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 1server/<identity>/cfg/server.cfg
server.saveinterval 600
server.pve falsePut a strong RCON password: anyone who has it controls the server.
Every convar and command
1,384 shown
adventcalendar.overrideadventcalendardayServerDefault:0adventcalendar.overrideadventcalendarmonthServerDefault:0ai.accuratevisiondistanceServerDefault:trueai.addignoreplayerCommandAdd a player (or command user if no player is specified) to the AIs ignore list.
ai.aizonestatsCommandai.allowdesigningServerSaved in cfgDefault:trueai.animal_ignore_foodServerDefault:trueIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true)
ai.brainstatsCommandai.clearignoredplayersCommandRemove all players from the AIs ignore list.
ai.frametimeServerDefault:5ai.groupsServerDefault:trueai.ignoreplayersServerDefault:falseai.killanimalsCommandai.killscientistsCommandai.moveServerDefault:trueai.nav_carve_heightServerDefault:2The height of the carve volume. (default: 2)
ai.nav_carve_min_base_sizeServerDefault:2The minimum size we allow a carving volume to be. (default: 2)
ai.nav_carve_min_building_blocks_to_apply_optimizationServerDefault:25The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25)
ai.nav_carve_size_multiplierServerDefault:4The 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:falseIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false)
ai.navthinkServerDefault:trueai.npc_alertness_drain_rateServerDefault:0.01npc_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:0.5This 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:0.5npc_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:10npc_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:20The 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:2npc_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:trueIf 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:0.85The 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:1.25The offset with which the NPC will maximum miss the target. (default: 1.25)
ai.npc_deliberate_miss_to_hit_alignment_timeServerDefault:1.5The 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:1.5npc_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:trueIf npc_enable is set to false then npcs won't spawn. (default: true)
ai.npc_families_no_hurtServerDefault:trueIf 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:0.15The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15)
ai.npc_htn_player_base_damage_modifierServerDefault:1.15Baseline 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:3npc_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:trueIf npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true)
ai.npc_junkpile_a_spawn_chanceServerDefault:0.1npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a. (Default: 0.1)
ai.npc_junkpile_dist_aggro_gateServerDefault:8npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8)
ai.npc_junkpile_g_spawn_chanceServerDefault:0.1npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g. (Default: 0.1)
ai.npc_junkpilespawn_chanceServerDefault:0.07defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1)
ai.npc_max_junkpile_countServerDefault:30npc_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:3npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3)
ai.npc_max_roam_multiplierServerDefault:3This 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:trueIf 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:5npc_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:1The 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:1920npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920)
ai.npc_respawn_delay_min_military_tunnelsServerDefault:480npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480)
ai.npc_sensory_system_tick_rate_multiplierServerDefault:5The 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:trueSpawn NPCs on the Cargo Ship. (default: true)
ai.npc_spawn_per_tick_max_military_tunnelsServerDefault:1npc_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:1npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1)
ai.npc_speed_crouch_runServerDefault:0.25npc_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:0.1npc_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:0.4npc_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:1npc_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:0.18npc_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:trueIf 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:trueIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true)
ai.npc_valid_aim_coneServerDefault:0.8npc_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:0.92npc_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:trueai.ocean_patrol_path_iterationsServerDefault:100000ai.printignoredplayersCommandPrint a lost of all the players in the AI ignore list.
ai.removeignoreplayerCommandRemove a player (or command user if no player is specified) from the AIs ignore list.
ai.selectnpclookatserverCommandai.sensetimeServerDefault:1ai.setdestinationsamplenavmeshServerDefault:trueai.sleepwakeServerDefault:trueai.sleepwakestatsCommandai.spliceupdatesServerDefault:trueai.thinkServerDefault:trueai.tickrateServerDefault:5ai.usecalculatepathServerDefault:trueai.usegridServerDefault:trueai.usesetdestinationfallbackServerDefault:trueai.wakesleepingaiCommandaibrainsenses.humanknownplayerslosupdateintervalServerDefault:0.2aibrainsenses.knownplayerslosupdateintervalServerDefault:0.5aibrainsenses.updateintervalServerDefault:0.5aiinformationzone.usesimpleloscheckServerDefault:falseaimanager.ai_dormantServerDefault:trueIf 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:30ai_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:4ai_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:4ai_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:4ai_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:trueIf 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:160If an agent is beyond this distance to a player, it's flagged for becoming dormant.
aimanager.nav_disableServerDefault:falseIf 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:2nav_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:trueIf 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.pathfindingiterationsperframeServerThe 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:falseIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.
aithinkmanager.animalframebudgetmsServerDefault:2.5aithinkmanager.framebudgetmsServerDefault:2.5aithinkmanager.petframebudgetmsServerDefault:1analytics.analytics_bulk_upload_urlServerSaved in cfgAzure blob container url + SAS token, enables a more efficient upload method
analytics.analytics_headerServerSaved in cfgHeader key of secret when uploading analytics
analytics.analytics_secretServerSaved in cfgHeader secret value when uploading analytics
analytics.gameplay_analyticsServerSaved in cfgToggle whether gameplay analytics is collected
analytics.pending_analyticsCommandShows how many analytics events are pending upload
analytics.performance_analyticsServerSaved in cfgToggle to turn off server performance collection
analytics.server_analytics_urlServerantihack.admincheatServerDefault:trueantihack.build_inside_checkServerDefault:2antihack.build_losradiusServerDefault:0.01antihack.build_losradius_sleepingbagServerDefault:0.3antihack.build_terraincheckServerDefault:trueantihack.build_vehiclecheckServerDefault:trueantihack.debuglevelServerDefault:1antihack.enforcementlevelServerDefault:1antihack.eye_clientframesServerDefault:2antihack.eye_distance_parented_mounted_forgivenessServerDefault:2antihack.eye_forgivenessServerDefault:0.4antihack.eye_history_forgivenessServerDefault:0.1antihack.eye_history_penaltyServerDefault:100antihack.eye_losradiusServerDefault:0.18antihack.eye_noclip_backtrackingServerDefault:0.01antihack.eye_noclip_cutoffServerDefault:0.06antihack.eye_noclip_marginServerDefault:0.21antihack.eye_penaltyServerDefault:0antihack.eye_protectionServerDefault:4antihack.eye_serverframesServerDefault:2antihack.eye_terraincheckServerDefault:trueantihack.eye_vehiclecheckServerDefault:trueantihack.flyhack_extrusionServerDefault:2antihack.flyhack_forgiveness_horizontalServerDefault:1.5antihack.flyhack_forgiveness_horizontal_inertiaServerDefault:10antihack.flyhack_forgiveness_verticalServerDefault:1antihack.flyhack_forgiveness_vertical_inertiaServerDefault:7antihack.flyhack_marginServerDefault:0.1antihack.flyhack_maxstepsServerDefault:15antihack.flyhack_penaltyServerDefault:100antihack.flyhack_protectionServerDefault:3antihack.flyhack_rejectServerDefault:trueantihack.flyhack_stepsizeServerDefault:0.1antihack.forcepositionServerDefault:trueantihack.impact_effect_distance_forgivenessServerDefault:0.45antihack.maxdeltatimeServerDefault:1antihack.maxdesyncServerDefault:1antihack.maxviolationServerDefault:100antihack.melee_backtrackingServerDefault:0.01antihack.melee_clientframesServerDefault:2antihack.melee_forgivenessServerDefault:0.5antihack.melee_losforgivenessServerDefault:0.2antihack.melee_penaltyServerDefault:0antihack.melee_protectionServerDefault:4antihack.melee_serverframesServerDefault:2antihack.melee_terraincheckServerDefault:trueantihack.melee_vehiclecheckServerDefault:trueantihack.modelstateServerDefault:trueantihack.noclip_backtrackingServerDefault:0.01antihack.noclip_marginServerDefault:0.09antihack.noclip_margin_dismountServerDefault:0.22antihack.noclip_maxstepsServerDefault:15antihack.noclip_penaltyServerDefault:0antihack.noclip_protectionServerDefault:3antihack.noclip_rejectServerDefault:trueantihack.noclip_stepsizeServerDefault:0.1antihack.objectplacementServerDefault:trueantihack.projectile_anglechangeServerDefault:60antihack.projectile_backtrackingServerDefault:0.01antihack.projectile_clientframesServerDefault:2antihack.projectile_damagedepthServerDefault:2antihack.projectile_desyncServerDefault:1antihack.projectile_distance_forgiveness_minimumServerDefault:25antihack.projectile_forgivenessServerDefault:0.5antihack.projectile_impactspawndepthServerDefault:1antihack.projectile_losforgivenessServerDefault:0.2antihack.projectile_penaltyServerDefault:0antihack.projectile_positionoffsetServerDefault:trueantihack.projectile_protectionServerDefault:6antihack.projectile_serverframesServerDefault:2antihack.projectile_terraincheckServerDefault:trueantihack.projectile_trajectoryServerDefault:2antihack.projectile_update_limitServerDefault:4antihack.projectile_vehiclecheckServerDefault:trueantihack.projectile_velocitychangeServerDefault:1.1antihack.relaxationpauseServerDefault:10antihack.relaxationrateServerDefault:0.1antihack.reportingServerDefault:falseantihack.rpcstallfadeServerDefault:2.5antihack.rpcstallmodeServerDefault:1antihack.rpcstallthresholdServerDefault:1antihack.server_occlusion_admin_bypassServerDefault:falseantihack.serverside_fall_damageServerDefault:falseantihack.speedhack_forgivenessServerDefault:2antihack.speedhack_forgiveness_inertiaServerDefault:10antihack.speedhack_penaltyServerDefault:0antihack.speedhack_protectionServerDefault:2antihack.speedhack_rejectServerDefault:trueantihack.speedhack_slopespeedServerDefault:10antihack.terrain_check_geometryServerDefault:falseantihack.terrain_killServerDefault:trueantihack.terrain_paddingServerDefault:0.3antihack.terrain_penaltyServerDefault:100antihack.terrain_protectionServerDefault:1antihack.terrain_timesliceServerDefault:64antihack.tickhistoryforgivenessServerDefault:0.1antihack.tickhistorytimeServerDefault:0.5antihack.userlevelServerDefault:2app.alarmcooldownServerDefault:30Cooldown time before alarms can send another notification (in seconds)
app.appbanCommandapp.appunbanCommandapp.connectionsCommandapp.infoCommandapp.listenipServerDefault:""app.maxconnectionsServerDefault:500app.maxconnectionsperipServerDefault:5app.maxmessagesizeServerDefault:1048576app.notificationsServerDefault:trueEnables sending push notifications
app.pairCommandAny playerapp.portServerapp.publicipServerDefault:""app.queuelimitServerDefault:100Max number of queued messages - set to 0 to disable message processing
app.regeneratetokenCommandAny playerapp.resetlimiterCommandapp.retry_initializeCommandRetry initializing the Rust+ companion server if it previously failed
app.serveridServerDefault:""app.updateServerDefault:trueDisables updating entirely - emergency use only
audio.advancedocclusionClientSaved in cfgDefault:falseUse more advanced sound occlusion
audio.ambienceClientDefault:trueAmbience System
audio.debugvoicelimitingClientDefault:falseaudio.eventaudioClientSaved in cfgDefault:1Volume
audio.framebudgetClientDefault:0.3Max ms per frame to spend updating sounds
audio.gameClientSaved in cfgDefault:1Volume
audio.hqsoundfadeClientDefault:falseUse higher quality sound fades on some sounds
audio.instrumentsClientSaved in cfgDefault:1Volume
audio.masterClientSaved in cfgDefault:1Volume
audio.minupdatefractionClientDefault:0.1audio.musicvolumeClientSaved in cfgDefault:1Volume
audio.musicvolumemenuClientSaved in cfgDefault:1Volume
audio.printenginesoundsCommandAdminprint active engine sound info
audio.printsoundsCommandaudio.speakersClientSaved in cfgVolume
audio.voicepropsClientSaved in cfgDefault:1Volume
audio.voicesClientSaved in cfgDefault:1Volume
autoturret.auto_turret_budget_msServerDefault:0.5How many milliseconds to spend on target scanning per frame
baseboat.do_shore_driftServerDefault:truebaseboat.drift_speedServerDefault:1baseboat.generate_pathsServerDefault:truebaseboat.seconds_between_shore_driftCommandbaseboat.seconds_until_shore_driftCommandbasefirework.maxactivefireworksServerDefault:25basefishingrod.forcefailServerDefault:falsebasefishingrod.forcesuccessServerDefault:falsebasefishingrod.immediatehookServerDefault:falsebasemetaldetector.detectlongrangetickServerDefault:1basemetaldetector.detectminmovementdistanceServerDefault:1basemetaldetector.nearestdistancetickServerDefault:0.25basemission.missionsenabledServerDefault:truebasenavigator.basenavmovementframeintervalServerDefault:2How many frames between base navigation movement updates
basenavigator.maxstepupdistanceServerDefault:1.7The max step-up height difference for pet base navigation
basenavigator.navtypedistanceServerDefault:1basenavigator.navtypeheightoffsetServerDefault:0.5basenavigator.stucktriggerdurationServerDefault:10How long we are not moving for before trigger the stuck event
basepet.movementupdatebudgetmsServerDefault:1basepet.onlyqueuebasenavmovementsServerDefault:truebasepet.queuedmovementsallowedServerDefault:truebaseplayer.lifestoryframebudgetmsServerDefault:0.25baseridableanimal.decayminutesServerDefault:180How long before a horse dies unattended
baseridableanimal.dungtimescaleServerDefault:1baseridableanimal.framebudgetmsServerDefault:1basesubmarine.deepwaterdecayminutesServerDefault:120How long before a submarine loses all its health while in deep water
basesubmarine.outsidedecayminutesServerDefault:180How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
basesubmarine.oxygenminutesServerDefault:10How long a submarine can stay underwater until players start taking damage from low oxygen
batching.renderer_capacityClientDefault:30000batching.renderer_submeshesClientDefault:1batching.renderer_threadingClientDefault:truebatching.renderer_verticesClientDefault:1000batching.renderersClientDefault:truebatching.verboseServerClientDefault:0bear.populationServerDefault:2Population active on the server, per square km
bigwheelgame.spinfrequencysecondsServerDefault:45bike.doplayerdamageServerDefault:trueCan bike crashes cause damage or death to the rider?
bike.motorbikemonumentpopulationServerDefault:1Motorbike population in monuments
bike.outsidedecayminutesServerDefault:1440How long before a bike loses all its health while outside
bike.pedalmonumentpopulationServerDefault:1Pedal bike population in monuments
bike.pedalroadsidepopulationServerDefault:1Pedal bike population active on the server (roadside spawns)
blackjackmachine.maxbetServerDefault:500Maximum initial bet per round
boar.populationServerDefault:5Population active on the server, per square km
boombox.backtracklengthServerSaved in cfgDefault:30boombox.clearradiobyuserCommandboombox.serverurllistServerSaved in cfgA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
bradley.enabledServerDefault:truebradley.quickrespawnCommandbradley.respawndelayminutesServerDefault:60bradley.respawndelayvarianceServerDefault:1bradleyapc.deployattackdistancemaxServerDefault:50bradleyapc.deployhealthrangemaxServerDefault:0.5bradleyapc.deployhealthrangeminServerDefault:0.4bradleyapc.deployintervalServerDefault:1bradleyapc.deployondamagecheckintervalServerDefault:1bradleyapc.killscientistsonbradleydeathServerDefault:falsebradleyapc.mountafternotattackeddurationServerDefault:180bradleyapc.mountafternotfireddurationServerDefault:60bradleyapc.mountafternottargetsdurationServerDefault:60bradleyapc.scientistredeploymentminintervalServerDefault:60bradleyapc.spawnroadbradleyCommandbradleyapc.usesmokegrenadesServerDefault:truecamerarenderer.completionframebudgetmsServerDefault:5camerarenderer.enabledServerDefault:truecamerarenderer.entitymaxageServerDefault:5camerarenderer.entitymaxdistanceServerDefault:100camerarenderer.farplaneServerDefault:250camerarenderer.heightServerDefault:90camerarenderer.layermaskServerDefault:1218656529camerarenderer.maxraysperframeServerDefault:100000camerarenderer.maxrendersperframeServerDefault:25camerarenderer.nearplaneServerDefault:0camerarenderer.playermaxdistanceServerDefault:30camerarenderer.playernamemaxdistanceServerDefault:10camerarenderer.renderintervalServerDefault:0.05camerarenderer.samplesperrenderServerDefault:3000camerarenderer.verticalfovServerDefault:65camerarenderer.widthServerDefault:160camerarenderermanager.pool_statsCommandcargoship.debug_cargo_statusCommandcargoship.debug_infoCommandcargoship.dock_timeServerDefault:480cargoship.docking_debugServerDefault:falsecargoship.egress_duration_minutesServerDefault:10cargoship.event_duration_minutesServerDefault:50cargoship.event_enabledServerDefault:truecargoship.loot_round_spacing_minutesServerDefault:10cargoship.loot_roundsServerDefault:3cargoship.refresh_loot_on_dockServerDefault:truecargoship.should_dockServerDefault:truecassette.clearcassettesCommandcassette.clearcassettesbyuserCommandcassette.maxcassettefilesizembServerDefault:5chat.cardgamesayCommandAny playerchat.clansayCommandAny playerchat.enabledServerClientDefault:truechat.globalchatServerDefault:truechat.hidechatintutorialServerDefault:truechat.historysizeServerDefault:1000Number of messages to keep in memory for chat history
chat.localchatServerDefault:falsechat.localchatrangeServerDefault:100chat.localsayCommandAny playerchat.sayCommandAny playerchat.searchCommandchat.serverlogServerDefault:truechat.tailCommandchat.teamsayCommandAny playerchicken.populationServerDefault:3Population active on the server, per square km
cinematicentity.hideobjectsCommandHides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)
clan.editsrequireclantableServerDefault:trueIf enabled then players will need to be near a Clan Table to make changes to clans
clan.enabledServerDefault:falseEnables the clan system if set to true (must be set at boot, requires restart)
clan.infoCommandPrints info about a clan given its ID
clan.maxmembercountServerDefault:100Maximum number of members each clan can have (local backend only!)
clan.scorefordestroyingbradleyServerDefault:10How much score players earn for destroying bradley
clan.scorefordestroyingtoolcupboardsServerDefault:10How much score players earn for destroying other player's tool cupboards
clan.scoreforhackingcratesServerDefault:5How much score players earn for hacking crates
clan.scoreforkilledbyplayerinotherclanServerDefault:-10How much score players earn for being killed by a player in another clan (this value should be negative)
clan.scoreforkillingplayerinotherclanServerDefault:10How much score players earn for killing a player in another clan
clan.scoreforkillingunarmedplayerServerDefault:-10How much score players earn for killing unarmed players (this value should be negative)
clan.scoreforlootingelitecrateServerDefault:10How much score players earn for looting an elite crate
clan.scoreforopeninghackedcratesServerDefault:5How much score players earn for opening hacked crates
clan.scoreforreachingcargoshipServerDefault:10How much score players earn for reaching cargo ship
clan.scoreforrunningexcavatorServerDefault:10How much score players earn for running the excavator
clothlod.clothloddistServerDefault:20distance cloth will simulate until
codelock.lockoutcooldownServerDefault:900codelock.maxfailedattemptsServerDefault:8console.searchCommandconsole.tailCommandconstruct.frameminutesServerDefault:30coverpointvolume.cover_point_sample_step_heightServerDefault:2cover_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:6cover_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 playercraft.cancelCommandAny playercraft.canceltaskCommandAny playercraft.fasttracktaskCommandAny playercraft.instantServercreative.allusersServerSaved in cfgApply creative mode to the entire server
creative.freebuildServerSaved in cfgBuild blocks for free
creative.freeplacementServerSaved in cfgBypasses all placement checks
creative.freerepairServerSaved in cfgBypass the 30s repair cooldown when repairing objects
creative.togglecreativemodeuserCommandcreative.unlimitedioServerSaved in cfgBypasses limits on IO length and points
data.exportCommanddebug.bench_ioCommandSpawn lots of IO entities to lag the server
debug.breakheldCommandBreak the current held object
debug.breakheld_almostCommandAlmost break the current held object
debug.breakitemCommandBreak all the items in your inventory whose name match the passed string
debug.callbacksServerClientDefault:falsedebug.checkparentingtriggersServerDefault:truedebug.checktriggersServerClientDefault:falsedebug.cleartutorialforplayerCommandIf 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.completemissionCommanddebug.completemissionstageCommanddebug.completetutorialCommanddebug.debugdismountsServerClientDefault:falseShows some debug info for dismount attempts.
debug.deleteentitiesbyshortnameCommanddebug.disableconditionServerDefault:falseDo not damage any items
debug.drinkCommanddebug.eatCommanddebug.enable_player_movementCommanddebug.flushgroupCommandTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.healCommanddebug.hurtCommanddebug.logServerClientdebug.printgroupsCommanddebug.printmissionspeakinfoServerDefault:falsedebug.puzzleprefabrespawnCommandrespawn all puzzles from their prefabs
debug.puzzleresetCommandreset all puzzles
debug.quittutorialCommandAny playerdebug.refillvitalsCommanddebug.renderinfoCommanddebug.repair_inventoryCommandRepair all items in inventory
debug.resetsleepingbagtimersCommanddebug.setdamageCommanddebug.setfoodCommanddebug.sethealthCommanddebug.setradiationCommanddebug.setwaterCommanddebug.spawnparachutetesterCommanddebug.stallCommanddebug.starttutorialCommandAny playerdebug.testtutorialcinematicCommanddebug.tutorial_start_cooldownServerDefault:60debug.tutorialstatusCommanddecay.bracket_0_blockcountServerDefault:15Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
decay.bracket_0_costfractionServerDefault:0.1blocks within bracket 0 will cost this fraction per upkeep period to maintain
decay.bracket_1_blockcountServerDefault:50Between 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:0.15blocks within bracket 1 will cost this fraction per upkeep period to maintain
decay.bracket_2_blockcountServerDefault:125Between 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:0.2blocks within bracket 2 will cost this fraction per upkeep period to maintain
decay.bracket_3_blockcountServerDefault:200Between 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:0.333blocks within bracket 3 will cost this fraction per upkeep period to maintain
decay.debugServerDefault:falsedecay.delay_metalServerDefault:0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_overrideServerDefault:0When set to a value above 0 everything will decay with this delay
decay.delay_stoneServerDefault:0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptierServerDefault:0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twigServerDefault:0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_woodServerDefault:0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.duration_metalServerDefault:8How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_overrideServerDefault:0When set to a value above 0 everything will decay with this duration
decay.duration_stoneServerDefault:5How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptierServerDefault:12How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twigServerDefault:1How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_woodServerDefault:3How long should this building grade take to decay when not protected by upkeep, in hours
decay.outside_test_rangeServerDefault:50Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
decay.scaleServerDefault:1decay.tickServerDefault:600decay.upkeepServerDefault:trueIs upkeep enabled
decay.upkeep_grief_protectionServerDefault:1440How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)
decay.upkeep_heal_scaleServerDefault:1Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
decay.upkeep_inside_decay_scaleServerDefault:0.1Scale at which objects decay when they are inside, default of 0.1
decay.upkeep_period_minutesServerDefault:1440How many minutes does the upkeep cost last? default : 1440 (24 hours)
demo.benchmark_demo_uploadCommanddemo.delete_after_uploadServerSaved in cfgShould the full server demos be deleted after they are uploaded
demo.full_server_demoServerSaved in cfgdemo.max_upload_concurrencyServerMax parallel requests when uploading demos
demo.recordCommanddemo.recordlistServerSaved in cfgDefault:""demo.recordlistmodeServerSaved in cfgControls the behavior of recordlist, 0=whitelist, 1=blacklist
demo.server_demo_cleanup_intervalServerSaved in cfgHow many minutes between cleaning up demos from the disk
demo.server_demo_directoryServerDirectory to save full server demos
demo.server_demo_disk_space_gbServerSaved in cfgHow much disk space full server demos can take before we start to delete them
demo.server_flush_secondsServerSaved in cfgdemo.splitmegabytesServerDefault:200demo.splitsecondsServerDefault:3600demo.stopCommanddemo.upload_bandwidth_limit_ratioServerdemo.upload_demosServerSaved in cfgdemo.upload_urlServerSaved in cfgdemo.zip_demosServerSaved in cfgShould we be zipping the demos before we upload them
drone.altitudespeedoverrideServerDefault:0If greater than zero, overrides the drone's vertical movement speed
drone.maxcontrolrangeServerDefault:500How far drones can be flown away from the controlling computer station
drone.movementspeedoverrideServerDefault:0If greater than zero, overrides the drone's planar movement speed
drone.windlerpspeedClientAdminDefault:0.1drone.windpositiondivisorClientAdminDefault:100drone.windpositionscaleClientAdminDefault:1drone.windrotationmultiplierClientAdminDefault:45drone.windtimedivisorClientAdminDefault:10droppeditem.underwater_drag_budget_msServerDefault:0.1How many milliseconds to spend on updating underwater drag levels
dungeonnavmesh.use_baked_terrain_meshServerDefault:truedynamicnavmesh.use_baked_terrain_meshServerelectricbattery.batteryidCommandentity.debug_toggleCommandentity.deletebyCommandDestroy all entities created by provided users (separate users by space)
entity.deletebytextblockCommandDestroy all entities created by users in the provided text block (can use with copied results from ent auth)
entity.find_entityCommandentity.find_groupCommandentity.find_idCommandentity.find_parentCommandentity.find_radiusCommandentity.find_selfCommandentity.find_statusCommandentity.nudgeCommandentity.spawnCommandentity.spawngridCommandentity.spawnitemCommandentity.spawnlootfromCommandenv.addtimeCommandenv.dayServerenv.monthServerenv.nightlight_brightnessServerenv.nightlight_debugcamera_enabledClientDefault:trueToggles nightlight screen effect when using debug camera
env.nightlight_distanceServerenv.nightlight_enabledClientDefault:trueenv.nightlight_fadefractionServerenv.oceanlevelServerenv.progresstimeServerenv.timeServerenv.yearServerespcanvas.colourcodeteamsClientAdminDefault:falseespcanvas.disableocclusionchecksClientAdminDefault:falseespcanvas.displaydistancemultiplierServerDefault:1Multiply the maximum distance for displaying players nameplates
espcanvas.maxnameplatesClientAdminMax amount of nameplates to show at once
espcanvas.overridemaxdisplaydistanceClientAdminDefault:0espcanvas.showhealthClientAdminDefault:falseeventschedule.killalleventsCommandeventschedule.triggereventCommandeventschedulewipeoffset.event_hours_before_wipeServerDefault:24excavatorsignalcomputer.chargeneededforsuppliesServerDefault:600file.debugClientfile.timeClientfps.graphClientfps.limitServerClientSaved in cfgDefault:240frankensteinbrain.movetowardsrateServerDefault:1frankensteinpet.decayminutesServerDefault:180How long before a Frankenstein Pet dies un controlled and not asleep on table
gamemode.setCommandgamemode.setteamCommandAny playergamemodesoftcore.reclaim_fraction_beltServerDefault:0.5gamemodesoftcore.reclaim_fraction_mainServerDefault:0.5gamemodesoftcore.reclaim_fraction_wearServerDefault:0gc.allocCommandgc.bufferClientSaved in cfggc.buffer_enabledClientDefault:truegc.collectCommandgc.debuglevelClientDefault:1gc.enabledServerClientgc.incremental_enabledServerClientgc.incremental_millisecondsServerClientgc.unloadCommandglobal.adminui_deleteugccontentCommandglobal.adminui_fullrefreshCommandglobal.adminui_requestfireworkpatternCommandglobal.adminui_requestplayerlistCommandglobal.adminui_requestserverconvarsCommandglobal.adminui_requestserverinfoCommandglobal.adminui_requestugccontentCommandglobal.adminui_requestugclistCommandglobal.allowadminuiServerDefault:trueControls whether the in-game admin UI is displayed to admins
global.asyncloadingpresetClientSaved in cfgDefault:0Experimental faster loading, requires game restart (0 = off, 1 = partial, 2 = full)
global.asyncwarmupServerClientDefault:falseglobal.authcountCommandReturns all entities that the provided player is authed to (TC's, locks, etc), supports --json
global.authradiusCommandglobal.banlistCommandList of banned users (sourceds compat)
global.banlistexCommandList of banned users - shows reasons and usernames
global.bansCommandList of banned users
global.blockemojiClientSaved in cfgDefault:falseBlocks any emoji from appearing
global.blockemojianimationsClientSaved in cfgDefault:falseDisables any emoji animations
global.blockserveremojiClientSaved in cfgDefault:falseBlocks emoji provided by servers from appearing
global.breakclothingCommandglobal.breakitemCommandglobal.buildinfoCommandGet information about this build
global.carstatsCommandGet information about all the cars in the world
global.cinematicgingerbreadcorpsesServerClientDefault:falseWhen enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's
global.clearallspraysCommandglobal.clearallspraysbyplayerCommandglobal.cleardroppeditemsCommandglobal.clearspraysatpositioninradiusCommandglobal.clearspraysinradiusCommandglobal.clearugcentitiesinrangeCommandglobal.clearugcentityCommandglobal.clientperfCommandglobal.clientperf_frametimeCommandglobal.collidersCommandglobal.deauthradiusCommandglobal.developerServerClientglobal.disablebagdroppingServerDefault:falseDisables the backpacks that appear after a corpse times out
global.dumpCommandglobal.entcountCommandReturns all entities that the provided player has placed, supports --json
global.entidCommandglobal.errorCommandglobal.forceunloadbundlesServerClientDefault:trueglobal.freeCommandglobal.getugcinfoCommandglobal.godClientSaved in cfgDefault:falseIf you're an admin this will enable god mode
global.injureCommandglobal.injureplayerCommandglobal.job_system_threadsServerClientglobal.kickCommandglobal.kickallCommandglobal.killCommandAny playerglobal.killplayerCommandglobal.listidCommandList of banned users, by ID (sourceds compat)
global.maxspraysperplayerServerSaved in cfgDefault:40If a player sprays more than this, the oldest spray will be destroyed. 0 will disable
global.maxthreadsServerClientDefault:8global.moderatoridCommandglobal.muteCommandglobal.mutelistCommandPrint a list of currently muted players
global.objectsCommandglobal.owneridCommandglobal.perfServerClientSaved in cfgDefault:0global.playerlistCommandGet a list of players
global.playersCommandPrint out currently connected clients etc
global.preloadconcurrencyServerClientDefault:1global.printallscenesinbuildCommandglobal.queueCommandglobal.quitCommandglobal.recoverCommandglobal.recoverplayerCommandglobal.removemoderatorCommandglobal.removeownerCommandglobal.removeskipqueueCommandRemoves skip queue permission from a SteamID
global.reportCommandglobal.respawnCommandAny playerglobal.respawn_sleepingbagCommandAny playerglobal.respawn_sleepingbag_removeCommandAny playerglobal.restartCommandglobal.sayCommandSends a message in chat
global.serverinfoCommandGet a list of information about the server
global.setinfoCommandAny playerglobal.showemojierrorsClientSaved in cfgDefault:falseDisplays any emoji rendering errors in the console
global.skin_radiusCommandskin_radius 'skin' 'radius'
global.skipassetwarmup_crashesServerClientDefault:falseWARNING: This causes random crashes!
global.skipqueueCommandglobal.skipqueueidCommandAdds skip queue permissions to a SteamID
global.sleepCommandglobal.sleepingusersCommandShow user info for players on server.
global.sleepingusersinrangeCommandShow user info for sleeping players on server in range of the player.
global.sleeptargetCommandglobal.spectateCommandglobal.spectateidCommandglobal.spraydurationServerSaved in cfgDefault:10800Base time (in seconds) that sprays last
global.sprayoutofauthmultiplierServerSaved in cfgDefault:0.5Multiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f)
global.statsCommandPrint out stats of currently connected clients
global.statusCommandPrint out currently connected clients
global.status_clCommandglobal.status_svCommandAny playerglobal.subscriptionsCommandglobal.sysinfoCommandglobal.sysuidCommandglobal.teaminfoCommandglobal.teleportCommandglobal.teleport2autheditemCommandglobal.teleport2deathCommandglobal.teleport2markerCommandglobal.teleport2meCommandglobal.teleport2owneditemCommandglobal.teleportanyCommandglobal.teleporteveryone2meCommandglobal.teleportlosCommandglobal.teleportnonsleepers2meCommandglobal.teleportposCommandglobal.teleportsleepers2meCommandglobal.texturesCommandglobal.togglespectateteaminfoCommandglobal.unbanCommandglobal.unmuteCommandglobal.updatemanifestCommandImmediately update the manifest
global.updatenetworkpositionwithdebugcamerawhilespectatingServerDefault:falseglobal.upgrade_radiusCommandupgrade_radius 'grade' 'radius'
global.usersCommandShow user info for players on server.
global.usersinrangeCommandShow user info for players on server in range of the player.
global.usersinrangeofplayerCommandShow user info for players on server in range of the supplied player (eg. Jim 50)
global.versionCommandglobal.warmupconcurrencyServerClientDefault:1graphics.afClientSaved in cfggraphics.brandingClientSaved in cfgDefault:truegraphics.chatClientSaved in cfgDefault:truegraphics.compassClientSaved in cfgDefault:1graphics.contactshadowsClientSaved in cfgDefault:falsegraphics.dofClientSaved in cfgDefault:falsegraphics.dof_aperClientSaved in cfgDefault:12graphics.dof_barrelClientSaved in cfgAdminDefault:0graphics.dof_blurClientSaved in cfgDefault:1graphics.dof_debugClientSaved in cfgAdminDefault:falsegraphics.dof_focus_distClientSaved in cfgDefault:10distance from camera to focus on
graphics.dof_focus_targetCommandAdmingraphics.dof_focus_timeClientSaved in cfgDefault:0.2graphics.dof_kernel_countClientSaved in cfgDefault:0Goes from 0 - 3, higher = more dof samples but slower perf
graphics.dof_modeClientSaved in cfgDefault:00 = auto 1 = manual 2 = dynamic based on target
graphics.dof_nudgeCommandgraphics.dof_squeezeClientSaved in cfgAdminDefault:0graphics.drawdistanceClientSaved in cfgDefault:2500graphics.fovClientSaved in cfggraphics.grassshadowsClientSaved in cfgDefault:falsegraphics.hudClientDefault:truegraphics.itemskinsClientAdmingraphics.itemskintimeoutClientAdmingraphics.itemskinunloadClientgraphics.lodbiasClientgraphics.parallaxClientSaved in cfgDefault:0graphics.qualityClientThe currently selected quality level
graphics.shaderlodClientSaved in cfggraphics.shadowcascadesClientSaved in cfggraphics.shadowdistanceClientSaved in cfgDefault:1000graphics.shadowlightsClientSaved in cfgDefault:1graphics.shadowmodeClientSaved in cfgDefault:2graphics.shadowqualityClientSaved in cfgDefault:1graphics.uiscaleClientSaved in cfgDefault:1graphics.vm_fov_scaleClientSaved in cfgDefault:trueWhether to scale vm models with fov
graphics.vm_horizontal_flipClientSaved in cfgDefault:falseFLips viewmodels horizontally (for left handed players)
growableentity.framebudgetmsServerDefault:0.25growableentity.growallCommandAdminguntrap.gun_trap_budget_msServerDefault:0.5How many milliseconds to spend on target scanning per frame
hackablelockedcrate.decaysecondsServerDefault:7200How many seconds until the crate is destroyed without any hack attempts
hackablelockedcrate.requiredhacksecondsServerDefault:900How many seconds for the crate to unlock
halloween.enabledServerDefault:falsehalloween.murdererpopulationServerDefault:0Population active on the server, per square km
halloween.scarecrow_beancan_vs_player_dmg_modifierServerDefault:0.1Modified damage from beancan explosion vs players (Default: 0.1).
halloween.scarecrow_body_dmg_modifierServerDefault:0.25Modifier to how much damage scarecrows take to the body. (Default: 0.25)
halloween.scarecrow_chase_stopping_distanceServerDefault:0.5Stopping distance for destinations set while chasing a target (Default: 0.5)
halloween.scarecrow_throw_beancan_global_delayServerDefault:8The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds).
halloween.scarecrowpopulationServerDefault:0Population active on the server, per square km
halloween.scarecrows_throw_beancansServerDefault:trueScarecrows can throw beancans (Default: true).
halloweendungeon.lifetimeServerDefault:600How long each active dungeon should last before dying
halloweendungeon.populationServerDefault:0Population active on the server
handcuffs.maxconditionrepairlossonpushServerDefault:0.4handcuffs.restrainedpushdamageServerDefault:5handcuffs.togglecuffslockedCommandharmony.loadCommandharmony.unloadCommandheli.bulletaccuracyServerDefault:2heli.bulletdamagescaleServerDefault:1heli.callCommandheli.calltomeCommandheli.deathCommandheli.dropCommandheli.fleeCommandheli.gunsServerDefault:1heli.lifetimeminutesServerDefault:30heli.moveCommandheli.orbitCommandheli.orbitstrafeCommandheli.patrolCommandheli.strafeCommandheli.testpuzzleCommandhierarchy.cdCommandhierarchy.delCommandhierarchy.lsCommandhorse.populationServerPopulation active on the server, per square km
hotairballoon.outsidedecayminutesServerDefault:180How long before a HAB loses all its health while outside
hotairballoon.populationServerDefault:1Population active on the server
hotairballoon.serviceceilingServerDefault:200inventory.clearinventoryCommandClears the inventory of a target player. eg. inventory.clearInventory jim
inventory.copytoCommandCopies the players inventory to the player in front of them
inventory.defsCommandinventory.deployloadoutCommandDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
inventory.deployloadoutinrangeCommandDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30
inventory.disableattirelimitationsServerDisables all attire limitations, so NPC clothing and invalid overlaps can be equipped
inventory.endlootCommandAny playerinventory.equipslotCommandinventory.equipslottargetCommandinventory.giveCommand{item} {amount} {condition} {skin} {container} {slot}
inventory.giveallCommandinventory.givearmCommand{itemid} {amount}
inventory.givebpCommandinventory.giveidCommand{itemid} {amount}
inventory.givetoCommand{item} {player} {amount} {skin}
inventory.lighttoggleCommandAny playerinventory.listloadoutsCommandPrints all saved inventory loadouts
inventory.pipetteidCommandinventory.reloaddefsCommandinventory.resetbpCommandinventory.saveloadoutCommandSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
inventory.unlockallCommandioentity.backtrackingServerDefault:8ioentity.debugbudgetServerDefault:falsePrint out what is taking so long in the IO frame budget
ioentity.debugbudgetthresholdServerDefault:2Ignore frames with a lower ms than this while debugBudget is active
ioentity.debugqueueCommandAdminioentity.framebudgetelectrichighprioritymsServerDefault:1ioentity.framebudgetelectriclowprioritymsServerDefault:0.5ioentity.framebudgetfluidmsServerDefault:0.25ioentity.framebudgetgenericmsServerDefault:1ioentity.framebudgetindustrialmsServerDefault:0.25ioentity.framebudgetkineticmsServerDefault:1ioentity.responsetimeServerDefault:0.1junkpilewater.framebudgetmsServerDefault:0.25manifest.printmanifestCommandmanifest.printmanifestrawCommandmaplayerrenderer.debuglabsClientAdminmemsnap.fullCommandmemsnap.managedCommandmemsnap.nativeCommandmeshpaintable3d.brushscaleClientDefault:2meshpaintable3d.uvbufferscaleClientDefault:2meta.addCommandadd <convar> <amount> - adds amount to convar
meta.if_falseCommandif_false <command> <condition> - runs a command if the condition is false
meta.if_trueCommandif_true <command> <condition> - runs a command if the condition is true
meta.reset_cycleCommandreset_cycle <key> - resets a cycled bind to the beginning
metaldetectorflag.timeoutdurationServerDefault:10800metaldetectorsource.attemptspersubsourcespawnServerDefault:5metaldetectorsource.draweditorgizmosClientSaved in cfgDefault:falsemetaldetectorsource.mindistancebetweensubsourcesServerDefault:1.5metaldetectorsource.populationServerDefault:1200Population active on the server, per square km
metaldetectorsource.servercountsourcesCommandmetaldetectorsource.timeoutdurationServerDefault:7200minicopter.populationServerPopulation active on the server
mlrs.brokendownminutesServerDefault:20How many minutes before the MLRS recovers from use and can be used again
modularcar.outsidedecayminutesServerDefault:864How many minutes before a ModularCar loses all its health while outside
modularcar.populationServerDefault:3Population active on the server
monumentnavmesh.use_baked_terrain_meshServerDefault:truemotorrowboat.decaystartdelayminutesServerDefault:45How long until decay begins after the boat was last used
motorrowboat.deepwaterdecayminutesServerDefault:120How long before a boat loses all its health while in deep water
motorrowboat.outsidedecayminutesServerDefault:180How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
motorrowboat.populationServerDefault:1Population active on the server
music.enabledClientDefault:truemusic.infoCommandmusic.songgapmaxClientDefault:480music.songgapminClientDefault:240nametags.enabledClientSaved in cfgDefault:truenet.debugClientDefault:falsenet.global_network_debugServerDefault:falseToggle printing time taken to send all trees & all global entities to client when they connect
net.global_networked_basesServerDefault:truenet.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:falseToggle checking network group bounds whenever an entity changes its network group
net.visdebugServerDefault:falsenet.visibilityradiusfaroverrideServerDefault:-1net.visibilityradiusnearoverrideServerDefault:-1nexus.broadcast_pingCommandnexus.clanclatbatchdurationServerDefault:1Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus
nexus.defaultzonecontactradiusServerDefault:0.33Default 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:1.5How far away islands should be spawned, as a factor of the map size
nexus.loadingtimeoutServerDefault:900Time in seconds to keep players in the loading state before going to sleep
nexus.loggingServerDefault:truenexus.mapimagescaleServerDefault:0.5Scale of the map to render and upload to the nexus
nexus.messagelockdurationServerDefault:5Time in seconds to allow the server to process nexus messages before re-sending (requires restart)
nexus.pingCommandnexus.pingintervalServerDefault:30Time in seconds to wait between server status pings
nexus.playermanifestintervalServerDefault:30Interval in seconds to broadcast the player manifest to other servers on the nexus
nexus.playeronlineCommandnexus.protectiondurationServerDefault:300Maximum time in seconds to keep transfer protection enabled on entities
nexus.refreshislandsCommandnexus.rpctimeoutmultiplierServerDefault:1Multiplier for nexus RPC timeout durations in case we expect different latencies
nexus.secretkeyServerDefault:""nexus.timeoffsetServerDefault:0Time offset in hours from the nexus clock
nexus.transferCommandnexus.transferflushtimeServerDefault:60Maximum amount of time in seconds that transfers should be cached before auto-saving
nexus.uploadmapCommandReupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!
nexus.zonecontrollerServerDefault:"basic"npcvendingmachine.addhoursCommandSimulates the provided number of hours passing in the vending machine system
npcvendingmachine.dynamicpricingenabledServerSaved in cfgDefault:trueWhether to run the the dynamic pricing system
npcvendingmachine.maximumpricemultiplierServerSaved in cfgDefault:2The maximum point that a price can increase to (2 = 200%)
npcvendingmachine.minimumpricemultiplierServerSaved in cfgDefault:0.5The Minimum point that the price can drop to (0.5 = 50% off)
npcvendingmachine.pricedecreaseamountServerSaved in cfgDefault:0.05How much to decrease the price for if it is underselling (0.05 = 5%)
npcvendingmachine.priceincreaseamountServerSaved in cfgDefault:0.1How much to increase the price by if it is selling a lot (0.05 = 5%)
npcvendingmachine.priceupdatefrequencyServerSaved in cfgDefault:5How many realtime hours are checked when looking for price increases. Max 72 (10 days)
npcvendingmachine.printallpricechangesCommandPrint out all current price changes on the server
npcvendingmachine.resetdynamicpricingCommandResets the state of all discounts and surcharges from NPC vending machines
npcvendingmachine.startingpricemultiplierServerSaved in cfgDefault:2What discount surcharge should be applied to items when the server starts
parachute.bypassrepackServerSaved in cfgDefault:falseparachute.landinganimationsServerSaved in cfgDefault:falsepatrolhelicopterai.flee_damage_percentageServerDefault:0.35patrolhelicopterai.monument_crashServerDefault:truepatrolhelicopterai.use_danger_zonesServerDefault:truepetbrain.controldistanceServerDefault:100petbrain.drownindeepwaterServerDefault:truepetbrain.drowntimerServerDefault:15petbrain.idlewhenownermountedServerDefault:truepetbrain.idlewhenownerofflineordeadServerDefault:truephysics.autosynctransformsServerClientphysics.batchsynctransformsServerClientDefault:truephysics.bouncethresholdServerphysics.droppedmodeServerDefault:2The collision detection mode that dropped items and corpses should use
physics.gravityServerGravity multiplier
physics.groundwatchdebugServerDefault:falsephysics.groundwatchdelayServerDefault:0.1physics.groundwatchfailsServerDefault:1physics.sendeffectsServerDefault:trueSend effects to clients when physics objects collide
physics.serverragdollmodeServerDefault:3The collision detection mode that server-side ragdolls should use
physics.serversideragdollsServerSaved in cfgDefault:trueDo ragdoll physics calculations on the server, or use the old client-side system
physics.sleepthresholdServerphysics.solveriterationcountServerThe default solver iteration count permitted for any rigid bodies (default 7). Must be positive
physics.treecollisionServerSaved in cfgDefault:trueDo players and vehicles collide with trees?
ping.auto_refresh_regionServerClientping.ping_estimate_loggingServerClientping.ping_estimationServerClientping.ping_parallelServerClientping.ping_refresh_intervalServerClientping.ping_samplesServerClientplayer.abandonmissionCommandAny playerplayer.cinematic_gestureCommandAny playerplayer.cinematic_playCommandAny playerplayer.cinematic_stopCommandAny playerplayer.copyrotationCommandAny playerplayer.createskullCommandplayer.createtrophyCommandplayer.dismountCommandplayer.fillwaterCommandAdminplayer.gesture_radiusCommandplayer.gesture_radius_notmeCommandplayer.gotosleepCommandplayer.infiniteammoClientDefault:falseplayer.markhostileCommandplayer.mountCommandAny playerplayer.printpresenceCommandplayer.printstatsCommandplayer.reloadweaponsCommandAdminplayer.resetstateCommandResets the PlayerState of the given player
player.stopgesture_radiusCommandplayer.swapseatCommandplayer.tickrate_clServerplayer.tickrate_svServerplayer.trigger_wildlife_trapCommandplayer.wakeupCommandplayer.wakeupallCommandplayer.woundforeverServerSaved in cfgDefault:falseWhether the crawling state expires
playerhelicopter.insidedecayminutesServerDefault:2880How long before a player helicopter loses all its health while indoors
playerhelicopter.outsidedecayminutesServerDefault:480How long before a player helicopter loses all its health while outside
playerinventory.forcebirthdayServerDefault:falsepolarbear.populationServerDefault:1Population active on the server, per square km
pool.clear_assetsCommandpool.clear_memoryCommandpool.clear_prefabsCommandpool.debugServerClientDefault:falsepool.enabledServerClientDefault:truepool.export_prefabsCommandpool.fill_prefabsCommandpool.modeServerClientDefault:2pool.prewarmServerClientDefault:truepool.print_arraypoolCommandpool.print_assetsCommandpool.print_memoryCommandpool.print_prefabsCommandpool.reset_max_pool_counterCommandprofile.command_lagspike_thresholdServerprofile.dump_profile_recordersCommandprofile.flush_analyticsCommandprofile.profiling_entitiesServer0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min'
profile.profiling_entity_count_intervalServerHow frequently to count all entities across the server
profile.profiling_fixed_invokesServer0 = off, 1 = stats per frame, 2 = stats per method
profile.profiling_invokesServer0 = off, 1 = stats per frame, 2 = stats per method
profile.profiling_lagspikesServerRecord inbound RPC & ConsoleCommands that cause lag spikes
profile.profiling_packetsServerRecord type of packets inbound/outbound per frame
profile.profiling_rconServer0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages
profile.profiling_rcon_message_lengthServerClamp the length of logged RCON messages to prevent the profiler from being flooded with large messages
profile.profiling_work_queueServerRecord execution time of ObjectWorkQueues per frame
profile.rcon_lagspike_thresholdServerprofile.rpc_lagspike_thresholdServerprofile.runtime_profilingServerSaved in cfg0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwards
profile.runtime_profiling_intervalServerprofile.runtime_profiling_persistServerSaved in cfgEnable to allow runtime profiling to persist across restarts
profile.startCommandprofile.stopCommandrcon.ipServerDefault:""rcon.portServerDefault:0rcon.printServerDefault:falseIf true, rcon commands etc will be printed in the console
rcon.print_rcon_clientsCommandPrint a table of connected RCON clients. Use '--json' to return a JSON object
rcon.webServerDefault:trueIf set to true, use websocket rcon. If set to false use legacy, source engine rcon.
reclaimmanager.reclaim_expire_minutesServerDefault:120recordertool.debugrecordingClientSaved in cfgrelationshipmanager.acceptinviteCommandAny playerrelationshipmanager.addtoteamCommandrelationshipmanager.contactsServerDefault:truerelationshipmanager.createandaddtoteamCommandrelationshipmanager.fakeinviteCommandrelationshipmanager.forgetafterminutesServerDefault:960relationshipmanager.kickmemberCommandAny playerrelationshipmanager.leaveteamCommandAny playerrelationshipmanager.maxplayerrelationshipsServerDefault:128relationshipmanager.maxteamsizeServerrelationshipmanager.mugshotupdateintervalServerDefault:300relationshipmanager.promoteCommandAny playerrelationshipmanager.promote_idCommandAny playerrelationshipmanager.rejectinviteCommandAny playerrelationshipmanager.seendistanceServerDefault:10relationshipmanager.sendinviteCommandAny playerrelationshipmanager.sleeptoggleCommandrelationshipmanager.trycreateteamCommandAny playerrelationshipmanager.wipe_all_contactsCommandrelationshipmanager.wipecontactsCommandrender.building_blocked_preview_distanceClientDistance from the border of building blocked to show the red preview
render.computebuffer_setdata_immediateClientDefault:trueWhether to call ComputeBuffer.SetData immediately or at the end of the frame
render.expand_instancingCommandAdminrender.instanced_renderingClientSaved in cfgDefault:00 = off, 1 = on (must restart client for changes to take effect)
render.instanced_toggle_allClientAdminDefault:trueDeveloper command to toggle instanced rendering at runtime to measure performance impact
render.instanced_toggle_buildingsClientAdminDefault:trueToggle rendering of buildings on / off
render.instanced_toggle_cliffsClientAdminDefault:trueToggle rendering of cliffs on / off
render.instanced_toggle_otherClientAdminDefault:trueToggle rendering of uncategorized meshes on / off
render.instancing_render_distanceClientSaved in cfgDefault:1000Max distance for instanced rendering, can be higher than normal render distance
render.max_renderersClientAdminDefault:0Set the amount of instanced renderers to show for debugging
render.multidrawClientAdminDefault:trueAllow unity to batch together multiple draw calls
render.print_global_entitiesCommandPrint off count of global building entities on the server
render.print_instanced_cellCommandAdminPrint number of meshes inside a single grid
render.print_instanced_debugCommandPrint off array size and memory usage to ensure no memory leaks & debug rendering system
render.print_instanced_renderersCommandAdminPrint off number of each mesh inside instanced rendering system (including outside of render range)
render.print_tree_countsCommandAdminPrint off count of trees to ensure server sent them all
render.render_shadowsClientAdminDefault:truerender.show_building_blockedClientSaved in cfgrender.show_building_blocked_serverServerrender.test_instancing_cullingCommandAdminSpawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation
render.tree_entitiesCommandPrint off count of trees to ensure server sent them all
render.upload_multidraw_meshes_modeClientAdminDefault:00 = CPU, 1 = GPU
rgbeffects.brightnessClientSaved in cfgDefault:1Brightness of colors, from 0 to 1 (note: may affect color accuracy)
rgbeffects.colorcorrection_razerClientSaved in cfgControls how RGB values are mapped to LED lights on Razer devices
rgbeffects.colorcorrection_steelseriesClientSaved in cfgControls how RGB values are mapped to LED lights on SteelSeries devices
rgbeffects.enabledClientSaved in cfgDefault:trueEnables RGB lighting effects (supports SteelSeries and Razer)
rgbeffects.pulseCommandrgbeffects.staticCommandrhib.rhibpopulationServerPopulation active on the server
ridablehorse.populationServerDefault:2Population active on the server, per square km
ridablehorse.sethorsebreedCommandsamsite.staticrepairsecondsServerDefault:1200how long until static sam sites auto repair
santasleigh.altitudeaboveterrainServerDefault:50santasleigh.desiredaltitudeServerDefault:60santasleigh.dropCommandscraptransporthelicopter.populationServerPopulation active on the server
sentry.debugpreventduplicatesServerDefault:truePrevents auto turrets getting added more than once to the IO queue
sentry.hostiledurationServerDefault:120how long until something is considered hostile after it attacked
sentry.interferenceradiusServerDefault:40radius to check for other turrets
sentry.maxinterferenceServerDefault:12max interference from other turrets
sentry.targetallServerDefault:falsetarget everyone regardless of authorization
server.anticheatidServerDefault:"xyza7891h6UjNfd0eb2HQGtaul0WhfvS"server.anticheatkeyServerDefault:"OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"server.anticheatlogServerserver.anticheattokenServerDefault:trueserver.arrowarmorServerSaved in cfgDefault:1server.arrowdamageServerSaved in cfgDefault:1server.artificialtemperaturegrowablerangeServerSaved in cfgDefault:4server.authtimeoutServerDefault:60server.autouploadmapServerSaved in cfgDefault:trueAutomatically upload procedurally generated maps so that players download them (faster) instead of re-generating them
server.backupCommandBackup server folder
server.bag_quota_item_amountServerDefault:trueserver.bansserverendpointServerDefault:""HTTP API endpoint for centralized banning (see wiki)
server.bansserverfailuremodeServerDefault:0Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki)
server.bansservertimeoutServerDefault:5Timeout (in seconds) for centralized banning web server requests
server.bleedingarmorServerSaved in cfgDefault:1server.bleedingdamageServerSaved in cfgDefault:1server.branchServerDefault:""server.broadcastplayvideoCommandserver.bulletarmorServerSaved in cfgDefault:1server.bulletdamageServerSaved in cfgDefault:1server.canequipbackpacksinairServerSaved in cfgDefault:falseAllows backpack equipping while not grounded
server.ceilinglightgrowablerangeServerSaved in cfgDefault:3server.ceilinglightheightoffsetServerSaved in cfgDefault:3server.censorplayerlistServerDefault:trueCensors the Steam player list to make player tracking more difficult
server.cheatreportCommandAny playerserver.cinematicServerDefault:falseserver.combatlogCommandAny playerGet the player combat log
server.combatlog_outgoingCommandAny playerGet the player combat log, only showing outgoing damage
server.combatlogdelayServerDefault:10server.combatlogsizeServerDefault:30server.composterupdateintervalServerDefault:300server.compressionServerserver.conveyormovefrequencyServerSaved in cfgDefault:5How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement
server.corpsedespawnServerDefault:300server.corpseinfoCommandGet info on player corpses on the server
server.corpsesServerDefault:trueserver.crawlingenabledServerSaved in cfgDefault:trueDo players go into the crawling wounded state
server.crawlingmaximumhealthServerDefault:12Maximum initial health given when a player dies and moves to crawling wounded state
server.crawlingminimumhealthServerDefault:7Minimum initial health given when a player dies and moves to crawling wounded state
server.cycletimeServerDefault:500server.debrisdespawnServerDefault:30server.defaultblueprintresearchcostServerSaved in cfgDefault:10How much scrap is required to research default blueprints
server.descriptionServerDefault:"No server description has been provided."server.dropitemsServerDefault:trueserver.encryptionServerDefault:2server.enforcepipechecksonbuildingblockchangesServerSaved in cfgDefault:trueWhether to check for illegal industrial pipes when changing building block states (roof bunkers)
server.entitybatchsizeServerDefault:100server.entitybatchtimeServerDefault:1server.entityrateServerDefault:16server.eventsServerDefault:trueserver.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.fpsCommandserver.funwaterdamagethresholdServerSaved in cfgDefault:0.8server.funwaterwetnessgainServerSaved in cfgDefault:0.05server.gamemodeServerDefault:""server.headerimageServerSaved in cfgDefault:""server.hostnameServerDefault:"My Untitled Rust Server"server.identityServerDefault:"my_server_identity"server.idlekickServerDefault:30server.idlekickadminsServerDefault:0server.idlekickmodeServerDefault:1server.incapacitatedrecoverchanceServerSaved in cfgDefault:0.1Base chance of recovery after incapacitated wounded state
server.industrialallowquickmoveServerDefault:trueEnables a faster way to move items around during conveyor transfers. Should be on unless there's a issue
server.industrialcrafterfrequencyServerSaved in cfgDefault:5How 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:0.5How long per frame to spend on industrial jobs
server.industrialtransferstricttimelimitsServerSaved in cfgDefault:falseWhen 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:30server.itemdespawnServerDefault:300server.itemdespawn_container_max_multiplierServerDefault:24server.itemdespawn_container_scaleServerDefault:2server.itemdespawn_quickServerDefault:30server.levelServerDefault:"Procedural Map"server.leveltransferServerDefault:trueserver.levelurlServerDefault:""server.listtoolcupboardsCommandPrints all the Tool Cupboards on the server
server.listvendingmachinesCommandPrints all the vending machines on the server
server.logoimageServerSaved in cfgDefault:""server.max_sheltersServerDefault:1server.max_sleeping_bagsServerDefault:15server.maxclientinfosizeServerserver.maxconnectionsperipServerserver.maxdecryptqueuebytesServerserver.maxdecryptqueuelengthServerserver.maxdecryptthreadwaitServerserver.maximummapmarkersServerSaved in cfgDefault:5How many markers each player can place
server.maximumpingsServerSaved in cfgDefault:5How many pings can be placed by each player
server.maxitemstacksmovedpertickindustrialServerSaved in cfgDefault:12How many stacks a single conveyor can move in a single tick
server.maxmainthreadwaitServerserver.maxpacketsize_commandServerDefault:100000server.maxpacketsize_globalentitiesServerDefault:1000server.maxpacketsize_globaltreesServerDefault:100server.maxpacketspersecondServerserver.maxpacketspersecond_commandServerDefault:100server.maxpacketspersecond_rpcServerDefault:200server.maxpacketspersecond_rpc_signalServerDefault:50server.maxpacketspersecond_tickServerDefault:300server.maxpacketspersecond_voiceServerDefault:100server.maxpacketspersecond_worldServerDefault:1server.maxplayersServerDefault:500server.maxreadqueuebytesServerserver.maxreadqueuelengthServerserver.maxreadthreadwaitServerserver.maxreceivetimeServerserver.maxunackServerDefault:4server.maxwritequeuebytesServerserver.maxwritequeuelengthServerserver.maxwritethreadwaitServerserver.meleearmorServerSaved in cfgDefault:1server.meleedamageServerSaved in cfgDefault:1server.metabolismtickServerDefault:1server.modifiertickrateServerDefault:1server.motdServerSaved in cfgDefault:""server.netcacheServerDefault:trueserver.netcachesizeServerDefault:0server.netlogServerserver.netprotocolCommandserver.nonplanterdeathchancepertickServerSaved in cfgDefault:0.005server.officialServerDefault:falseserver.oilrig_radiation_alarm_thresholdServerDefault:0server.oilrig_radiation_amount_scaleServerSaved in cfgDefault:1server.oilrig_radiation_time_scaleServerSaved in cfgDefault:1server.optimalplanterqualitysaturationServerSaved in cfgDefault:0.6server.packetlogCommandserver.packetlog_enabledServerDefault:falseserver.parachuterepacktimeServerSaved in cfgDefault:8How long it takes to pick up a used parachute in seconds
server.ping_region_code_overrideServerDefault:""server.pingdurationServerSaved in cfgDefault:10How long a ping should last
server.plantlightdetectionServerDefault:trueserver.planttickServerDefault:60server.planttickscaleServerDefault:1server.player_state_cache_countCommandserver.player_state_cache_evictionsCommandserver.player_state_cache_sizeServerserver.playerlistposCommandPrints the position of all players on the server
server.playerserverfallServerSaved in cfgDefault:trueserver.playertimeoutServerDefault:60server.portServerDefault:28015server.printdecryptqueueCommandserver.printeyesCommandPrint the current player eyes.
server.printposCommandPrint the current player position.
server.printreadqueueCommandserver.printreportstoconsoleServerSaved in cfgDefault:falseShould F7 reports from players be printed to console
server.printrotCommandPrint the current player rotation.
server.printwritequeueCommandserver.pveServerDefault:falseserver.queriespersecondServerDefault:2000server.queryportServerDefault:0server.radiationServerDefault:trueserver.readcfgCommandserver.rejoin_delayServerDefault:300server.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.resetserveremojiCommandRescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji
server.respawnatdeathpositionServerDefault:falseIf a player presses the respawn button, respawn at their death location (for trailer filming)
server.respawnresetrangeServerDefault:50server.respawnwithloadoutServerDefault:falseWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
server.rewounddelayServerSaved in cfgDefault:60server.rpclogCommandserver.rpclog_enabledServerDefault:falseserver.saltServerDefault:1server.saveCommandForce save the current game
server.savebackupcountServerSaved in cfgDefault:2server.savecachesizeServerDefault:0server.saveintervalServerDefault:600server.schematimeServerDefault:1800server.secureServerDefault:trueserver.seedServerDefault:1337server.sendnetworkupdateCommandSend network update for all players
server.server_idServerSaved in cfgserver.setshowholstereditemsCommandShow holstered items on player bodies
server.showholstereditemsServerSaved in cfgDefault:trueserver.skipdeathscreenfadeServerDefault:falseSkip death screen fade
server.snapshotCommandAdminThis 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:3server.sprinklerradiusServerSaved in cfgDefault:3server.stabilityServerDefault:trueserver.startCommandStarts a server
server.statbackupServerDefault:falseserver.statsServerDefault:falseserver.stopCommandStops a server
server.strictauth_eacServerDefault:falseserver.strictauth_steamServerDefault:falseserver.tagsServerSaved in cfgDefault:""Comma-separated server browser tag values (see wiki)
server.tickrateServerDefault:10server.tutorialenabledServerSaved in cfgDefault:falseControls whether the tutorial is enabled on this server
server.updatebatchServerDefault:512server.updatebatchspawnServerDefault:1024server.urlServerDefault:""server.useminimumplantconditionServerDefault:trueserver.watercontainersleavewaterbehindServerSaved in cfgDefault:falseWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss
server.workbench1taxrateServerSaved in cfgDefault:0How much of a tax to apply to workbench T1 tech unlocks. 10 = additional 10% scrap cost
server.workbench2taxrateServerSaved in cfgDefault:10How much of a tax to apply to workbench T2 tech unlocks. 10 = additional 10% scrap cost
server.workbench3taxrateServerSaved in cfgDefault:20How much of a tax to apply to workbench T3tech unlocks. 10 = additional 10% scrap cost
server.worldsizeServerDefault:4500server.woundedmaxfoodandwaterbonusServerSaved in cfgDefault:0.25Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level
server.woundedrecoverchanceServerSaved in cfgDefault:0.2Base chance of recovery after crawling wounded state
server.woundingenabledServerSaved in cfgDefault:trueCan players be wounded after recieving fatal damage
server.writecfgCommandWrites config files
simpleshark.disableServerDefault:falsesimpleshark.forcesurfaceamountServerDefault:0slotmachine.forcepayoutindexServerDefault:-1snowmobile.allowpassengeronlyServerDefault:falseAllow mounting as a passenger when there's no driver
snowmobile.allterrainServerDefault:falseIf true, snowmobile goes fast on all terrain types
snowmobile.outsidedecayminutesServerDefault:1440How long before a snowmobile loses all its health while outside
spawn.cargoshipdockingtestCommandspawn.cargoshipeventCommandspawn.ch47eventCommandspawn.fill_groupsCommandspawn.fill_individualsCommandspawn.fill_populationsCommandspawn.max_densityServerDefault:1spawn.max_rateServerDefault:1spawn.min_densityServerDefault:0.5spawn.min_rateServerDefault:0.5spawn.player_baseServerDefault:100spawn.player_scaleServerDefault:2spawn.reportCommandspawn.respawn_groupsServerDefault:truespawn.respawn_individualsServerDefault:truespawn.respawn_populationsServerDefault:truespawn.scalarsCommandspawn.tick_individualsServerDefault:300spawn.tick_populationsServerDefault:60sss.enabledClientSaved in cfgDefault:truesss.halfresClientSaved in cfgDefault:truesss.qualityClientSaved in cfgDefault:0sss.scaleClientSaved in cfgDefault:1stability.accuracyServerDefault:0.001stability.collapseServerDefault:0.05stability.refresh_stabilityCommandstability.stabilityqueueServerDefault:9stability.strikesServerDefault:10stability.surroundingsqueueServerDefault:3stability.verboseServerDefault:0stabilityentity.demolish_secondsServerDefault:600stag.populationServerDefault:3Population active on the server, per square km
stash.reveal_tick_rateServerDefault:0.5supply.callCommandsupply.dropCommandsystem.cpu_affinityCommandsystem.cpu_priorityCommandtelephonemanager.maxcalllengthServerDefault:120telephonemanager.maxconcurrentcallsServerDefault:10telephonemanager.printallphonesCommandterrain.qualityClientSaved in cfgDefault:100texture.statsCommandtexture.streamingClientSaved in cfgEnable/Disable texture streaming
texture.streamingbudgetoverrideClienttime.cl_maxstepsperframeServerDefault:2The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down
time.cl_stepsServerDefault:32Desired physics ticks per second on clients
time.pausewhileloadingServerDefault:truetime.sv_maxstepsperframeServerThe maximum amount physics ticks per frame on the server. If things are taking too long, time slows down
time.sv_stepsServerDesired physics ticks per second on the server
time.timescaleServertraincar.decayminutesServerDefault:30How long before a train car despawns
traincar.populationServerDefault:2.3Population active on the server
traincar.wagons_per_engineServerDefault:2Ratio of wagons to train engines that spawn
traincarunloadable.decayminutesafterunloadServerDefault:10How long before an unloadable train car despawns afer being unloaded
traincouplingcontroller.max_couple_speedServerDefault:9Maximum difference in velocity for train cars to couple
travellingvendor.alive_time_secondsServerDefault:1800travellingvendor.attempt_pulloversServerDefault:truetravellingvendor.max_speedServerSaved in cfgDefault:5travellingvendor.should_destroy_buildingsServerDefault:falsetravellingvendor.should_spawnServerDefault:truetravellingvendor.spawnCommandtravellingvendor.starteventCommandtree.global_broadcastServertree.simplified_colliderServertugboat.tugcorpsesecondsServerDefault:7200tugboat.tugdecayminutesServerDefault:2160How long before a tugboat loses all its health while outside
tugboat.tugdecaystartdelayminutesServerDefault:1440How long until decay begins after the tugboat was last used
tutorialisland.enforcetrespasschecksServerSaved in cfgDefault:truetutorialisland.overridetutoriallocationServerWill place the tutorial as close as possible to this pos, only for debugging
tutorialisland.spawntutorialislandfornewplayerServerSaved in cfgDefault:truevehicle.autohoverCommandvehicle.boat_corpse_secondsServerDefault:300vehicle.boatdriftinfoCommandPrint out boat drift status for all boats
vehicle.carwrecksServerDefault:trueDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true
vehicle.cinematictrainsServerDefault:falseIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false
vehicle.fixcarsCommandvehicle.killboatsCommandvehicle.killcarsCommandvehicle.killdronesCommandvehicle.killminisCommandvehicle.killmotorbikesCommandvehicle.killpushbikesCommandvehicle.killscraphelisCommandvehicle.killtrainsCommandvehicle.stop_all_trainsCommandvehicle.swapseatsCommandAny playervehicle.trainskeeprunningServerDefault:falseDetermines whether trains stop automatically when there's no-one on them. Default: false
vehicle.vehiclesdroplootServerDefault:trueDetermines whether vehicles drop storage items when destroyed. Default: true
vis.attackServerClientvis.damageServervis.hitboxesServervis.lerpClientvis.lineofsightServervis.protectionServerClientvis.senseServervis.triggersServervis.weakspotsServervoice.loopbackClientSaved in cfgDefault:falsevoice.togglevoicerangeboostCommandEnabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1
voice.voicerangeboostamountServerDefault:50water.qualityClientSaved in cfgDefault:1water.reflectionsClientSaved in cfgDefault:1water.scaled_timeClientAdminDefault:falsewaypointrace.racetimeoutServerSaved in cfgDefault:900How long a race can go until it times out (in seconds)
waypointrace.startraceCommandweather.atmosphere_brightnessServerweather.atmosphere_contrastServerweather.atmosphere_directionalityServerweather.atmosphere_mieServerweather.atmosphere_rayleighServerweather.clear_chanceServerweather.cloud_attenuationServerweather.cloud_brightnessServerweather.cloud_coloringServerweather.cloud_coverageServerweather.cloud_opacityServerweather.cloud_saturationServerweather.cloud_scatteringServerweather.cloud_sharpnessServerweather.cloud_sizeServerweather.dust_chanceServerweather.fogServerweather.fog_chanceServerweather.loadCommandweather.ocean_scaleServerweather.ocean_timeServerDefault:-1weather.overcast_chanceServerweather.rainServerweather.rain_chanceServerweather.rainbowServerweather.reportCommandweather.resetCommandweather.storm_chanceServerweather.thunderServerweather.wetness_rainServerDefault:0.4weather.wetness_snowServerDefault:0.2weather.windServerwipetimer.days_to_add_testServerDefault:0wipetimer.hours_to_add_testServerDefault:0wipetimer.printtimezonesCommandwipetimer.printwipeCommandwipetimer.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:40=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat
wipetimer.wipehourofdayServerDefault:19Which 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:0Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.
wolf.populationServerDefault:2Population active on the server, per square km
workshop.print_approved_skinsCommandworld.cacheServerClientDefault:trueworld.configfileServerworld.configstringServerworld.monumentsCommandworld.renderlabsCommandRenders a PNG of the current map's underwater labs, for a specific floor
world.rendermapCommandRenders a high resolution PNG of the current map
world.rendertunnelsCommandRenders a PNG of the current map's tunnel network
world.streamingClientDefault:truexmas.enabledServerDefault:falsexmas.giftsperplayerServerDefault:2xmas.refillCommandxmas.spawnattemptsServerDefault:5xmas.spawnrangeServerDefault:40xmasdungeon.playerdetectrangeServerDefault:30How far we detect players from our inside/outside
xmasdungeon.xmaslifetimeServerDefault:1200How long each active dungeon should last before dying
xmasdungeon.xmaspopulationServerDefault:0Population active on the server
ziplinelaunchpoint.highlightCommandAdminziplinelaunchpoint.reportCommandAdminzombie.populationServerPopulation active on the server, per square km
List of the game's convars as of August 2024: newer ones may be missing.