan.scoreforkillingplayerinotherclanServerDefault: 10

    How much score players earn for killing a player in another clan

  • clan.scoreforkillingunarmedplayerServerDefault: -10

    How much score players earn for killing unarmed players (this value should be negative)

  • clan.scoreforlootingelitecrateServerDefault: 10

    How much score players earn for looting an elite crate

  • clan.scoreforopeninghackedcratesServerDefault: 5

    How much score players earn for opening hacked crates

  • clan.scoreforreachingcargoshipServerDefault: 10

    How much score players earn for reaching cargo ship

  • clan.scoreforrunningexcavatorServerDefault: 10

    How much score players earn for running the excavator

  • clothlod.clothloddistServerDefault: 20

    distance cloth will simulate until

  • codelock.lockoutcooldownServerDefault: 900
  • codelock.maxfailedattemptsServerDefault: 8
  • console.searchCommand
  • console.tailCommand
  • construct.frameminutesServerDefault: 30
  • coverpointvolume.cover_point_sample_step_heightServerDefault: 2

    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)

  • coverpointvolume.cover_point_sample_step_sizeServerDefault: 6

    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)

  • craft.addCommandAny player
  • craft.cancelCommandAny player
  • craft.canceltaskCommandAny player
  • craft.fasttracktaskCommandAny player
  • craft.instantServer
  • creative.allusersServerSaved in cfg

    Apply creative mode to the entire server

  • creative.freebuildServerSaved in cfg

    Build blocks for free

  • creative.freeplacementServerSaved in cfg

    Bypasses all placement checks

  • creative.freerepairServerSaved in cfg

    Bypass the 30s repair cooldown when repairing objects

  • creative.togglecreativemodeuserCommand
  • creative.unlimitedioServerSaved in cfg

    Bypasses limits on IO length and points

  • data.exportCommand
  • debug.bench_ioCommand

    Spawn lots of IO entities to lag the server

  • debug.breakheldCommand

    Break the current held object

  • debug.breakheld_almostCommand

    Almost break the current held object

  • debug.breakitemCommand

    Break all the items in your inventory whose name match the passed string

  • debug.callbacksServerClientDefault: false
  • debug.checkparentingtriggersServerDefault: true
  • debug.checktriggersServerClientDefault: false
  • debug.cleartutorialforplayerCommand

    If a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)

  • debug.completemissionCommand
  • debug.completemissionstageCommand
  • debug.completetutorialCommand
  • debug.debugdismountsServerClientDefault: false

    Shows some debug info for dismount attempts.

  • debug.deleteentitiesbyshortnameCommand
  • debug.disableconditionServerDefault: false

    Do not damage any items

  • debug.drinkCommand
  • debug.eatCommand
  • debug.enable_player_movementCommand
  • debug.flushgroupCommand

    Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again

  • debug.healCommand
  • debug.hurtCommand
  • debug.logServerClient
  • debug.printgroupsCommand
  • debug.printmissionspeakinfoServerDefault: false
  • debug.puzzleprefabrespawnCommand

    respawn all puzzles from their prefabs

  • debug.puzzleresetCommand

    reset all puzzles

  • debug.quittutorialCommandAny player
  • debug.refillvitalsCommand
  • debug.renderinfoCommand
  • debug.repair_inventoryCommand

    Repair all items in inventory

  • debug.resetsleepingbagtimersCommand
  • debug.setdamageCommand
  • debug.setfoodCommand
  • debug.sethealthCommand
  • debug.setradiationCommand
  • debug.setwaterCommand
  • debug.spawnparachutetesterCommand
  • debug.stallCommand
  • debug.starttutorialCommandAny player
  • debug.testtutorialcinematicCommand
  • debug.tutorial_start_cooldownServerDefault: 60
  • debug.tutorialstatusCommand
  • decay.bracket_0_blockcountServerDefault: 15

    Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain

  • decay.bracket_0_costfractionServerDefault: 0.1

    blocks within bracket 0 will cost this fraction per upkeep period to maintain

  • decay.bracket_1_blockcountServerDefault: 50

    Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain

  • decay.bracket_1_costfractionServerDefault: 0.15

    blocks within bracket 1 will cost this fraction per upkeep period to maintain

  • decay.bracket_2_blockcountServerDefault: 125

    Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain

  • decay.bracket_2_costfractionServerDefault: 0.2

    blocks within bracket 2 will cost this fraction per upkeep period to maintain

  • decay.bracket_3_blockcountServerDefault: 200

    Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain

  • decay.bracket_3_costfractionServerDefault: 0.333

    blocks within bracket 3 will cost this fraction per upkeep period to maintain

  • decay.debugServerDefault: false
  • decay.delay_metalServerDefault: 0

    How long should this building grade decay be delayed when not protected by upkeep, in hours

  • decay.delay_overrideServerDefault: 0

    When set to a value above 0 everything will decay with this delay

  • decay.delay_stoneServerDefault: 0

    How long should this building grade decay be delayed when not protected by upkeep, in hours

  • decay.delay_toptierServerDefault: 0

    How long should this building grade decay be delayed when not protected by upkeep, in hours

  • decay.delay_twigServerDefault: 0

    How long should this building grade decay be delayed when not protected by upkeep, in hours

  • decay.delay_woodServerDefault: 0

    How long should this building grade decay be delayed when not protected by upkeep, in hours

  • decay.duration_metalServerDefault: 8

    How long should this building grade take to decay when not protected by upkeep, in hours

  • decay.duration_overrideServerDefault: 0

    When set to a value above 0 everything will decay with this duration

  • decay.duration_stoneServerDefault: 5

    How long should this building grade take to decay when not protected by upkeep, in hours

  • decay.duration_toptierServerDefault: 12

    How long should this building grade take to decay when not protected by upkeep, in hours

  • decay.duration_twigServerDefault: 1

    How long should this building grade take to decay when not protected by upkeep, in hours

  • decay.duration_woodServerDefault: 3

    How long should this building grade take to decay when not protected by upkeep, in hours

  • decay.outside_test_rangeServerDefault: 50

    Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings

  • decay.scaleServerDefault: 1
  • decay.tickServerDefault: 600
  • decay.upkeepServerDefault: true

    Is upkeep enabled

  • decay.upkeep_grief_protectionServerDefault: 1440

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

  • decay.upkeep_heal_scaleServerDefault: 1

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

  • decay.upkeep_inside_decay_scaleServerDefault: 0.1

    Scale at which objects decay when they are inside, default of 0.1

  • decay.upkeep_period_minutesServerDefault: 1440

    How many minutes does the upkeep cost last? default : 1440 (24 hours)

  • demo.benchmark_demo_uploadCommand
  • demo.delete_after_uploadServerSaved in cfg

    Should the full server demos be deleted after they are uploaded

  • demo.full_server_demoServerSaved in cfg
  • demo.max_upload_concurrencyServer

    Max parallel requests when uploading demos

  • demo.recordCommand
  • demo.recordlistServerSaved in cfgDefault: ""
  • demo.recordlistmodeServerSaved in cfg

    Controls the behavior of recordlist, 0=whitelist, 1=blacklist

  • demo.server_demo_cleanup_intervalServerSaved in cfg

    How many minutes between cleaning up demos from the disk

  • demo.server_demo_directoryServer

    Directory to save full server demos

  • demo.server_demo_disk_space_gbServerSaved in cfg

    How much disk space full server demos can take before we start to delete them

  • demo.server_flush_secondsServerSaved in cfg
  • demo.splitmegabytesServerDefault: 200
  • demo.splitsecondsServerDefault: 3600
  • demo.stopCommand
  • demo.upload_bandwidth_limit_ratioServer
  • demo.upload_demosServerSaved in cfg
  • demo.upload_urlServerSaved in cfg
  • demo.zip_demosServerSaved in cfg

    Should we be zipping the demos before we upload them

  • drone.altitudespeedoverrideServerDefault: 0

    If greater than zero, overrides the drone's vertical movement speed

  • drone.maxcontrolrangeServerDefault: 500

    How far drones can be flown away from the controlling computer station

  • drone.movementspeedoverrideServerDefault: 0

    If greater than zero, overrides the drone's planar movement speed

  • drone.windlerpspeedClientAdminDefault: 0.1
  • drone.windpositiondivisorClientAdminDefault: 100
  • drone.windpositionscaleClientAdminDefault: 1
  • drone.windrotationmultiplierClientAdminDefault: 45
  • drone.windtimedivisorClientAdminDefault: 10
  • droppeditem.underwater_drag_budget_msServerDefault: 0.1

    How many milliseconds to spend on updating underwater drag levels

  • dungeonnavmesh.use_baked_terrain_meshServerDefault: true
  • dynamicnavmesh.use_baked_terrain_meshServer
  • electricbattery.batteryidCommand
  • entity.debug_toggleCommand
  • entity.deletebyCommand

    Destroy all entities created by provided users (separate users by space)

  • entity.deletebytextblockCommand

    Destroy all entities created by users in the provided text block (can use with copied results from ent auth)

  • entity.find_entityCommand
  • entity.find_groupCommand
  • entity.find_idCommand
  • entity.find_parentCommand
  • entity.find_radiusCommand
  • entity.find_selfCommand
  • entity.find_statusCommand
  • entity.nudgeCommand
  • entity.spawnCommand
  • entity.spawngridCommand
  • entity.spawnitemCommand
  • entity.spawnlootfromCommand
  • env.addtimeCommand
  • env.dayServer
  • env.monthServer
  • env.nightlight_brightnessServer
  • env.nightlight_debugcamera_enabledClientDefault: true

    Toggles nightlight screen effect when using debug camera

  • env.nightlight_distanceServer
  • env.nightlight_enabledClientDefault: true
  • env.nightlight_fadefractionServer
  • env.oceanlevelServer
  • env.progresstimeServer
  • env.timeServer
  • env.yearServer
  • espcanvas.colourcodeteamsClientAdminDefault: false
  • espcanvas.disableocclusionchecksClientAdminDefault: false
  • espcanvas.displaydistancemultiplierServerDefault: 1

    Multiply the maximum distance for displaying players nameplates

  • espcanvas.maxnameplatesClientAdmin

    Max amount of nameplates to show at once

  • espcanvas.overridemaxdisplaydistanceClientAdminDefault: 0
  • espcanvas.showhealthClientAdminDefault: false
  • eventschedule.killalleventsCommand
  • eventschedule.triggereventCommand
  • eventschedulewipeoffset.event_hours_before_wipeServerDefault: 24
  • excavatorsignalcomputer.chargeneededforsuppliesServerDefault: 600
  • file.debugClient
  • file.timeClient
  • fps.graphClient
  • fps.limitServerClientSaved in cfgDefault: 240
  • frankensteinbrain.movetowardsrateServerDefault: 1
  • frankensteinpet.decayminutesServerDefault: 180

    How long before a Frankenstein Pet dies un controlled and not asleep on table

  • gamemode.setCommand
  • gamemode.setteamCommandAny player
  • gamemodesoftcore.reclaim_fraction_beltServerDefault: 0.5
  • gamemodesoftcore.reclaim_fraction_mainServerDefault: 0.5
  • gamemodesoftcore.reclaim_fraction_wearServerDefault: 0
  • gc.allocCommand
  • gc.bufferClientSaved in cfg
  • gc.buffer_enabledClientDefault: true
  • gc.collectCommand
  • gc.debuglevelClientDefault: 1
  • gc.enabledServerClient
  • gc.incremental_enabledServerClient
  • gc.incremental_millisecondsServerClient
  • gc.unloadCommand
  • global.adminui_deleteugccontentCommand
  • global.adminui_fullrefreshCommand
  • global.adminui_requestfireworkpatternCommand
  • global.adminui_requestplayerlistCommand
  • global.adminui_requestserverconvarsCommand
  • global.adminui_requestserverinfoCommand
  • global.adminui_requestugccontentCommand
  • global.adminui_requestugclistCommand
  • global.allowadminuiServerDefault: true

    Controls whether the in-game admin UI is displayed to admins

  • global.asyncloadingpresetClientSaved in cfgDefault: 0

    Experimental faster loading, requires game restart (0 = off, 1 = partial, 2 = full)

  • global.asyncwarmupServerClientDefault: false
  • global.authcountCommand

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

  • global.authradiusCommand
  • global.banlistCommand

    List of banned users (sourceds compat)

  • global.banlistexCommand

    List of banned users - shows reasons and usernames

  • global.bansCommand

    List of banned users

  • global.blockemojiClientSaved in cfgDefault: false

    Blocks any emoji from appearing

  • global.blockemojianimationsClientSaved in cfgDefault: false

    Disables any emoji animations

  • global.blockserveremojiClientSaved in cfgDefault: false

    Blocks emoji provided by servers from appearing

  • global.breakclothingCommand
  • global.breakitemCommand
  • global.buildinfoCommand

    Get information about this build

  • global.carstatsCommand

    Get information about all the cars in the world

  • global.cinematicgingerbreadcorpsesServerClientDefault: false

    When enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's

  • global.clearallspraysCommand
  • global.clearallspraysbyplayerCommand
  • global.cleardroppeditemsCommand
  • global.clearspraysatpositioninradiusCommand
  • global.clearspraysinradiusCommand
  • global.clearugcentitiesinrangeCommand
  • global.clearugcentityCommand
  • global.clientperfCommand
  • global.clientperf_frametimeCommand
  • global.collidersCommand
  • global.deauthradiusCommand
  • global.developerServerClient
  • global.disablebagdroppingServerDefault: false

    Disables the backpacks that appear after a corpse times out

  • global.dumpCommand
  • global.entcountCommand

    Returns all entities that the provided player has placed, supports --json

  • global.entidCommand
  • global.errorCommand
  • global.forceunloadbundlesServerClientDefault: true
  • global.freeCommand
  • global.getugcinfoCommand
  • global.godClientSaved in cfgDefault: false

    If you're an admin this will enable god mode

  • global.injureCommand
  • global.injureplayerCommand
  • global.job_system_threadsServerClient
  • global.kickCommand
  • global.kickallCommand
  • global.killCommandAny player
  • global.killplayerCommand
  • global.listidCommand

    List of banned users, by ID (sourceds compat)

  • global.maxspraysperplayerServerSaved in cfgDefault: 40

    If a player sprays more than this, the oldest spray will be destroyed. 0 will disable

  • global.maxthreadsServerClientDefault: 8
  • global.moderatoridCommand
  • global.muteCommand
  • global.mutelistCommand

    Print a list of currently muted players

  • global.objectsCommand
  • global.owneridCommand
  • global.perfServerClientSaved in cfgDefault: 0
  • global.playerlistCommand

    Get a list of players

  • global.playersCommand

    Print out currently connected clients etc

  • global.preloadconcurrencyServerClientDefault: 1
  • global.printallscenesinbuildCommand
  • global.queueCommand
  • global.quitCommand
  • global.recoverCommand
  • global.recoverplayerCommand
  • global.removemoderatorCommand
  • global.removeownerCommand
  • global.removeskipqueueCommand

    Removes skip queue permission from a SteamID

  • global.reportCommand
  • global.respawnCommandAny player
  • global.respawn_sleepingbagCommandAny player
  • global.respawn_sleepingbag_removeCommandAny player
  • global.restartCommand
  • global.sayCommand

    Sends a message in chat

  • global.serverinfoCommand

    Get a list of information about the server

  • global.setinfoCommandAny player
  • global.showemojierrorsClientSaved in cfgDefault: false

    Displays any emoji rendering errors in the console

  • global.skin_radiusCommand

    skin_radius 'skin' 'radius'

  • global.skipassetwarmup_crashesServerClientDefault: false

    WARNING: This causes random crashes!

  • global.skipqueueCommand
  • global.skipqueueidCommand

    Adds skip queue permissions to a SteamID

  • global.sleepCommand
  • global.sleepingusersCommand

    Show user info for players on server.

  • global.sleepingusersinrangeCommand

    Show user info for sleeping players on server in range of the player.

  • global.sleeptargetCommand
  • global.spectateCommand
  • global.spectateidCommand
  • global.spraydurationServerSaved in cfgDefault: 10800

    Base time (in seconds) that sprays last

  • global.sprayoutofauthmultiplierServerSaved in cfgDefault: 0.5

    Multiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f)

  • global.statsCommand

    Print out stats of currently connected clients

  • global.statusCommand

    Print out currently connected clients

  • global.status_clCommand
  • global.status_svCommandAny player
  • global.subscriptionsCommand
  • global.sysinfoCommand
  • global.sysuidCommand
  • global.teaminfoCommand
  • global.teleportCommand
  • global.teleport2autheditemCommand
  • global.teleport2deathCommand
  • global.teleport2markerCommand
  • global.teleport2meCommand
  • global.teleport2owneditemCommand
  • global.teleportanyCommand
  • global.teleporteveryone2meCommand
  • global.teleportlosCommand
  • global.teleportnonsleepers2meCommand
  • global.teleportposCommand
  • global.teleportsleepers2meCommand
  • global.texturesCommand
  • global.togglespectateteaminfoCommand
  • global.unbanCommand
  • global.unmuteCommand
  • global.updatemanifestCommand

    Immediately update the manifest

  • global.updatenetworkpositionwithdebugcamerawhilespectatingServerDefault: false
  • global.upgrade_radiusCommand

    upgrade_radius 'grade' 'radius'

  • global.usersCommand

    Show user info for players on server.

  • global.usersinrangeCommand

    Show user info for players on server in range of the player.

  • global.usersinrangeofplayerCommand

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

  • global.versionCommand
  • global.warmupconcurrencyServerClientDefault: 1
  • graphics.afClientSaved in cfg
  • graphics.brandingClientSaved in cfgDefault: true
  • graphics.chatClientSaved in cfgDefault: true
  • graphics.compassClientSaved in cfgDefault: 1
  • graphics.contactshadowsClientSaved in cfgDefault: false
  • graphics.dofClientSaved in cfgDefault: false
  • graphics.dof_aperClientSaved in cfgDefault: 12
  • graphics.dof_barrelClientSaved in cfgAdminDefault: 0
  • graphics.dof_blurClientSaved in cfgDefault: 1
  • graphics.dof_debugClientSaved in cfgAdminDefault: false
  • graphics.dof_focus_distClientSaved in cfgDefault: 10

    distance from camera to focus on

  • graphics.dof_focus_targetCommandAdmin
  • graphics.dof_focus_timeClientSaved in cfgDefault: 0.2
  • graphics.dof_kernel_countClientSaved in cfgDefault: 0

    Goes from 0 - 3, higher = more dof samples but slower perf

  • graphics.dof_modeClientSaved in cfgDefault: 0

    0 = auto 1 = manual 2 = dynamic based on target

  • graphics.dof_nudgeCommand
  • graphics.dof_squeezeClientSaved in cfgAdminDefault: 0
  • graphics.drawdistanceClientSaved in cfgDefault: 2500
  • graphics.fovClientSaved in cfg
  • graphics.grassshadowsClientSaved in cfgDefault: false
  • graphics.hudClientDefault: true
  • graphics.itemskinsClientAdmin
  • graphics.itemskintimeoutClientAdmin
  • graphics.itemskinunloadClient
  • graphics.lodbiasClient
  • graphics.parallaxClientSaved in cfgDefault: 0
  • graphics.qualityClient

    The currently selected quality level

  • graphics.shaderlodClientSaved in cfg
  • graphics.shadowcascadesClientSaved in cfg
  • graphics.shadowdistanceClientSaved in cfgDefault: 1000
  • graphics.shadowlightsClientSaved in cfgDefault: 1
  • graphics.shadowmodeClientSaved in cfgDefault: 2
  • graphics.shadowqualityClientSaved in cfgDefault: 1
  • graphics.uiscaleClientSaved in cfgDefault: 1
  • graphics.vm_fov_scaleClientSaved in cfgDefault: true

    Whether to scale vm models with fov

  • graphics.vm_horizontal_flipClientSaved in cfgDefault: false

    FLips viewmodels horizontally (for left handed players)

  • growableentity.framebudgetmsServerDefault: 0.25
  • growableentity.growallCommandAdmin
  • guntrap.gun_trap_budget_msServerDefault: 0.5

    How many milliseconds to spend on target scanning per frame

  • hackablelockedcrate.decaysecondsServerDefault: 7200

    How many seconds until the crate is destroyed without any hack attempts

  • hackablelockedcrate.requiredhacksecondsServerDefault: 900

    How many seconds for the crate to unlock

  • halloween.enabledServerDefault: false
  • halloween.murdererpopulationServerDefault: 0

    Population active on the server, per square km

  • halloween.scarecrow_beancan_vs_player_dmg_modifierServerDefault: 0.1

    Modified damage from beancan explosion vs players (Default: 0.1).

  • halloween.scarecrow_body_dmg_modifierServerDefault: 0.25

    Modifier to how much damage scarecrows take to the body. (Default: 0.25)

  • halloween.scarecrow_chase_stopping_distanceServerDefault: 0.5

    Stopping distance for destinations set while chasing a target (Default: 0.5)

  • halloween.scarecrow_throw_beancan_global_delayServerDefault: 8

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

  • halloween.scarecrowpopulationServerDefault: 0

    Population active on the server, per square km

  • halloween.scarecrows_throw_beancansServerDefault: true

    Scarecrows can throw beancans (Default: true).

  • halloweendungeon.lifetimeServerDefault: 600

    How long each active dungeon should last before dying

  • halloweendungeon.populationServerDefault: 0

    Population active on the server

  • handcuffs.maxconditionrepairlossonpushServerDefault: 0.4
  • handcuffs.restrainedpushdamageServerDefault: 5
  • handcuffs.togglecuffslockedCommand
  • harmony.loadCommand
  • harmony.unloadCommand
  • heli.bulletaccuracyServerDefault: 2
  • heli.bulletdamagescaleServerDefault: 1
  • heli.callCommand
  • heli.calltomeCommand
  • heli.deathCommand
  • heli.dropCommand
  • heli.fleeCommand
  • heli.gunsServerDefault: 1
  • heli.lifetimeminutesServerDefault: 30
  • heli.moveCommand
  • heli.orbitCommand
  • heli.orbitstrafeCommand
  • heli.patrolCommand
  • heli.strafeCommand
  • heli.testpuzzleCommand
  • hierarchy.cdCommand
  • hierarchy.delCommand
  • hierarchy.lsCommand
  • horse.populationServer

    Population active on the server, per square km

  • hotairballoon.outsidedecayminutesServerDefault: 180

    How long before a HAB loses all its health while outside

  • hotairballoon.populationServerDefault: 1

    Population active on the server

  • hotairballoon.serviceceilingServerDefault: 200
  • inventory.clearinventoryCommand

    Clears the inventory of a target player. eg. inventory.clearInventory jim

  • inventory.copytoCommand

    Copies the players inventory to the player in front of them

  • inventory.defsCommand
  • inventory.deployloadoutCommand

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

  • inventory.deployloadoutinrangeCommand

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

  • inventory.disableattirelimitationsServer

    Disables all attire limitations, so NPC clothing and invalid overlaps can be equipped

  • inventory.endlootCommandAny player
  • inventory.equipslotCommand
  • inventory.equipslottargetCommand
  • inventory.giveCommand

    {item} {amount} {condition} {skin} {container} {slot}

  • inventory.giveallCommand
  • inventory.givearmCommand

    {itemid} {amount}

  • inventory.givebpCommand
  • inventory.giveidCommand

    {itemid} {amount}

  • inventory.givetoCommand

    {item} {player} {amount} {skin}

  • inventory.lighttoggleCommandAny player
  • inventory.listloadoutsCommand

    Prints all saved inventory loadouts

  • inventory.pipetteidCommand
  • inventory.reloaddefsCommand
  • inventory.resetbpCommand
  • inventory.saveloadoutCommand

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

  • inventory.unlockallCommand
  • ioentity.backtrackingServerDefault: 8
  • ioentity.debugbudgetServerDefault: false

    Print out what is taking so long in the IO frame budget

  • ioentity.debugbudgetthresholdServerDefault: 2

    Ignore frames with a lower ms than this while debugBudget is active

  • ioentity.debugqueueCommandAdmin
  • ioentity.framebudgetelectrichighprioritymsServerDefault: 1
  • ioentity.framebudgetelectriclowprioritymsServerDefault: 0.5
  • ioentity.framebudgetfluidmsServerDefault: 0.25
  • ioentity.framebudgetgenericmsServerDefault: 1
  • ioentity.framebudgetindustrialmsServerDefault: 0.25
  • ioentity.framebudgetkineticmsServerDefault: 1
  • ioentity.responsetimeServerDefault: 0.1
  • junkpilewater.framebudgetmsServerDefault: 0.25
  • manifest.printmanifestCommand
  • manifest.printmanifestrawCommand
  • maplayerrenderer.debuglabsClientAdmin
  • memsnap.fullCommand
  • memsnap.managedCommand
  • memsnap.nativeCommand
  • meshpaintable3d.brushscaleClientDefault: 2
  • meshpaintable3d.uvbufferscaleClientDefault: 2
  • meta.addCommand

    add <convar> <amount> - adds amount to convar

  • meta.if_falseCommand

    if_false <command> <condition> - runs a command if the condition is false

  • meta.if_trueCommand

    if_true <command> <condition> - runs a command if the condition is true

  • meta.reset_cycleCommand

    reset_cycle <key> - resets a cycled bind to the beginning

  • metaldetectorflag.timeoutdurationServerDefault: 10800
  • metaldetectorsource.attemptspersubsourcespawnServerDefault: 5
  • metaldetectorsource.draweditorgizmosClientSaved in cfgDefault: false
  • metaldetectorsource.mindistancebetweensubsourcesServerDefault: 1.5
  • metaldetectorsource.populationServerDefault: 1200

    Population active on the server, per square km

  • metaldetectorsource.servercountsourcesCommand
  • metaldetectorsource.timeoutdurationServerDefault: 7200
  • minicopter.populationServer

    Population active on the server

  • mlrs.brokendownminutesServerDefault: 20

    How many minutes before the MLRS recovers from use and can be used again

  • modularcar.outsidedecayminutesServerDefault: 864

    How many minutes before a ModularCar loses all its health while outside

  • modularcar.populationServerDefault: 3

    Population active on the server

  • monumentnavmesh.use_baked_terrain_meshServerDefault: true
  • motorrowboat.decaystartdelayminutesServerDefault: 45

    How long until decay begins after the boat was last used

  • motorrowboat.deepwaterdecayminutesServerDefault: 120

    How long before a boat loses all its health while in deep water

  • motorrowboat.outsidedecayminutesServerDefault: 180

    How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used

  • motorrowboat.populationServerDefault: 1

    Population active on the server

  • music.enabledClientDefault: true
  • music.infoCommand
  • music.songgapmaxClientDefault: 480
  • music.songgapminClientDefault: 240
  • nametags.enabledClientSaved in cfgDefault: true
  • net.debugClientDefault: false
  • net.global_network_debugServerDefault: false

    Toggle printing time taken to send all trees & all global entities to client when they connect

  • net.global_networked_basesServerDefault: true
  • net.limit_global_update_broadcastServerDefault: true

    (default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless

  • net.network_group_debugServerDefault: false

    Toggle checking network group bounds whenever an entity changes its network group

  • net.visdebugServerDefault: false
  • net.visibilityradiusfaroverrideServerDefault: -1
  • net.visibilityradiusnearoverrideServerDefault: -1
  • nexus.broadcast_pingCommand
  • nexus.clanclatbatchdurationServerDefault: 1

    Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus

  • nexus.defaultzonecontactradiusServerDefault: 0.33

    Default distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates)

  • nexus.endpointServerDefault: "https://api.facepunch.com/api/nexus/"

    URL endpoint to use for the Nexus API

  • nexus.islandspawndistanceServerDefault: 1.5

    How far away islands should be spawned, as a factor of the map size

  • nexus.loadingtimeoutServerDefault: 900

    Time in seconds to keep players in the loading state before going to sleep

  • nexus.loggingServerDefault: true
  • nexus.mapimagescaleServerDefault: 0.5

    Scale of the map to render and upload to the nexus

  • nexus.messagelockdurationServerDefault: 5

    Time in seconds to allow the server to process nexus messages before re-sending (requires restart)

  • nexus.pingCommand
  • nexus.pingintervalServerDefault: 30

    Time in seconds to wait between server status pings

  • nexus.playermanifestintervalServerDefault: 30

    Interval in seconds to broadcast the player manifest to other servers on the nexus

  • nexus.playeronlineCommand
  • nexus.protectiondurationServerDefault: 300

    Maximum time in seconds to keep transfer protection enabled on entities

  • nexus.refreshislandsCommand
  • nexus.rpctimeoutmultiplierServerDefault: 1

    Multiplier for nexus RPC timeout durations in case we expect different latencies

  • nexus.secretkeyServerDefault: ""
  • nexus.timeoffsetServerDefault: 0

    Time offset in hours from the nexus clock

  • nexus.transferCommand
  • nexus.transferflushtimeServerDefault: 60

    Maximum amount of time in seconds that transfers should be cached before auto-saving

  • nexus.uploadmapCommand

    Reupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!

  • nexus.zonecontrollerServerDefault: "basic"
  • npcvendingmachine.addhoursCommand

    Simulates the provided number of hours passing in the vending machine system

  • npcvendingmachine.dynamicpricingenabledServerSaved in cfgDefault: true

    Whether to run the the dynamic pricing system

  • npcvendingmachine.maximumpricemultiplierServerSaved in cfgDefault: 2

    The maximum point that a price can increase to (2 = 200%)

  • npcvendingmachine.minimumpricemultiplierServerSaved in cfgDefault: 0.5

    The Minimum point that the price can drop to (0.5 = 50% off)

  • npcvendingmachine.pricedecreaseamountServerSaved in cfgDefault: 0.05

    How much to decrease the price for if it is underselling (0.05 = 5%)

  • npcvendingmachine.priceincreaseamountServerSaved in cfgDefault: 0.1

    How much to increase the price by if it is selling a lot (0.05 = 5%)

  • npcvendingmachine.priceupdatefrequencyServerSaved in cfgDefault: 5

    How many realtime hours are checked when looking for price increases. Max 72 (10 days)

  • npcvendingmachine.printallpricechangesCommand

    Print out all current price changes on the server

  • npcvendingmachine.resetdynamicpricingCommand

    Resets the state of all discounts and surcharges from NPC vending machines

  • npcvendingmachine.startingpricemultiplierServerSaved in cfgDefault: 2

    What discount surcharge should be applied to items when the server starts

  • parachute.bypassrepackServerSaved in cfgDefault: false
  • parachute.landinganimationsServerSaved in cfgDefault: false
  • patrolhelicopterai.flee_damage_percentageServerDefault: 0.35
  • patrolhelicopterai.monument_crashServerDefault: true
  • patrolhelicopterai.use_danger_zonesServerDefault: true
  • petbrain.controldistanceServerDefault: 100
  • petbrain.drownindeepwaterServerDefault: true
  • petbrain.drowntimerServerDefault: 15
  • petbrain.idlewhenownermountedServerDefault: true
  • petbrain.idlewhenownerofflineordeadServerDefault: true
  • physics.autosynctransformsServerClient
  • physics.batchsynctransformsServerClientDefault: true
  • physics.bouncethresholdServer
  • physics.droppedmodeServerDefault: 2

    The collision detection mode that dropped items and corpses should use

  • physics.gravityServer

    Gravity multiplier

  • physics.groundwatchdebugServerDefault: false
  • physics.groundwatchdelayServerDefault: 0.1
  • physics.groundwatchfailsServerDefault: 1
  • physics.sendeffectsServerDefault: true

    Send effects to clients when physics objects collide

  • physics.serverragdollmodeServerDefault: 3

    The collision detection mode that server-side ragdolls should use

  • physics.serversideragdollsServerSaved in cfgDefault: true

    Do ragdoll physics calculations on the server, or use the old client-side system

  • physics.sleepthresholdServer
  • physics.solveriterationcountServer

    The default solver iteration count permitted for any rigid bodies (default 7). Must be positive

  • physics.treecollisionServerSaved in cfgDefault: true

    Do players and vehicles collide with trees?

  • ping.auto_refresh_regionServerClient
  • ping.ping_estimate_loggingServerClient
  • ping.ping_estimationServerClient
  • ping.ping_parallelServerClient
  • ping.ping_refresh_intervalServerClient
  • ping.ping_samplesServerClient
  • player.abandonmissionCommandAny player
  • player.cinematic_gestureCommandAny player
  • player.cinematic_playCommandAny player
  • player.cinematic_stopCommandAny player
  • player.copyrotationCommandAny player
  • player.createskullCommand
  • player.createtrophyCommand
  • player.dismountCommand
  • player.fillwaterCommandAdmin
  • player.gesture_radiusCommand
  • player.gesture_radius_notmeCommand
  • player.gotosleepCommand
  • player.infiniteammoClientDefault: false
  • player.markhostileCommand
  • player.mountCommandAny player
  • player.printpresenceCommand
  • player.printstatsCommand
  • player.reloadweaponsCommandAdmin
  • player.resetstateCommand

    Resets the PlayerState of the given player

  • player.stopgesture_radiusCommand
  • player.swapseatCommand
  • player.tickrate_clServer
  • player.tickrate_svServer
  • player.trigger_wildlife_trapCommand
  • player.wakeupCommand
  • player.wakeupallCommand
  • player.woundforeverServerSaved in cfgDefault: false

    Whether the crawling state expires

  • playerhelicopter.insidedecayminutesServerDefault: 2880

    How long before a player helicopter loses all its health while indoors

  • playerhelicopter.outsidedecayminutesServerDefault: 480

    How long before a player helicopter loses all its health while outside

  • playerinventory.forcebirthdayServerDefault: false
  • polarbear.populationServerDefault: 1

    Population active on the server, per square km

  • pool.clear_assetsCommand
  • pool.clear_memoryCommand
  • pool.clear_prefabsCommand
  • pool.debugServerClientDefault: false
  • pool.enabledServerClientDefault: true
  • pool.export_prefabsCommand
  • pool.fill_prefabsCommand
  • pool.modeServerClientDefault: 2
  • pool.prewarmServerClientDefault: true
  • pool.print_arraypoolCommand
  • pool.print_assetsCommand
  • pool.print_memoryCommand
  • pool.print_prefabsCommand
  • pool.reset_max_pool_counterCommand
  • profile.command_lagspike_thresholdServer
  • profile.dump_profile_recordersCommand
  • profile.flush_analyticsCommand
  • profile.profiling_entitiesServer

    0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min'

  • profile.profiling_entity_count_intervalServer

    How frequently to count all entities across the server

  • profile.profiling_fixed_invokesServer

    0 = off, 1 = stats per frame, 2 = stats per method

  • profile.profiling_invokesServer

    0 = off, 1 = stats per frame, 2 = stats per method

  • profile.profiling_lagspikesServer

    Record inbound RPC & ConsoleCommands that cause lag spikes

  • profile.profiling_packetsServer

    Record type of packets inbound/outbound per frame

  • profile.profiling_rconServer

    0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages

  • profile.profiling_rcon_message_lengthServer

    Clamp the length of logged RCON messages to prevent the profiler from being flooded with large messages

  • profile.profiling_work_queueServer

    Record execution time of ObjectWorkQueues per frame

  • profile.rcon_lagspike_thresholdServer
  • profile.rpc_lagspike_thresholdServer
  • profile.runtime_profilingServerSaved in cfg

    0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards

  • profile.runtime_profiling_intervalServer
  • profile.runtime_profiling_persistServerSaved in cfg

    Enable to allow runtime profiling to persist across restarts

  • profile.startCommand
  • profile.stopCommand
  • rcon.ipServerDefault: ""
  • rcon.portServerDefault: 0
  • rcon.printServerDefault: false

    If true, rcon commands etc will be printed in the console

  • rcon.print_rcon_clientsCommand

    Print a table of connected RCON clients. Use '--json' to return a JSON object

  • rcon.webServerDefault: true

    If set to true, use websocket rcon. If set to false use legacy, source engine rcon.

  • reclaimmanager.reclaim_expire_minutesServerDefault: 120
  • recordertool.debugrecordingClientSaved in cfg
  • relationshipmanager.acceptinviteCommandAny player
  • relationshipmanager.addtoteamCommand
  • relationshipmanager.contactsServerDefault: true
  • relationshipmanager.createandaddtoteamCommand
  • relationshipmanager.fakeinviteCommand
  • relationshipmanager.forgetafterminutesServerDefault: 960
  • relationshipmanager.kickmemberCommandAny player
  • relationshipmanager.leaveteamCommandAny player
  • relationshipmanager.maxplayerrelationshipsServerDefault: 128
  • relationshipmanager.maxteamsizeServer
  • relationshipmanager.mugshotupdateintervalServerDefault: 300
  • relationshipmanager.promoteCommandAny player
  • relationshipmanager.promote_idCommandAny player
  • relationshipmanager.rejectinviteCommandAny player
  • relationshipmanager.seendistanceServerDefault: 10
  • relationshipmanager.sendinviteCommandAny player
  • relationshipmanager.sleeptoggleCommand
  • relationshipmanager.trycreateteamCommandAny player
  • relationshipmanager.wipe_all_contactsCommand
  • relationshipmanager.wipecontactsCommand
  • render.building_blocked_preview_distanceClient

    Distance from the border of building blocked to show the red preview

  • render.computebuffer_setdata_immediateClientDefault: true

    Whether to call ComputeBuffer.SetData immediately or at the end of the frame

  • render.expand_instancingCommandAdmin
  • render.instanced_renderingClientSaved in cfgDefault: 0

    0 = off, 1 = on (must restart client for changes to take effect)

  • render.instanced_toggle_allClientAdminDefault: true

    Developer command to toggle instanced rendering at runtime to measure performance impact

  • render.instanced_toggle_buildingsClientAdminDefault: true

    Toggle rendering of buildings on / off

  • render.instanced_toggle_cliffsClientAdminDefault: true

    Toggle rendering of cliffs on / off

  • render.instanced_toggle_otherClientAdminDefault: true

    Toggle rendering of uncategorized meshes on / off

  • render.instancing_render_distanceClientSaved in cfgDefault: 1000

    Max distance for instanced rendering, can be higher than normal render distance

  • render.max_renderersClientAdminDefault: 0

    Set the amount of instanced renderers to show for debugging

  • render.multidrawClientAdminDefault: true

    Allow unity to batch together multiple draw calls

  • render.print_global_entitiesCommand

    Print off count of global building entities on the server

  • render.print_instanced_cellCommandAdmin

    Print number of meshes inside a single grid

  • render.print_instanced_debugCommand

    Print off array size and memory usage to ensure no memory leaks & debug rendering system

  • render.print_instanced_renderersCommandAdmin

    Print off number of each mesh inside instanced rendering system (including outside of render range)

  • render.print_tree_countsCommandAdmin

    Print off count of trees to ensure server sent them all

  • render.render_shadowsClientAdminDefault: true
  • render.show_building_blockedClientSaved in cfg
  • render.show_building_blocked_serverServer
  • render.test_instancing_cullingCommandAdmin

    Spawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation

  • render.tree_entitiesCommand

    Print off count of trees to ensure server sent them all

  • render.upload_multidraw_meshes_modeClientAdminDefault: 0

    0 = CPU, 1 = GPU

  • rgbeffects.brightnessClientSaved in cfgDefault: 1

    Brightness of colors, from 0 to 1 (note: may affect color accuracy)

  • rgbeffects.colorcorrection_razerClientSaved in cfg

    Controls how RGB values are mapped to LED lights on Razer devices

  • rgbeffects.colorcorrection_steelseriesClientSaved in cfg

    Controls how RGB values are mapped to LED lights on SteelSeries devices

  • rgbeffects.enabledClientSaved in cfgDefault: true

    Enables RGB lighting effects (supports SteelSeries and Razer)

  • rgbeffects.pulseCommand
  • rgbeffects.staticCommand
  • rhib.rhibpopulationServer

    Population active on the server

  • ridablehorse.populationServerDefault: 2

    Population active on the server, per square km

  • ridablehorse.sethorsebreedCommand
  • samsite.staticrepairsecondsServerDefault: 1200

    how long until static sam sites auto repair

  • santasleigh.altitudeaboveterrainServerDefault: 50
  • santasleigh.desiredaltitudeServerDefault: 60
  • santasleigh.dropCommand
  • scraptransporthelicopter.populationServer

    Population active on the server

  • sentry.debugpreventduplicatesServerDefault: true

    Prevents auto turrets getting added more than once to the IO queue

  • sentry.hostiledurationServerDefault: 120

    how long until something is considered hostile after it attacked

  • sentry.interferenceradiusServerDefault: 40

    radius to check for other turrets

  • sentry.maxinterferenceServerDefault: 12

    max interference from other turrets

  • sentry.targetallServerDefault: false

    target everyone regardless of authorization

  • server.anticheatidServerDefault: "xyza7891h6UjNfd0eb2HQGtaul0WhfvS"
  • server.anticheatkeyServerDefault: "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"
  • server.anticheatlogServer
  • server.anticheattokenServerDefault: true
  • server.arrowarmorServerSaved in cfgDefault: 1
  • server.arrowdamageServerSaved in cfgDefault: 1
  • server.artificialtemperaturegrowablerangeServerSaved in cfgDefault: 4
  • server.authtimeoutServerDefault: 60
  • server.autouploadmapServerSaved in cfgDefault: true

    Automatically upload procedurally generated maps so that players download them (faster) instead of re-generating them

  • server.backupCommand

    Backup server folder

  • server.bag_quota_item_amountServerDefault: true
  • server.bansserverendpointServerDefault: ""

    HTTP API endpoint for centralized banning (see wiki)

  • server.bansserverfailuremodeServerDefault: 0

    Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki)

  • server.bansservertimeoutServerDefault: 5

    Timeout (in seconds) for centralized banning web server requests

  • server.bleedingarmorServerSaved in cfgDefault: 1
  • server.bleedingdamageServerSaved in cfgDefault: 1
  • server.branchServerDefault: ""
  • server.broadcastplayvideoCommand
  • server.bulletarmorServerSaved in cfgDefault: 1
  • server.bulletdamageServerSaved in cfgDefault: 1
  • server.canequipbackpacksinairServerSaved in cfgDefault: false

    Allows backpack equipping while not grounded

  • server.ceilinglightgrowablerangeServerSaved in cfgDefault: 3
  • server.ceilinglightheightoffsetServerSaved in cfgDefault: 3
  • server.censorplayerlistServerDefault: true

    Censors the Steam player list to make player tracking more difficult

  • server.cheatreportCommandAny player
  • server.cinematicServerDefault: false
  • server.combatlogCommandAny player

    Get the player combat log

  • server.combatlog_outgoingCommandAny player

    Get the player combat log, only showing outgoing damage

  • server.combatlogdelayServerDefault: 10
  • server.combatlogsizeServerDefault: 30
  • server.composterupdateintervalServerDefault: 300
  • server.compressionServer
  • server.conveyormovefrequencyServerSaved in cfgDefault: 5

    How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement

  • server.corpsedespawnServerDefault: 300
  • server.corpseinfoCommand

    Get info on player corpses on the server

  • server.corpsesServerDefault: true
  • server.crawlingenabledServerSaved in cfgDefault: true

    Do players go into the crawling wounded state

  • server.crawlingmaximumhealthServerDefault: 12

    Maximum initial health given when a player dies and moves to crawling wounded state

  • server.crawlingminimumhealthServerDefault: 7

    Minimum initial health given when a player dies and moves to crawling wounded state

  • server.cycletimeServerDefault: 500
  • server.debrisdespawnServerDefault: 30
  • server.defaultblueprintresearchcostServerSaved in cfgDefault: 10

    How much scrap is required to research default blueprints

  • server.descriptionServerDefault: "No server description has been provided."
  • server.dropitemsServerDefault: true
  • server.encryptionServerDefault: 2
  • server.enforcepipechecksonbuildingblockchangesServerSaved in cfgDefault: true

    Whether to check for illegal industrial pipes when changing building block states (roof bunkers)

  • server.entitybatchsizeServerDefault: 100
  • server.entitybatchtimeServerDefault: 1
  • server.entityrateServerDefault: 16
  • server.eventsServerDefault: true
  • server.favoritesendpointServerSaved in cfgDefault: ""

    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.

  • server.fpsCommand
  • server.funwaterdamagethresholdServerSaved in cfgDefault: 0.8
  • server.funwaterwetnessgainServerSaved in cfgDefault: 0.05
  • server.gamemodeServerDefault: ""
  • server.headerimageServerSaved in cfgDefault: ""
  • server.hostnameServerDefault: "My Untitled Rust Server"
  • server.identityServerDefault: "my_server_identity"
  • server.idlekickServerDefault: 30
  • server.idlekickadminsServerDefault: 0
  • server.idlekickmodeServerDefault: 1
  • server.incapacitatedrecoverchanceServerSaved in cfgDefault: 0.1

    Base chance of recovery after incapacitated wounded state

  • server.industrialallowquickmoveServerDefault: true

    Enables a faster way to move items around during conveyor transfers. Should be on unless there's a issue

  • server.industrialcrafterfrequencyServerSaved in cfgDefault: 5

    How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting

  • server.industrialframebudgetmsServerSaved in cfgDefault: 0.5

    How long per frame to spend on industrial jobs

  • server.industrialtransferstricttimelimitsServerSaved in cfgDefault: false

    When enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance

  • server.ipServerDefault: ""
  • server.ipqueriesperminServerDefault: 30
  • server.itemdespawnServerDefault: 300
  • server.itemdespawn_container_max_multiplierServerDefault: 24
  • server.itemdespawn_container_scaleServerDefault: 2
  • server.itemdespawn_quickServerDefault: 30
  • server.levelServerDefault: "Procedural Map"
  • server.leveltransferServerDefault: true
  • server.levelurlServerDefault: ""
  • server.listtoolcupboardsCommand

    Prints all the Tool Cupboards on the server

  • server.listvendingmachinesCommand

    Prints all the vending machines on the server

  • server.logoimageServerSaved in cfgDefault: ""
  • server.max_sheltersServerDefault: 1
  • server.max_sleeping_bagsServerDefault: 15
  • server.maxclientinfosizeServer
  • server.maxconnectionsperipServer
  • server.maxdecryptqueuebytesServer
  • server.maxdecryptqueuelengthServer
  • server.maxdecryptthreadwaitServer
  • server.maximummapmarkersServerSaved in cfgDefault: 5

    How many markers each player can place

  • server.maximumpingsServerSaved in cfgDefault: 5

    How many pings can be placed by each player

  • server.maxitemstacksmovedpertickindustrialServerSaved in cfgDefault: 12

    How many stacks a single conveyor can move in a single tick

  • server.maxmainthreadwaitServer
  • server.maxpacketsize_commandServerDefault: 100000
  • server.maxpacketsize_globalentitiesServerDefault: 1000
  • server.maxpacketsize_globaltreesServerDefault: 100
  • server.maxpacketspersecondServer
  • server.maxpacketspersecond_commandServerDefault: 100
  • server.maxpacketspersecond_rpcServerDefault: 200
  • server.maxpacketspersecond_rpc_signalServerDefault: 50
  • server.maxpacketspersecond_tickServerDefault: 300
  • server.maxpacketspersecond_voiceServerDefault: 100
  • server.maxpacketspersecond_worldServerDefault: 1
  • server.maxplayersServerDefault: 500
  • server.maxreadqueuebytesServer
  • server.maxreadqueuelengthServer
  • server.maxreadthreadwaitServer
  • server.maxreceivetimeServer
  • server.maxunackServerDefault: 4
  • server.maxwritequeuebytesServer
  • server.maxwritequeuelengthServer
  • server.maxwritethreadwaitServer
  • server.meleearmorServerSaved in cfgDefault: 1
  • server.meleedamageServerSaved in cfgDefault: 1
  • server.metabolismtickServerDefault: 1
  • server.modifiertickrateServerDefault: 1
  • server.motdServerSaved in cfgDefault: ""
  • server.netcacheServerDefault: true
  • server.netcachesizeServerDefault: 0
  • server.netlogServer
  • server.netprotocolCommand
  • server.nonplanterdeathchancepertickServerSaved in cfgDefault: 0.005
  • server.officialServerDefault: false
  • server.oilrig_radiation_alarm_thresholdServerDefault: 0
  • server.oilrig_radiation_amount_scaleServerSaved in cfgDefault: 1
  • server.oilrig_radiation_time_scaleServerSaved in cfgDefault: 1
  • server.optimalplanterqualitysaturationServerSaved in cfgDefault: 0.6
  • server.packetlogCommand
  • server.packetlog_enabledServerDefault: false
  • server.parachuterepacktimeServerSaved in cfgDefault: 8

    How long it takes to pick up a used parachute in seconds

  • server.ping_region_code_overrideServerDefault: ""
  • server.pingdurationServerSaved in cfgDefault: 10

    How long a ping should last

  • server.plantlightdetectionServerDefault: true
  • server.planttickServerDefault: 60
  • server.planttickscaleServerDefault: 1
  • server.player_state_cache_countCommand
  • server.player_state_cache_evictionsCommand
  • server.player_state_cache_sizeServer
  • server.playerlistposCommand

    Prints the position of all players on the server

  • server.playerserverfallServerSaved in cfgDefault: true
  • server.playertimeoutServerDefault: 60
  • server.portServerDefault: 28015
  • server.printdecryptqueueCommand
  • server.printeyesCommand

    Print the current player eyes.

  • server.printposCommand

    Print the current player position.

  • server.printreadqueueCommand
  • server.printreportstoconsoleServerSaved in cfgDefault: false

    Should F7 reports from players be printed to console

  • server.printrotCommand

    Print the current player rotation.

  • server.printwritequeueCommand
  • server.pveServerDefault: false
  • server.queriespersecondServerDefault: 2000
  • server.queryportServerDefault: 0
  • server.radiationServerDefault: true
  • server.readcfgCommand
  • server.rejoin_delayServerDefault: 300
  • server.reportsserverendpointServerSaved in cfgDefault: ""

    HTTP API endpoint for receiving F7 reports

  • server.reportsserverendpointkeyServerSaved in cfgDefault: ""

    If set, this key will be included with any reports sent via reportsServerEndpoint (for validation)

  • server.resetserveremojiCommand

    Rescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji

  • server.respawnatdeathpositionServerDefault: false

    If a player presses the respawn button, respawn at their death location (for trailer filming)

  • server.respawnresetrangeServerDefault: 50
  • server.respawnwithloadoutServerDefault: false

    When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)

  • server.rewounddelayServerSaved in cfgDefault: 60
  • server.rpclogCommand
  • server.rpclog_enabledServerDefault: false
  • server.saltServerDefault: 1
  • server.saveCommand

    Force save the current game

  • server.savebackupcountServerSaved in cfgDefault: 2
  • server.savecachesizeServerDefault: 0
  • server.saveintervalServerDefault: 600
  • server.schematimeServerDefault: 1800
  • server.secureServerDefault: true
  • server.seedServerDefault: 1337
  • server.sendnetworkupdateCommand

    Send network update for all players

  • server.server_idServerSaved in cfg
  • server.setshowholstereditemsCommand

    Show holstered items on player bodies

  • server.showholstereditemsServerSaved in cfgDefault: true
  • server.skipdeathscreenfadeServerDefault: false

    Skip death screen fade

  • server.snapshotCommandAdmin

    This sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.

  • server.sprinklereyeheightoffsetServerSaved in cfgDefault: 3
  • server.sprinklerradiusServerSaved in cfgDefault: 3
  • server.stabilityServerDefault: true
  • server.startCommand

    Starts a server

  • server.statbackupServerDefault: false
  • server.statsServerDefault: false
  • server.stopCommand

    Stops a server

  • server.strictauth_eacServerDefault: false
  • server.strictauth_steamServerDefault: false
  • server.tagsServerSaved in cfgDefault: ""

    Comma-separated server browser tag values (see wiki)

  • server.tickrateServerDefault: 10
  • server.tutorialenabledServerSaved in cfgDefault: false

    Controls whether the tutorial is enabled on this server

  • server.updatebatchServerDefault: 512
  • server.updatebatchspawnServerDefault: 1024
  • server.urlServerDefault: ""
  • server.useminimumplantconditionServerDefault: true
  • server.watercontainersleavewaterbehindServerSaved in cfgDefault: false

    When transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss

  • server.workbench1taxrateServerSaved in cfgDefault: 0

    How much of a tax to apply to workbench T1 tech unlocks. 10 = additional 10% scrap cost

  • server.workbench2taxrateServerSaved in cfgDefault: 10

    How much of a tax to apply to workbench T2 tech unlocks. 10 = additional 10% scrap cost

  • server.workbench3taxrateServerSaved in cfgDefault: 20

    How much of a tax to apply to workbench T3tech unlocks. 10 = additional 10% scrap cost

  • server.worldsizeServerDefault: 4500
  • server.woundedmaxfoodandwaterbonusServerSaved in cfgDefault: 0.25

    Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level

  • server.woundedrecoverchanceServerSaved in cfgDefault: 0.2

    Base chance of recovery after crawling wounded state

  • server.woundingenabledServerSaved in cfgDefault: true

    Can players be wounded after recieving fatal damage

  • server.writecfgCommand

    Writes config files

  • simpleshark.disableServerDefault: false
  • simpleshark.forcesurfaceamountServerDefault: 0
  • slotmachine.forcepayoutindexServerDefault: -1
  • snowmobile.allowpassengeronlyServerDefault: false

    Allow mounting as a passenger when there's no driver

  • snowmobile.allterrainServerDefault: false

    If true, snowmobile goes fast on all terrain types

  • snowmobile.outsidedecayminutesServerDefault: 1440

    How long before a snowmobile loses all its health while outside

  • spawn.cargoshipdockingtestCommand
  • spawn.cargoshipeventCommand
  • spawn.ch47eventCommand
  • spawn.fill_groupsCommand
  • spawn.fill_individualsCommand
  • spawn.fill_populationsCommand
  • spawn.max_densityServerDefault: 1
  • spawn.max_rateServerDefault: 1
  • spawn.min_densityServerDefault: 0.5
  • spawn.min_rateServerDefault: 0.5
  • spawn.player_baseServerDefault: 100
  • spawn.player_scaleServerDefault: 2
  • spawn.reportCommand
  • spawn.respawn_groupsServerDefault: true
  • spawn.respawn_individualsServerDefault: true
  • spawn.respawn_populationsServerDefault: true
  • spawn.scalarsCommand
  • spawn.tick_individualsServerDefault: 300
  • spawn.tick_populationsServerDefault: 60
  • sss.enabledClientSaved in cfgDefault: true
  • sss.halfresClientSaved in cfgDefault: true
  • sss.qualityClientSaved in cfgDefault: 0
  • sss.scaleClientSaved in cfgDefault: 1
  • stability.accuracyServerDefault: 0.001
  • stability.collapseServerDefault: 0.05
  • stability.refresh_stabilityCommand
  • stability.stabilityqueueServerDefault: 9
  • stability.strikesServerDefault: 10
  • stability.surroundingsqueueServerDefault: 3
  • stability.verboseServerDefault: 0
  • stabilityentity.demolish_secondsServerDefault: 600
  • stag.populationServerDefault: 3

    Population active on the server, per square km

  • stash.reveal_tick_rateServerDefault: 0.5
  • supply.callCommand
  • supply.dropCommand
  • system.cpu_affinityCommand
  • system.cpu_priorityCommand
  • telephonemanager.maxcalllengthServerDefault: 120
  • telephonemanager.maxconcurrentcallsServerDefault: 10
  • telephonemanager.printallphonesCommand
  • terrain.qualityClientSaved in cfgDefault: 100
  • texture.statsCommand
  • texture.streamingClientSaved in cfg

    Enable/Disable texture streaming

  • texture.streamingbudgetoverrideClient
  • time.cl_maxstepsperframeServerDefault: 2

    The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down

  • time.cl_stepsServerDefault: 32

    Desired physics ticks per second on clients

  • time.pausewhileloadingServerDefault: true
  • time.sv_maxstepsperframeServer

    The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down

  • time.sv_stepsServer

    Desired physics ticks per second on the server

  • time.timescaleServer
  • traincar.decayminutesServerDefault: 30

    How long before a train car despawns

  • traincar.populationServerDefault: 2.3

    Population active on the server

  • traincar.wagons_per_engineServerDefault: 2

    Ratio of wagons to train engines that spawn

  • traincarunloadable.decayminutesafterunloadServerDefault: 10

    How long before an unloadable train car despawns afer being unloaded

  • traincouplingcontroller.max_couple_speedServerDefault: 9

    Maximum difference in velocity for train cars to couple

  • travellingvendor.alive_time_secondsServerDefault: 1800
  • travellingvendor.attempt_pulloversServerDefault: true
  • travellingvendor.max_speedServerSaved in cfgDefault: 5
  • travellingvendor.should_destroy_buildingsServerDefault: false
  • travellingvendor.should_spawnServerDefault: true
  • travellingvendor.spawnCommand
  • travellingvendor.starteventCommand
  • tree.global_broadcastServer
  • tree.simplified_colliderServer
  • tugboat.tugcorpsesecondsServerDefault: 7200
  • tugboat.tugdecayminutesServerDefault: 2160

    How long before a tugboat loses all its health while outside

  • tugboat.tugdecaystartdelayminutesServerDefault: 1440

    How long until decay begins after the tugboat was last used

  • tutorialisland.enforcetrespasschecksServerSaved in cfgDefault: true
  • tutorialisland.overridetutoriallocationServer

    Will place the tutorial as close as possible to this pos, only for debugging

  • tutorialisland.spawntutorialislandfornewplayerServerSaved in cfgDefault: true
  • vehicle.autohoverCommand
  • vehicle.boat_corpse_secondsServerDefault: 300
  • vehicle.boatdriftinfoCommand

    Print out boat drift status for all boats

  • vehicle.carwrecksServerDefault: true

    Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true

  • vehicle.cinematictrainsServerDefault: false

    If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false

  • vehicle.fixcarsCommand
  • vehicle.killboatsCommand
  • vehicle.killcarsCommand
  • vehicle.killdronesCommand
  • vehicle.killminisCommand
  • vehicle.killmotorbikesCommand
  • vehicle.killpushbikesCommand
  • vehicle.killscraphelisCommand
  • vehicle.killtrainsCommand
  • vehicle.stop_all_trainsCommand
  • vehicle.swapseatsCommandAny player
  • vehicle.trainskeeprunningServerDefault: false

    Determines whether trains stop automatically when there's no-one on them. Default: false

  • vehicle.vehiclesdroplootServerDefault: true

    Determines whether vehicles drop storage items when destroyed. Default: true

  • vis.attackServerClient
  • vis.damageServer
  • vis.hitboxesServer
  • vis.lerpClient
  • vis.lineofsightServer
  • vis.protectionServerClient
  • vis.senseServer
  • vis.triggersServer
  • vis.weakspotsServer
  • voice.loopbackClientSaved in cfgDefault: false
  • voice.togglevoicerangeboostCommand

    Enabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1

  • voice.voicerangeboostamountServerDefault: 50
  • water.qualityClientSaved in cfgDefault: 1
  • water.reflectionsClientSaved in cfgDefault: 1
  • water.scaled_timeClientAdminDefault: false
  • waypointrace.racetimeoutServerSaved in cfgDefault: 900

    How long a race can go until it times out (in seconds)

  • waypointrace.startraceCommand
  • weather.atmosphere_brightnessServer
  • weather.atmosphere_contrastServer
  • weather.atmosphere_directionalityServer
  • weather.atmosphere_mieServer
  • weather.atmosphere_rayleighServer
  • weather.clear_chanceServer
  • weather.cloud_attenuationServer
  • weather.cloud_brightnessServer
  • weather.cloud_coloringServer
  • weather.cloud_coverageServer
  • weather.cloud_opacityServer
  • weather.cloud_saturationServer
  • weather.cloud_scatteringServer
  • weather.cloud_sharpnessServer
  • weather.cloud_sizeServer
  • weather.dust_chanceServer
  • weather.fogServer
  • weather.fog_chanceServer
  • weather.loadCommand
  • weather.ocean_scaleServer
  • weather.ocean_timeServerDefault: -1
  • weather.overcast_chanceServer
  • weather.rainServer
  • weather.rain_chanceServer
  • weather.rainbowServer
  • weather.reportCommand
  • weather.resetCommand
  • weather.storm_chanceServer
  • weather.thunderServer
  • weather.wetness_rainServerDefault: 0.4
  • weather.wetness_snowServerDefault: 0.2
  • weather.windServer
  • wipetimer.days_to_add_testServerDefault: 0
  • wipetimer.hours_to_add_testServerDefault: 0
  • wipetimer.printtimezonesCommand
  • wipetimer.printwipeCommand
  • wipetimer.wipecronoverrideServerDefault: ""

    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/

  • wipetimer.wipedayofweekServerDefault: 4

    0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat

  • wipetimer.wipehourofdayServerDefault: 19

    Which hour to wipe? 14.5 = 2:30pm

  • wipetimer.wipetimezoneServerDefault: "Europe/London"

    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

  • wipetimer.wipeunixtimestampoverrideServerDefault: 0

    Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.

  • wolf.populationServerDefault: 2

    Population active on the server, per square km

  • workshop.print_approved_skinsCommand
  • world.cacheServerClientDefault: true
  • world.configfileServer
  • world.configstringServer
  • world.monumentsCommand
  • world.renderlabsCommand

    Renders a PNG of the current map's underwater labs, for a specific floor

  • world.rendermapCommand

    Renders a high resolution PNG of the current map

  • world.rendertunnelsCommand

    Renders a PNG of the current map's tunnel network

  • world.streamingClientDefault: true
  • xmas.enabledServerDefault: false
  • xmas.giftsperplayerServerDefault: 2
  • xmas.refillCommand
  • xmas.spawnattemptsServerDefault: 5
  • xmas.spawnrangeServerDefault: 40
  • xmasdungeon.playerdetectrangeServerDefault: 30

    How far we detect players from our inside/outside

  • xmasdungeon.xmaslifetimeServerDefault: 1200

    How long each active dungeon should last before dying

  • xmasdungeon.xmaspopulationServerDefault: 0

    Population active on the server

  • ziplinelaunchpoint.highlightCommandAdmin
  • ziplinelaunchpoint.reportCommandAdmin
  • zombie.populationServer

    Population active on the server, per square km

List of the game's convars as of August 2024: newer ones may be missing.

© 2026 Vestigo