Comandos y convars del servidor de Rust

Todas las variables y comandos de consola del juego (1.384), con su valor por defecto y para qué sirven, el calendario de wipes forzados y un generador de la línea de arranque y el server.cfg de tu servidor.

Wipes forzados

Primer jueves de cada mes, cuando Facepunch saca la actualización (cerca de las 14 de Nueva York). Horas en tu zona horaria.

Línea de arranque y server.cfg

Completá lo que quieras cambiar: lo demás queda con el valor por defecto del juego.

Línea de arranque

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/<identidad>/cfg/server.cfg

server.saveinterval 600
server.pve false

Poné una contraseña de RCON fuerte: quien la tenga maneja el servidor.

Todas las convars y comandos

1.384 a la vista

  • adventcalendar.overrideadventcalendardayServidorPor defecto: 0
  • adventcalendar.overrideadventcalendarmonthServidorPor defecto: 0
  • ai.accuratevisiondistanceServidorPor defecto: true
  • ai.addignoreplayerComando

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

  • ai.aizonestatsComando
  • ai.allowdesigningServidorSe guarda en el cfgPor defecto: true
  • ai.animal_ignore_foodServidorPor defecto: true

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

  • ai.brainstatsComando
  • ai.clearignoredplayersComando

    Remove all players from the AIs ignore list.

  • ai.frametimeServidorPor defecto: 5
  • ai.groupsServidorPor defecto: true
  • ai.ignoreplayersServidorPor defecto: false
  • ai.killanimalsComando
  • ai.killscientistsComando
  • ai.moveServidorPor defecto: true
  • ai.nav_carve_heightServidorPor defecto: 2

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

  • ai.nav_carve_min_base_sizeServidorPor defecto: 2

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

  • ai.nav_carve_min_building_blocks_to_apply_optimizationServidorPor defecto: 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_multiplierServidorPor defecto: 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_optimizationServidorPor defecto: false

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

  • ai.navthinkServidorPor defecto: true
  • ai.npc_alertness_drain_rateServidorPor defecto: 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_modifierServidorPor defecto: 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_modServidorPor defecto: 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_cooldownServidorPor defecto: 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_multiplierServidorPor defecto: 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_diffServidorPor defecto: 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_distanceServidorPor defecto: 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_randomizerServidorPor defecto: 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_multiplierServidorPor defecto: 1.25

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

  • ai.npc_deliberate_miss_to_hit_alignment_timeServidorPor defecto: 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_sizeServidorPor defecto: 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_enableServidorPor defecto: true

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

  • ai.npc_families_no_hurtServidorPor defecto: 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_modifierServidorPor defecto: 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_modifierServidorPor defecto: 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_thresholdServidorPor defecto: 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_chairsServidorPor defecto: 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_chanceServidorPor defecto: 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_gateServidorPor defecto: 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_chanceServidorPor defecto: 0.1

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

  • ai.npc_junkpilespawn_chanceServidorPor defecto: 0.07

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

  • ai.npc_max_junkpile_countServidorPor defecto: 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_tunnelsServidorPor defecto: 3

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

  • ai.npc_max_roam_multiplierServidorPor defecto: 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_safezoneServidorPor defecto: 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_cooldownServidorPor defecto: 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_multiplierServidorPor defecto: 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_tunnelsServidorPor defecto: 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_tunnelsServidorPor defecto: 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_multiplierServidorPor defecto: 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_shipServidorPor defecto: true

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

  • ai.npc_spawn_per_tick_max_military_tunnelsServidorPor defecto: 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_tunnelsServidorPor defecto: 1

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

  • ai.npc_speed_crouch_runServidorPor defecto: 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_walkServidorPor defecto: 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_runServidorPor defecto: 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_sprintServidorPor defecto: 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_walkServidorPor defecto: 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_systemServidorPor defecto: 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_weaponsServidorPor defecto: true

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

  • ai.npc_valid_aim_coneServidorPor defecto: 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_coneServidorPor defecto: 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.npcswimmingServidorPor defecto: true
  • ai.ocean_patrol_path_iterationsServidorPor defecto: 100000
  • ai.printignoredplayersComando

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

  • ai.removeignoreplayerComando

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

  • ai.selectnpclookatserverComando
  • ai.sensetimeServidorPor defecto: 1
  • ai.setdestinationsamplenavmeshServidorPor defecto: true
  • ai.sleepwakeServidorPor defecto: true
  • ai.sleepwakestatsComando
  • ai.spliceupdatesServidorPor defecto: true
  • ai.thinkServidorPor defecto: true
  • ai.tickrateServidorPor defecto: 5
  • ai.usecalculatepathServidorPor defecto: true
  • ai.usegridServidorPor defecto: true
  • ai.usesetdestinationfallbackServidorPor defecto: true
  • ai.wakesleepingaiComando
  • aibrainsenses.humanknownplayerslosupdateintervalServidorPor defecto: 0.2
  • aibrainsenses.knownplayerslosupdateintervalServidorPor defecto: 0.5
  • aibrainsenses.updateintervalServidorPor defecto: 0.5
  • aiinformationzone.usesimpleloscheckServidorPor defecto: false
  • aimanager.ai_dormantServidorPor defecto: 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_tickServidorPor defecto: 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_budgetServidorPor defecto: 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_budgetServidorPor defecto: 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_budgetServidorPor defecto: 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_tickServidorPor defecto: 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_rangeServidorPor defecto: 160

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

  • aimanager.nav_disableServidorPor defecto: 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_stateServidorPor defecto: 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_waitServidorPor defecto: 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.pathfindingiterationsperframeServidor

    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_failsafeServidorPor defecto: 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.animalframebudgetmsServidorPor defecto: 2.5
  • aithinkmanager.framebudgetmsServidorPor defecto: 2.5
  • aithinkmanager.petframebudgetmsServidorPor defecto: 1
  • analytics.analytics_bulk_upload_urlServidorSe guarda en el cfg

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

  • analytics.analytics_headerServidorSe guarda en el cfg

    Header key of secret when uploading analytics

  • analytics.analytics_secretServidorSe guarda en el cfg

    Header secret value when uploading analytics

  • analytics.gameplay_analyticsServidorSe guarda en el cfg

    Toggle whether gameplay analytics is collected

  • analytics.pending_analyticsComando

    Shows how many analytics events are pending upload

  • analytics.performance_analyticsServidorSe guarda en el cfg

    Toggle to turn off server performance collection

  • analytics.server_analytics_urlServidor
  • antihack.admincheatServidorPor defecto: true
  • antihack.build_inside_checkServidorPor defecto: 2
  • antihack.build_losradiusServidorPor defecto: 0.01
  • antihack.build_losradius_sleepingbagServidorPor defecto: 0.3
  • antihack.build_terraincheckServidorPor defecto: true
  • antihack.build_vehiclecheckServidorPor defecto: true
  • antihack.debuglevelServidorPor defecto: 1
  • antihack.enforcementlevelServidorPor defecto: 1
  • antihack.eye_clientframesServidorPor defecto: 2
  • antihack.eye_distance_parented_mounted_forgivenessServidorPor defecto: 2
  • antihack.eye_forgivenessServidorPor defecto: 0.4
  • antihack.eye_history_forgivenessServidorPor defecto: 0.1
  • antihack.eye_history_penaltyServidorPor defecto: 100
  • antihack.eye_losradiusServidorPor defecto: 0.18
  • antihack.eye_noclip_backtrackingServidorPor defecto: 0.01
  • antihack.eye_noclip_cutoffServidorPor defecto: 0.06
  • antihack.eye_noclip_marginServidorPor defecto: 0.21
  • antihack.eye_penaltyServidorPor defecto: 0
  • antihack.eye_protectionServidorPor defecto: 4
  • antihack.eye_serverframesServidorPor defecto: 2
  • antihack.eye_terraincheckServidorPor defecto: true
  • antihack.eye_vehiclecheckServidorPor defecto: true
  • antihack.flyhack_extrusionServidorPor defecto: 2
  • antihack.flyhack_forgiveness_horizontalServidorPor defecto: 1.5
  • antihack.flyhack_forgiveness_horizontal_inertiaServidorPor defecto: 10
  • antihack.flyhack_forgiveness_verticalServidorPor defecto: 1
  • antihack.flyhack_forgiveness_vertical_inertiaServidorPor defecto: 7
  • antihack.flyhack_marginServidorPor defecto: 0.1
  • antihack.flyhack_maxstepsServidorPor defecto: 15
  • antihack.flyhack_penaltyServidorPor defecto: 100
  • antihack.flyhack_protectionServidorPor defecto: 3
  • antihack.flyhack_rejectServidorPor defecto: true
  • antihack.flyhack_stepsizeServidorPor defecto: 0.1
  • antihack.forcepositionServidorPor defecto: true
  • antihack.impact_effect_distance_forgivenessServidorPor defecto: 0.45
  • antihack.maxdeltatimeServidorPor defecto: 1
  • antihack.maxdesyncServidorPor defecto: 1
  • antihack.maxviolationServidorPor defecto: 100
  • antihack.melee_backtrackingServidorPor defecto: 0.01
  • antihack.melee_clientframesServidorPor defecto: 2
  • antihack.melee_forgivenessServidorPor defecto: 0.5
  • antihack.melee_losforgivenessServidorPor defecto: 0.2
  • antihack.melee_penaltyServidorPor defecto: 0
  • antihack.melee_protectionServidorPor defecto: 4
  • antihack.melee_serverframesServidorPor defecto: 2
  • antihack.melee_terraincheckServidorPor defecto: true
  • antihack.melee_vehiclecheckServidorPor defecto: true
  • antihack.modelstateServidorPor defecto: true
  • antihack.noclip_backtrackingServidorPor defecto: 0.01
  • antihack.noclip_marginServidorPor defecto: 0.09
  • antihack.noclip_margin_dismountServidorPor defecto: 0.22
  • antihack.noclip_maxstepsServidorPor defecto: 15
  • antihack.noclip_penaltyServidorPor defecto: 0
  • antihack.noclip_protectionServidorPor defecto: 3
  • antihack.noclip_rejectServidorPor defecto: true
  • antihack.noclip_stepsizeServidorPor defecto: 0.1
  • antihack.objectplacementServidorPor defecto: true
  • antihack.projectile_anglechangeServidorPor defecto: 60
  • antihack.projectile_backtrackingServidorPor defecto: 0.01
  • antihack.projectile_clientframesServidorPor defecto: 2
  • antihack.projectile_damagedepthServidorPor defecto: 2
  • antihack.projectile_desyncServidorPor defecto: 1
  • antihack.projectile_distance_forgiveness_minimumServidorPor defecto: 25
  • antihack.projectile_forgivenessServidorPor defecto: 0.5
  • antihack.projectile_impactspawndepthServidorPor defecto: 1
  • antihack.projectile_losforgivenessServidorPor defecto: 0.2
  • antihack.projectile_penaltyServidorPor defecto: 0
  • antihack.projectile_positionoffsetServidorPor defecto: true
  • antihack.projectile_protectionServidorPor defecto: 6
  • antihack.projectile_serverframesServidorPor defecto: 2
  • antihack.projectile_terraincheckServidorPor defecto: true
  • antihack.projectile_trajectoryServidorPor defecto: 2
  • antihack.projectile_update_limitServidorPor defecto: 4
  • antihack.projectile_vehiclecheckServidorPor defecto: true
  • antihack.projectile_velocitychangeServidorPor defecto: 1.1
  • antihack.relaxationpauseServidorPor defecto: 10
  • antihack.relaxationrateServidorPor defecto: 0.1
  • antihack.reportingServidorPor defecto: false
  • antihack.rpcstallfadeServidorPor defecto: 2.5
  • antihack.rpcstallmodeServidorPor defecto: 1
  • antihack.rpcstallthresholdServidorPor defecto: 1
  • antihack.server_occlusion_admin_bypassServidorPor defecto: false
  • antihack.serverside_fall_damageServidorPor defecto: false
  • antihack.speedhack_forgivenessServidorPor defecto: 2
  • antihack.speedhack_forgiveness_inertiaServidorPor defecto: 10
  • antihack.speedhack_penaltyServidorPor defecto: 0
  • antihack.speedhack_protectionServidorPor defecto: 2
  • antihack.speedhack_rejectServidorPor defecto: true
  • antihack.speedhack_slopespeedServidorPor defecto: 10
  • antihack.terrain_check_geometryServidorPor defecto: false
  • antihack.terrain_killServidorPor defecto: true
  • antihack.terrain_paddingServidorPor defecto: 0.3
  • antihack.terrain_penaltyServidorPor defecto: 100
  • antihack.terrain_protectionServidorPor defecto: 1
  • antihack.terrain_timesliceServidorPor defecto: 64
  • antihack.tickhistoryforgivenessServidorPor defecto: 0.1
  • antihack.tickhistorytimeServidorPor defecto: 0.5
  • antihack.userlevelServidorPor defecto: 2
  • app.alarmcooldownServidorPor defecto: 30

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

  • app.appbanComando
  • app.appunbanComando
  • app.connectionsComando
  • app.infoComando
  • app.listenipServidorPor defecto: ""
  • app.maxconnectionsServidorPor defecto: 500
  • app.maxconnectionsperipServidorPor defecto: 5
  • app.maxmessagesizeServidorPor defecto: 1048576
  • app.notificationsServidorPor defecto: true

    Enables sending push notifications

  • app.pairComandoCualquier jugador
  • app.portServidor
  • app.publicipServidorPor defecto: ""
  • app.queuelimitServidorPor defecto: 100

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

  • app.regeneratetokenComandoCualquier jugador
  • app.resetlimiterComando
  • app.retry_initializeComando

    Retry initializing the Rust+ companion server if it previously failed

  • app.serveridServidorPor defecto: ""
  • app.updateServidorPor defecto: true

    Disables updating entirely - emergency use only

  • audio.advancedocclusionClienteSe guarda en el cfgPor defecto: false

    Use more advanced sound occlusion

  • audio.ambienceClientePor defecto: true

    Ambience System

  • audio.debugvoicelimitingClientePor defecto: false
  • audio.eventaudioClienteSe guarda en el cfgPor defecto: 1

    Volume

  • audio.framebudgetClientePor defecto: 0.3

    Max ms per frame to spend updating sounds

  • audio.gameClienteSe guarda en el cfgPor defecto: 1

    Volume

  • audio.hqsoundfadeClientePor defecto: false

    Use higher quality sound fades on some sounds

  • audio.instrumentsClienteSe guarda en el cfgPor defecto: 1

    Volume

  • audio.masterClienteSe guarda en el cfgPor defecto: 1

    Volume

  • audio.minupdatefractionClientePor defecto: 0.1
  • audio.musicvolumeClienteSe guarda en el cfgPor defecto: 1

    Volume

  • audio.musicvolumemenuClienteSe guarda en el cfgPor defecto: 1

    Volume

  • audio.printenginesoundsComandoAdmin

    print active engine sound info

  • audio.printsoundsComando
  • audio.speakersClienteSe guarda en el cfg

    Volume

  • audio.voicepropsClienteSe guarda en el cfgPor defecto: 1

    Volume

  • audio.voicesClienteSe guarda en el cfgPor defecto: 1

    Volume

  • autoturret.auto_turret_budget_msServidorPor defecto: 0.5

    How many milliseconds to spend on target scanning per frame

  • baseboat.do_shore_driftServidorPor defecto: true
  • baseboat.drift_speedServidorPor defecto: 1
  • baseboat.generate_pathsServidorPor defecto: true
  • baseboat.seconds_between_shore_driftComando
  • baseboat.seconds_until_shore_driftComando
  • basefirework.maxactivefireworksServidorPor defecto: 25
  • basefishingrod.forcefailServidorPor defecto: false
  • basefishingrod.forcesuccessServidorPor defecto: false
  • basefishingrod.immediatehookServidorPor defecto: false
  • basemetaldetector.detectlongrangetickServidorPor defecto: 1
  • basemetaldetector.detectminmovementdistanceServidorPor defecto: 1
  • basemetaldetector.nearestdistancetickServidorPor defecto: 0.25
  • basemission.missionsenabledServidorPor defecto: true
  • basenavigator.basenavmovementframeintervalServidorPor defecto: 2

    How many frames between base navigation movement updates

  • basenavigator.maxstepupdistanceServidorPor defecto: 1.7

    The max step-up height difference for pet base navigation

  • basenavigator.navtypedistanceServidorPor defecto: 1
  • basenavigator.navtypeheightoffsetServidorPor defecto: 0.5
  • basenavigator.stucktriggerdurationServidorPor defecto: 10

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

  • basepet.movementupdatebudgetmsServidorPor defecto: 1
  • basepet.onlyqueuebasenavmovementsServidorPor defecto: true
  • basepet.queuedmovementsallowedServidorPor defecto: true
  • baseplayer.lifestoryframebudgetmsServidorPor defecto: 0.25
  • baseridableanimal.decayminutesServidorPor defecto: 180

    How long before a horse dies unattended

  • baseridableanimal.dungtimescaleServidorPor defecto: 1
  • baseridableanimal.framebudgetmsServidorPor defecto: 1
  • basesubmarine.deepwaterdecayminutesServidorPor defecto: 120

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

  • basesubmarine.outsidedecayminutesServidorPor defecto: 180

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

  • basesubmarine.oxygenminutesServidorPor defecto: 10

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

  • batching.renderer_capacityClientePor defecto: 30000
  • batching.renderer_submeshesClientePor defecto: 1
  • batching.renderer_threadingClientePor defecto: true
  • batching.renderer_verticesClientePor defecto: 1000
  • batching.renderersClientePor defecto: true
  • batching.verboseServidorClientePor defecto: 0
  • bear.populationServidorPor defecto: 2

    Population active on the server, per square km

  • bigwheelgame.spinfrequencysecondsServidorPor defecto: 45
  • bike.doplayerdamageServidorPor defecto: true

    Can bike crashes cause damage or death to the rider?

  • bike.motorbikemonumentpopulationServidorPor defecto: 1

    Motorbike population in monuments

  • bike.outsidedecayminutesServidorPor defecto: 1440

    How long before a bike loses all its health while outside

  • bike.pedalmonumentpopulationServidorPor defecto: 1

    Pedal bike population in monuments

  • bike.pedalroadsidepopulationServidorPor defecto: 1

    Pedal bike population active on the server (roadside spawns)

  • blackjackmachine.maxbetServidorPor defecto: 500

    Maximum initial bet per round

  • boar.populationServidorPor defecto: 5

    Population active on the server, per square km

  • boombox.backtracklengthServidorSe guarda en el cfgPor defecto: 30
  • boombox.clearradiobyuserComando
  • boombox.serverurllistServidorSe guarda en el cfg

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

  • bradley.enabledServidorPor defecto: true
  • bradley.quickrespawnComando
  • bradley.respawndelayminutesServidorPor defecto: 60
  • bradley.respawndelayvarianceServidorPor defecto: 1
  • bradleyapc.deployattackdistancemaxServidorPor defecto: 50
  • bradleyapc.deployhealthrangemaxServidorPor defecto: 0.5
  • bradleyapc.deployhealthrangeminServidorPor defecto: 0.4
  • bradleyapc.deployintervalServidorPor defecto: 1
  • bradleyapc.deployondamagecheckintervalServidorPor defecto: 1
  • bradleyapc.killscientistsonbradleydeathServidorPor defecto: false
  • bradleyapc.mountafternotattackeddurationServidorPor defecto: 180
  • bradleyapc.mountafternotfireddurationServidorPor defecto: 60
  • bradleyapc.mountafternottargetsdurationServidorPor defecto: 60
  • bradleyapc.scientistredeploymentminintervalServidorPor defecto: 60
  • bradleyapc.spawnroadbradleyComando
  • bradleyapc.usesmokegrenadesServidorPor defecto: true
  • camerarenderer.completionframebudgetmsServidorPor defecto: 5
  • camerarenderer.enabledServidorPor defecto: true
  • camerarenderer.entitymaxageServidorPor defecto: 5
  • camerarenderer.entitymaxdistanceServidorPor defecto: 100
  • camerarenderer.farplaneServidorPor defecto: 250
  • camerarenderer.heightServidorPor defecto: 90
  • camerarenderer.layermaskServidorPor defecto: 1218656529
  • camerarenderer.maxraysperframeServidorPor defecto: 100000
  • camerarenderer.maxrendersperframeServidorPor defecto: 25
  • camerarenderer.nearplaneServidorPor defecto: 0
  • camerarenderer.playermaxdistanceServidorPor defecto: 30
  • camerarenderer.playernamemaxdistanceServidorPor defecto: 10
  • camerarenderer.renderintervalServidorPor defecto: 0.05
  • camerarenderer.samplesperrenderServidorPor defecto: 3000
  • camerarenderer.verticalfovServidorPor defecto: 65
  • camerarenderer.widthServidorPor defecto: 160
  • camerarenderermanager.pool_statsComando
  • cargoship.debug_cargo_statusComando
  • cargoship.debug_infoComando
  • cargoship.dock_timeServidorPor defecto: 480
  • cargoship.docking_debugServidorPor defecto: false
  • cargoship.egress_duration_minutesServidorPor defecto: 10
  • cargoship.event_duration_minutesServidorPor defecto: 50
  • cargoship.event_enabledServidorPor defecto: true
  • cargoship.loot_round_spacing_minutesServidorPor defecto: 10
  • cargoship.loot_roundsServidorPor defecto: 3
  • cargoship.refresh_loot_on_dockServidorPor defecto: true
  • cargoship.should_dockServidorPor defecto: true
  • cassette.clearcassettesComando
  • cassette.clearcassettesbyuserComando
  • cassette.maxcassettefilesizembServidorPor defecto: 5
  • chat.cardgamesayComandoCualquier jugador
  • chat.clansayComandoCualquier jugador
  • chat.enabledServidorClientePor defecto: true
  • chat.globalchatServidorPor defecto: true
  • chat.hidechatintutorialServidorPor defecto: true
  • chat.historysizeServidorPor defecto: 1000

    Number of messages to keep in memory for chat history

  • chat.localchatServidorPor defecto: false
  • chat.localchatrangeServidorPor defecto: 100
  • chat.localsayComandoCualquier jugador
  • chat.sayComandoCualquier jugador
  • chat.searchComando
  • chat.serverlogServidorPor defecto: true
  • chat.tailComando
  • chat.teamsayComandoCualquier jugador
  • chicken.populationServidorPor defecto: 3

    Population active on the server, per square km

  • cinematicentity.hideobjectsComando

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

  • clan.editsrequireclantableServidorPor defecto: true

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

  • clan.enabledServidorPor defecto: false

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

  • clan.infoComando

    Prints info about a clan given its ID

  • clan.maxmembercountServidorPor defecto: 100

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

  • clan.scorefordestroyingbradleyServidorPor defecto: 10

    How much score players earn for destroying bradley

  • clan.scorefordestroyingtoolcupboardsServidorPor defecto: 10

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

  • clan.scoreforhackingcratesServidorPor defecto: 5

    How much score players earn for hacking crates

  • clan.scoreforkilledbyplayerinotherclanServidorPor defecto: -10

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

  • clan.scoreforkillingplayerinotherclanServidorPor defecto: 10

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

  • clan.scoreforkillingunarmedplayerServidorPor defecto: -10

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

  • clan.scoreforlootingelitecrateServidorPor defecto: 10

    How much score players earn for looting an elite crate

  • clan.scoreforopeninghackedcratesServidorPor defecto: 5

    How much score players earn for opening hacked crates

  • clan.scoreforreachingcargoshipServidorPor defecto: 10

    How much score players earn for reaching cargo ship

  • clan.scoreforrunningexcavatorServidorPor defecto: 10

    How much score players earn for running the excavator

  • clothlod.clothloddistServidorPor defecto: 20

    distance cloth will simulate until

  • codelock.lockoutcooldownServidorPor defecto: 900
  • codelock.maxfailedattemptsServidorPor defecto: 8
  • console.searchComando
  • console.tailComando
  • construct.frameminutesServidorPor defecto: 30
  • coverpointvolume.cover_point_sample_step_heightServidorPor defecto: 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_sizeServidorPor defecto: 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.addComandoCualquier jugador
  • craft.cancelComandoCualquier jugador
  • craft.canceltaskComandoCualquier jugador
  • craft.fasttracktaskComandoCualquier jugador
  • craft.instantServidor
  • creative.allusersServidorSe guarda en el cfg

    Apply creative mode to the entire server

  • creative.freebuildServidorSe guarda en el cfg

    Build blocks for free

  • creative.freeplacementServidorSe guarda en el cfg

    Bypasses all placement checks

  • creative.freerepairServidorSe guarda en el cfg

    Bypass the 30s repair cooldown when repairing objects

  • creative.togglecreativemodeuserComando
  • creative.unlimitedioServidorSe guarda en el cfg

    Bypasses limits on IO length and points

  • data.exportComando
  • debug.bench_ioComando

    Spawn lots of IO entities to lag the server

  • debug.breakheldComando

    Break the current held object

  • debug.breakheld_almostComando

    Almost break the current held object

  • debug.breakitemComando

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

  • debug.callbacksServidorClientePor defecto: false
  • debug.checkparentingtriggersServidorPor defecto: true
  • debug.checktriggersServidorClientePor defecto: false
  • debug.cleartutorialforplayerComando

    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.completemissionComando
  • debug.completemissionstageComando
  • debug.completetutorialComando
  • debug.debugdismountsServidorClientePor defecto: false

    Shows some debug info for dismount attempts.

  • debug.deleteentitiesbyshortnameComando
  • debug.disableconditionServidorPor defecto: false

    Do not damage any items

  • debug.drinkComando
  • debug.eatComando
  • debug.enable_player_movementComando
  • debug.flushgroupComando

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

  • debug.healComando
  • debug.hurtComando
  • debug.logServidorCliente
  • debug.printgroupsComando
  • debug.printmissionspeakinfoServidorPor defecto: false
  • debug.puzzleprefabrespawnComando

    respawn all puzzles from their prefabs

  • debug.puzzleresetComando

    reset all puzzles

  • debug.quittutorialComandoCualquier jugador
  • debug.refillvitalsComando
  • debug.renderinfoComando
  • debug.repair_inventoryComando

    Repair all items in inventory

  • debug.resetsleepingbagtimersComando
  • debug.setdamageComando
  • debug.setfoodComando
  • debug.sethealthComando
  • debug.setradiationComando
  • debug.setwaterComando
  • debug.spawnparachutetesterComando
  • debug.stallComando
  • debug.starttutorialComandoCualquier jugador
  • debug.testtutorialcinematicComando
  • debug.tutorial_start_cooldownServidorPor defecto: 60
  • debug.tutorialstatusComando
  • decay.bracket_0_blockcountServidorPor defecto: 15

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

  • decay.bracket_0_costfractionServidorPor defecto: 0.1

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

  • decay.bracket_1_blockcountServidorPor defecto: 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_costfractionServidorPor defecto: 0.15

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

  • decay.bracket_2_blockcountServidorPor defecto: 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_costfractionServidorPor defecto: 0.2

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

  • decay.bracket_3_blockcountServidorPor defecto: 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_costfractionServidorPor defecto: 0.333

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

  • decay.debugServidorPor defecto: false
  • decay.delay_metalServidorPor defecto: 0

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

  • decay.delay_overrideServidorPor defecto: 0

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

  • decay.delay_stoneServidorPor defecto: 0

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

  • decay.delay_toptierServidorPor defecto: 0

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

  • decay.delay_twigServidorPor defecto: 0

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

  • decay.delay_woodServidorPor defecto: 0

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

  • decay.duration_metalServidorPor defecto: 8

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

  • decay.duration_overrideServidorPor defecto: 0

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

  • decay.duration_stoneServidorPor defecto: 5

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

  • decay.duration_toptierServidorPor defecto: 12

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

  • decay.duration_twigServidorPor defecto: 1

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

  • decay.duration_woodServidorPor defecto: 3

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

  • decay.outside_test_rangeServidorPor defecto: 50

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

  • decay.scaleServidorPor defecto: 1
  • decay.tickServidorPor defecto: 600
  • decay.upkeepServidorPor defecto: true

    Is upkeep enabled

  • decay.upkeep_grief_protectionServidorPor defecto: 1440

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

  • decay.upkeep_heal_scaleServidorPor defecto: 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_scaleServidorPor defecto: 0.1

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

  • decay.upkeep_period_minutesServidorPor defecto: 1440

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

  • demo.benchmark_demo_uploadComando
  • demo.delete_after_uploadServidorSe guarda en el cfg

    Should the full server demos be deleted after they are uploaded

  • demo.full_server_demoServidorSe guarda en el cfg
  • demo.max_upload_concurrencyServidor

    Max parallel requests when uploading demos

  • demo.recordComando
  • demo.recordlistServidorSe guarda en el cfgPor defecto: ""
  • demo.recordlistmodeServidorSe guarda en el cfg

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

  • demo.server_demo_cleanup_intervalServidorSe guarda en el cfg

    How many minutes between cleaning up demos from the disk

  • demo.server_demo_directoryServidor

    Directory to save full server demos

  • demo.server_demo_disk_space_gbServidorSe guarda en el cfg

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

  • demo.server_flush_secondsServidorSe guarda en el cfg
  • demo.splitmegabytesServidorPor defecto: 200
  • demo.splitsecondsServidorPor defecto: 3600
  • demo.stopComando
  • demo.upload_bandwidth_limit_ratioServidor
  • demo.upload_demosServidorSe guarda en el cfg
  • demo.upload_urlServidorSe guarda en el cfg
  • demo.zip_demosServidorSe guarda en el cfg

    Should we be zipping the demos before we upload them

  • drone.altitudespeedoverrideServidorPor defecto: 0

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

  • drone.maxcontrolrangeServidorPor defecto: 500

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

  • drone.movementspeedoverrideServidorPor defecto: 0

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

  • drone.windlerpspeedClienteAdminPor defecto: 0.1
  • drone.windpositiondivisorClienteAdminPor defecto: 100
  • drone.windpositionscaleClienteAdminPor defecto: 1
  • drone.windrotationmultiplierClienteAdminPor defecto: 45
  • drone.windtimedivisorClienteAdminPor defecto: 10
  • droppeditem.underwater_drag_budget_msServidorPor defecto: 0.1

    How many milliseconds to spend on updating underwater drag levels

  • dungeonnavmesh.use_baked_terrain_meshServidorPor defecto: true
  • dynamicnavmesh.use_baked_terrain_meshServidor
  • electricbattery.batteryidComando
  • entity.debug_toggleComando
  • entity.deletebyComando

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

  • entity.deletebytextblockComando

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

  • entity.find_entityComando
  • entity.find_groupComando
  • entity.find_idComando
  • entity.find_parentComando
  • entity.find_radiusComando
  • entity.find_selfComando
  • entity.find_statusComando
  • entity.nudgeComando
  • entity.spawnComando
  • entity.spawngridComando
  • entity.spawnitemComando
  • entity.spawnlootfromComando
  • env.addtimeComando
  • env.dayServidor
  • env.monthServidor
  • env.nightlight_brightnessServidor
  • env.nightlight_debugcamera_enabledClientePor defecto: true

    Toggles nightlight screen effect when using debug camera

  • env.nightlight_distanceServidor
  • env.nightlight_enabledClientePor defecto: true
  • env.nightlight_fadefractionServidor
  • env.oceanlevelServidor
  • env.progresstimeServidor
  • env.timeServidor
  • env.yearServidor
  • espcanvas.colourcodeteamsClienteAdminPor defecto: false
  • espcanvas.disableocclusionchecksClienteAdminPor defecto: false
  • espcanvas.displaydistancemultiplierServidorPor defecto: 1

    Multiply the maximum distance for displaying players nameplates

  • espcanvas.maxnameplatesClienteAdmin

    Max amount of nameplates to show at once

  • espcanvas.overridemaxdisplaydistanceClienteAdminPor defecto: 0
  • espcanvas.showhealthClienteAdminPor defecto: false
  • eventschedule.killalleventsComando
  • eventschedule.triggereventComando
  • eventschedulewipeoffset.event_hours_before_wipeServidorPor defecto: 24
  • excavatorsignalcomputer.chargeneededforsuppliesServidorPor defecto: 600
  • file.debugCliente
  • file.timeCliente
  • fps.graphCliente
  • fps.limitServidorClienteSe guarda en el cfgPor defecto: 240
  • frankensteinbrain.movetowardsrateServidorPor defecto: 1
  • frankensteinpet.decayminutesServidorPor defecto: 180

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

  • gamemode.setComando
  • gamemode.setteamComandoCualquier jugador
  • gamemodesoftcore.reclaim_fraction_beltServidorPor defecto: 0.5
  • gamemodesoftcore.reclaim_fraction_mainServidorPor defecto: 0.5
  • gamemodesoftcore.reclaim_fraction_wearServidorPor defecto: 0
  • gc.allocComando
  • gc.bufferClienteSe guarda en el cfg
  • gc.buffer_enabledClientePor defecto: true
  • gc.collectComando
  • gc.debuglevelClientePor defecto: 1
  • gc.enabledServidorCliente
  • gc.incremental_enabledServidorCliente
  • gc.incremental_millisecondsServidorCliente
  • gc.unloadComando
  • global.adminui_deleteugccontentComando
  • global.adminui_fullrefreshComando
  • global.adminui_requestfireworkpatternComando
  • global.adminui_requestplayerlistComando
  • global.adminui_requestserverconvarsComando
  • global.adminui_requestserverinfoComando
  • global.adminui_requestugccontentComando
  • global.adminui_requestugclistComando
  • global.allowadminuiServidorPor defecto: true

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

  • global.asyncloadingpresetClienteSe guarda en el cfgPor defecto: 0

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

  • global.asyncwarmupServidorClientePor defecto: false
  • global.authcountComando

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

  • global.authradiusComando
  • global.banlistComando

    List of banned users (sourceds compat)

  • global.banlistexComando

    List of banned users - shows reasons and usernames

  • global.bansComando

    List of banned users

  • global.blockemojiClienteSe guarda en el cfgPor defecto: false

    Blocks any emoji from appearing

  • global.blockemojianimationsClienteSe guarda en el cfgPor defecto: false

    Disables any emoji animations

  • global.blockserveremojiClienteSe guarda en el cfgPor defecto: false

    Blocks emoji provided by servers from appearing

  • global.breakclothingComando
  • global.breakitemComando
  • global.buildinfoComando

    Get information about this build

  • global.carstatsComando

    Get information about all the cars in the world

  • global.cinematicgingerbreadcorpsesServidorClientePor defecto: false

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

  • global.clearallspraysComando
  • global.clearallspraysbyplayerComando
  • global.cleardroppeditemsComando
  • global.clearspraysatpositioninradiusComando
  • global.clearspraysinradiusComando
  • global.clearugcentitiesinrangeComando
  • global.clearugcentityComando
  • global.clientperfComando
  • global.clientperf_frametimeComando
  • global.collidersComando
  • global.deauthradiusComando
  • global.developerServidorCliente
  • global.disablebagdroppingServidorPor defecto: false

    Disables the backpacks that appear after a corpse times out

  • global.dumpComando
  • global.entcountComando

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

  • global.entidComando
  • global.errorComando
  • global.forceunloadbundlesServidorClientePor defecto: true
  • global.freeComando
  • global.getugcinfoComando
  • global.godClienteSe guarda en el cfgPor defecto: false

    If you're an admin this will enable god mode

  • global.injureComando
  • global.injureplayerComando
  • global.job_system_threadsServidorCliente
  • global.kickComando
  • global.kickallComando
  • global.killComandoCualquier jugador
  • global.killplayerComando
  • global.listidComando

    List of banned users, by ID (sourceds compat)

  • global.maxspraysperplayerServidorSe guarda en el cfgPor defecto: 40

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

  • global.maxthreadsServidorClientePor defecto: 8
  • global.moderatoridComando
  • global.muteComando
  • global.mutelistComando

    Print a list of currently muted players

  • global.objectsComando
  • global.owneridComando
  • global.perfServidorClienteSe guarda en el cfgPor defecto: 0
  • global.playerlistComando

    Get a list of players

  • global.playersComando

    Print out currently connected clients etc

  • global.preloadconcurrencyServidorClientePor defecto: 1
  • global.printallscenesinbuildComando
  • global.queueComando
  • global.quitComando
  • global.recoverComando
  • global.recoverplayerComando
  • global.removemoderatorComando
  • global.removeownerComando
  • global.removeskipqueueComando

    Removes skip queue permission from a SteamID

  • global.reportComando
  • global.respawnComandoCualquier jugador
  • global.respawn_sleepingbagComandoCualquier jugador
  • global.respawn_sleepingbag_removeComandoCualquier jugador
  • global.restartComando
  • global.sayComando

    Sends a message in chat

  • global.serverinfoComando

    Get a list of information about the server

  • global.setinfoComandoCualquier jugador
  • global.showemojierrorsClienteSe guarda en el cfgPor defecto: false

    Displays any emoji rendering errors in the console

  • global.skin_radiusComando

    skin_radius 'skin' 'radius'

  • global.skipassetwarmup_crashesServidorClientePor defecto: false

    WARNING: This causes random crashes!

  • global.skipqueueComando
  • global.skipqueueidComando

    Adds skip queue permissions to a SteamID

  • global.sleepComando
  • global.sleepingusersComando

    Show user info for players on server.

  • global.sleepingusersinrangeComando

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

  • global.sleeptargetComando
  • global.spectateComando
  • global.spectateidComando
  • global.spraydurationServidorSe guarda en el cfgPor defecto: 10800

    Base time (in seconds) that sprays last

  • global.sprayoutofauthmultiplierServidorSe guarda en el cfgPor defecto: 0.5

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

  • global.statsComando

    Print out stats of currently connected clients

  • global.statusComando

    Print out currently connected clients

  • global.status_clComando
  • global.status_svComandoCualquier jugador
  • global.subscriptionsComando
  • global.sysinfoComando
  • global.sysuidComando
  • global.teaminfoComando
  • global.teleportComando
  • global.teleport2autheditemComando
  • global.teleport2deathComando
  • global.teleport2markerComando
  • global.teleport2meComando
  • global.teleport2owneditemComando
  • global.teleportanyComando
  • global.teleporteveryone2meComando
  • global.teleportlosComando
  • global.teleportnonsleepers2meComando
  • global.teleportposComando
  • global.teleportsleepers2meComando
  • global.texturesComando
  • global.togglespectateteaminfoComando
  • global.unbanComando
  • global.unmuteComando
  • global.updatemanifestComando

    Immediately update the manifest

  • global.updatenetworkpositionwithdebugcamerawhilespectatingServidorPor defecto: false
  • global.upgrade_radiusComando

    upgrade_radius 'grade' 'radius'

  • global.usersComando

    Show user info for players on server.

  • global.usersinrangeComando

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

  • global.usersinrangeofplayerComando

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

  • global.versionComando
  • global.warmupconcurrencyServidorClientePor defecto: 1
  • graphics.afClienteSe guarda en el cfg
  • graphics.brandingClienteSe guarda en el cfgPor defecto: true
  • graphics.chatClienteSe guarda en el cfgPor defecto: true
  • graphics.compassClienteSe guarda en el cfgPor defecto: 1
  • graphics.contactshadowsClienteSe guarda en el cfgPor defecto: false
  • graphics.dofClienteSe guarda en el cfgPor defecto: false
  • graphics.dof_aperClienteSe guarda en el cfgPor defecto: 12
  • graphics.dof_barrelClienteSe guarda en el cfgAdminPor defecto: 0
  • graphics.dof_blurClienteSe guarda en el cfgPor defecto: 1
  • graphics.dof_debugClienteSe guarda en el cfgAdminPor defecto: false
  • graphics.dof_focus_distClienteSe guarda en el cfgPor defecto: 10

    distance from camera to focus on

  • graphics.dof_focus_targetComandoAdmin
  • graphics.dof_focus_timeClienteSe guarda en el cfgPor defecto: 0.2
  • graphics.dof_kernel_countClienteSe guarda en el cfgPor defecto: 0

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

  • graphics.dof_modeClienteSe guarda en el cfgPor defecto: 0

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

  • graphics.dof_nudgeComando
  • graphics.dof_squeezeClienteSe guarda en el cfgAdminPor defecto: 0
  • graphics.drawdistanceClienteSe guarda en el cfgPor defecto: 2500
  • graphics.fovClienteSe guarda en el cfg
  • graphics.grassshadowsClienteSe guarda en el cfgPor defecto: false
  • graphics.hudClientePor defecto: true
  • graphics.itemskinsClienteAdmin
  • graphics.itemskintimeoutClienteAdmin
  • graphics.itemskinunloadCliente
  • graphics.lodbiasCliente
  • graphics.parallaxClienteSe guarda en el cfgPor defecto: 0
  • graphics.qualityCliente

    The currently selected quality level

  • graphics.shaderlodClienteSe guarda en el cfg
  • graphics.shadowcascadesClienteSe guarda en el cfg
  • graphics.shadowdistanceClienteSe guarda en el cfgPor defecto: 1000
  • graphics.shadowlightsClienteSe guarda en el cfgPor defecto: 1
  • graphics.shadowmodeClienteSe guarda en el cfgPor defecto: 2
  • graphics.shadowqualityClienteSe guarda en el cfgPor defecto: 1
  • graphics.uiscaleClienteSe guarda en el cfgPor defecto: 1
  • graphics.vm_fov_scaleClienteSe guarda en el cfgPor defecto: true

    Whether to scale vm models with fov

  • graphics.vm_horizontal_flipClienteSe guarda en el cfgPor defecto: false

    FLips viewmodels horizontally (for left handed players)

  • growableentity.framebudgetmsServidorPor defecto: 0.25
  • growableentity.growallComandoAdmin
  • guntrap.gun_trap_budget_msServidorPor defecto: 0.5

    How many milliseconds to spend on target scanning per frame

  • hackablelockedcrate.decaysecondsServidorPor defecto: 7200

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

  • hackablelockedcrate.requiredhacksecondsServidorPor defecto: 900

    How many seconds for the crate to unlock

  • halloween.enabledServidorPor defecto: false
  • halloween.murdererpopulationServidorPor defecto: 0

    Population active on the server, per square km

  • halloween.scarecrow_beancan_vs_player_dmg_modifierServidorPor defecto: 0.1

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

  • halloween.scarecrow_body_dmg_modifierServidorPor defecto: 0.25

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

  • halloween.scarecrow_chase_stopping_distanceServidorPor defecto: 0.5

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

  • halloween.scarecrow_throw_beancan_global_delayServidorPor defecto: 8

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

  • halloween.scarecrowpopulationServidorPor defecto: 0

    Population active on the server, per square km

  • halloween.scarecrows_throw_beancansServidorPor defecto: true

    Scarecrows can throw beancans (Default: true).

  • halloweendungeon.lifetimeServidorPor defecto: 600

    How long each active dungeon should last before dying

  • halloweendungeon.populationServidorPor defecto: 0

    Population active on the server

  • handcuffs.maxconditionrepairlossonpushServidorPor defecto: 0.4
  • handcuffs.restrainedpushdamageServidorPor defecto: 5
  • handcuffs.togglecuffslockedComando
  • harmony.loadComando
  • harmony.unloadComando
  • heli.bulletaccuracyServidorPor defecto: 2
  • heli.bulletdamagescaleServidorPor defecto: 1
  • heli.callComando
  • heli.calltomeComando
  • heli.deathComando
  • heli.dropComando
  • heli.fleeComando
  • heli.gunsServidorPor defecto: 1
  • heli.lifetimeminutesServidorPor defecto: 30
  • heli.moveComando
  • heli.orbitComando
  • heli.orbitstrafeComando
  • heli.patrolComando
  • heli.strafeComando
  • heli.testpuzzleComando
  • hierarchy.cdComando
  • hierarchy.delComando
  • hierarchy.lsComando
  • horse.populationServidor

    Population active on the server, per square km

  • hotairballoon.outsidedecayminutesServidorPor defecto: 180

    How long before a HAB loses all its health while outside

  • hotairballoon.populationServidorPor defecto: 1

    Population active on the server

  • hotairballoon.serviceceilingServidorPor defecto: 200
  • inventory.clearinventoryComando

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

  • inventory.copytoComando

    Copies the players inventory to the player in front of them

  • inventory.defsComando
  • inventory.deployloadoutComando

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

  • inventory.deployloadoutinrangeComando

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

  • inventory.disableattirelimitationsServidor

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

  • inventory.endlootComandoCualquier jugador
  • inventory.equipslotComando
  • inventory.equipslottargetComando
  • inventory.giveComando

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

  • inventory.giveallComando
  • inventory.givearmComando

    {itemid} {amount}

  • inventory.givebpComando
  • inventory.giveidComando

    {itemid} {amount}

  • inventory.givetoComando

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

  • inventory.lighttoggleComandoCualquier jugador
  • inventory.listloadoutsComando

    Prints all saved inventory loadouts

  • inventory.pipetteidComando
  • inventory.reloaddefsComando
  • inventory.resetbpComando
  • inventory.saveloadoutComando

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

  • inventory.unlockallComando
  • ioentity.backtrackingServidorPor defecto: 8
  • ioentity.debugbudgetServidorPor defecto: false

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

  • ioentity.debugbudgetthresholdServidorPor defecto: 2

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

  • ioentity.debugqueueComandoAdmin
  • ioentity.framebudgetelectrichighprioritymsServidorPor defecto: 1
  • ioentity.framebudgetelectriclowprioritymsServidorPor defecto: 0.5
  • ioentity.framebudgetfluidmsServidorPor defecto: 0.25
  • ioentity.framebudgetgenericmsServidorPor defecto: 1
  • ioentity.framebudgetindustrialmsServidorPor defecto: 0.25
  • ioentity.framebudgetkineticmsServidorPor defecto: 1
  • ioentity.responsetimeServidorPor defecto: 0.1
  • junkpilewater.framebudgetmsServidorPor defecto: 0.25
  • manifest.printmanifestComando
  • manifest.printmanifestrawComando
  • maplayerrenderer.debuglabsClienteAdmin
  • memsnap.fullComando
  • memsnap.managedComando
  • memsnap.nativeComando
  • meshpaintable3d.brushscaleClientePor defecto: 2
  • meshpaintable3d.uvbufferscaleClientePor defecto: 2
  • meta.addComando

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

  • meta.if_falseComando

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

  • meta.if_trueComando

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

  • meta.reset_cycleComando

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

  • metaldetectorflag.timeoutdurationServidorPor defecto: 10800
  • metaldetectorsource.attemptspersubsourcespawnServidorPor defecto: 5
  • metaldetectorsource.draweditorgizmosClienteSe guarda en el cfgPor defecto: false
  • metaldetectorsource.mindistancebetweensubsourcesServidorPor defecto: 1.5
  • metaldetectorsource.populationServidorPor defecto: 1200

    Population active on the server, per square km

  • metaldetectorsource.servercountsourcesComando
  • metaldetectorsource.timeoutdurationServidorPor defecto: 7200
  • minicopter.populationServidor

    Population active on the server

  • mlrs.brokendownminutesServidorPor defecto: 20

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

  • modularcar.outsidedecayminutesServidorPor defecto: 864

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

  • modularcar.populationServidorPor defecto: 3

    Population active on the server

  • monumentnavmesh.use_baked_terrain_meshServidorPor defecto: true
  • motorrowboat.decaystartdelayminutesServidorPor defecto: 45

    How long until decay begins after the boat was last used

  • motorrowboat.deepwaterdecayminutesServidorPor defecto: 120

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

  • motorrowboat.outsidedecayminutesServidorPor defecto: 180

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

  • motorrowboat.populationServidorPor defecto: 1

    Population active on the server

  • music.enabledClientePor defecto: true
  • music.infoComando
  • music.songgapmaxClientePor defecto: 480
  • music.songgapminClientePor defecto: 240
  • nametags.enabledClienteSe guarda en el cfgPor defecto: true
  • net.debugClientePor defecto: false
  • net.global_network_debugServidorPor defecto: false

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

  • net.global_networked_basesServidorPor defecto: true
  • net.limit_global_update_broadcastServidorPor defecto: true

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

  • net.network_group_debugServidorPor defecto: false

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

  • net.visdebugServidorPor defecto: false
  • net.visibilityradiusfaroverrideServidorPor defecto: -1
  • net.visibilityradiusnearoverrideServidorPor defecto: -1
  • nexus.broadcast_pingComando
  • nexus.clanclatbatchdurationServidorPor defecto: 1

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

  • nexus.defaultzonecontactradiusServidorPor defecto: 0.33

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

  • nexus.endpointServidorPor defecto: "https://api.facepunch.com/api/nexus/"

    URL endpoint to use for the Nexus API

  • nexus.islandspawndistanceServidorPor defecto: 1.5

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

  • nexus.loadingtimeoutServidorPor defecto: 900

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

  • nexus.loggingServidorPor defecto: true
  • nexus.mapimagescaleServidorPor defecto: 0.5

    Scale of the map to render and upload to the nexus

  • nexus.messagelockdurationServidorPor defecto: 5

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

  • nexus.pingComando
  • nexus.pingintervalServidorPor defecto: 30

    Time in seconds to wait between server status pings

  • nexus.playermanifestintervalServidorPor defecto: 30

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

  • nexus.playeronlineComando
  • nexus.protectiondurationServidorPor defecto: 300

    Maximum time in seconds to keep transfer protection enabled on entities

  • nexus.refreshislandsComando
  • nexus.rpctimeoutmultiplierServidorPor defecto: 1

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

  • nexus.secretkeyServidorPor defecto: ""
  • nexus.timeoffsetServidorPor defecto: 0

    Time offset in hours from the nexus clock

  • nexus.transferComando
  • nexus.transferflushtimeServidorPor defecto: 60

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

  • nexus.uploadmapComando

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

  • nexus.zonecontrollerServidorPor defecto: "basic"
  • npcvendingmachine.addhoursComando

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

  • npcvendingmachine.dynamicpricingenabledServidorSe guarda en el cfgPor defecto: true

    Whether to run the the dynamic pricing system

  • npcvendingmachine.maximumpricemultiplierServidorSe guarda en el cfgPor defecto: 2

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

  • npcvendingmachine.minimumpricemultiplierServidorSe guarda en el cfgPor defecto: 0.5

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

  • npcvendingmachine.pricedecreaseamountServidorSe guarda en el cfgPor defecto: 0.05

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

  • npcvendingmachine.priceincreaseamountServidorSe guarda en el cfgPor defecto: 0.1

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

  • npcvendingmachine.priceupdatefrequencyServidorSe guarda en el cfgPor defecto: 5

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

  • npcvendingmachine.printallpricechangesComando

    Print out all current price changes on the server

  • npcvendingmachine.resetdynamicpricingComando

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

  • npcvendingmachine.startingpricemultiplierServidorSe guarda en el cfgPor defecto: 2

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

  • parachute.bypassrepackServidorSe guarda en el cfgPor defecto: false
  • parachute.landinganimationsServidorSe guarda en el cfgPor defecto: false
  • patrolhelicopterai.flee_damage_percentageServidorPor defecto: 0.35
  • patrolhelicopterai.monument_crashServidorPor defecto: true
  • patrolhelicopterai.use_danger_zonesServidorPor defecto: true
  • petbrain.controldistanceServidorPor defecto: 100
  • petbrain.drownindeepwaterServidorPor defecto: true
  • petbrain.drowntimerServidorPor defecto: 15
  • petbrain.idlewhenownermountedServidorPor defecto: true
  • petbrain.idlewhenownerofflineordeadServidorPor defecto: true
  • physics.autosynctransformsServidorCliente
  • physics.batchsynctransformsServidorClientePor defecto: true
  • physics.bouncethresholdServidor
  • physics.droppedmodeServidorPor defecto: 2

    The collision detection mode that dropped items and corpses should use

  • physics.gravityServidor

    Gravity multiplier

  • physics.groundwatchdebugServidorPor defecto: false
  • physics.groundwatchdelayServidorPor defecto: 0.1
  • physics.groundwatchfailsServidorPor defecto: 1
  • physics.sendeffectsServidorPor defecto: true

    Send effects to clients when physics objects collide

  • physics.serverragdollmodeServidorPor defecto: 3

    The collision detection mode that server-side ragdolls should use

  • physics.serversideragdollsServidorSe guarda en el cfgPor defecto: true

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

  • physics.sleepthresholdServidor
  • physics.solveriterationcountServidor

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

  • physics.treecollisionServidorSe guarda en el cfgPor defecto: true

    Do players and vehicles collide with trees?

  • ping.auto_refresh_regionServidorCliente
  • ping.ping_estimate_loggingServidorCliente
  • ping.ping_estimationServidorCliente
  • ping.ping_parallelServidorCliente
  • ping.ping_refresh_intervalServidorCliente
  • ping.ping_samplesServidorCliente
  • player.abandonmissionComandoCualquier jugador
  • player.cinematic_gestureComandoCualquier jugador
  • player.cinematic_playComandoCualquier jugador
  • player.cinematic_stopComandoCualquier jugador
  • player.copyrotationComandoCualquier jugador
  • player.createskullComando
  • player.createtrophyComando
  • player.dismountComando
  • player.fillwaterComandoAdmin
  • player.gesture_radiusComando
  • player.gesture_radius_notmeComando
  • player.gotosleepComando
  • player.infiniteammoClientePor defecto: false
  • player.markhostileComando
  • player.mountComandoCualquier jugador
  • player.printpresenceComando
  • player.printstatsComando
  • player.reloadweaponsComandoAdmin
  • player.resetstateComando

    Resets the PlayerState of the given player

  • player.stopgesture_radiusComando
  • player.swapseatComando
  • player.tickrate_clServidor
  • player.tickrate_svServidor
  • player.trigger_wildlife_trapComando
  • player.wakeupComando
  • player.wakeupallComando
  • player.woundforeverServidorSe guarda en el cfgPor defecto: false

    Whether the crawling state expires

  • playerhelicopter.insidedecayminutesServidorPor defecto: 2880

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

  • playerhelicopter.outsidedecayminutesServidorPor defecto: 480

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

  • playerinventory.forcebirthdayServidorPor defecto: false
  • polarbear.populationServidorPor defecto: 1

    Population active on the server, per square km

  • pool.clear_assetsComando
  • pool.clear_memoryComando
  • pool.clear_prefabsComando
  • pool.debugServidorClientePor defecto: false
  • pool.enabledServidorClientePor defecto: true
  • pool.export_prefabsComando
  • pool.fill_prefabsComando
  • pool.modeServidorClientePor defecto: 2
  • pool.prewarmServidorClientePor defecto: true
  • pool.print_arraypoolComando
  • pool.print_assetsComando
  • pool.print_memoryComando
  • pool.print_prefabsComando
  • pool.reset_max_pool_counterComando
  • profile.command_lagspike_thresholdServidor
  • profile.dump_profile_recordersComando
  • profile.flush_analyticsComando
  • profile.profiling_entitiesServidor

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

  • profile.profiling_entity_count_intervalServidor

    How frequently to count all entities across the server

  • profile.profiling_fixed_invokesServidor

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

  • profile.profiling_invokesServidor

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

  • profile.profiling_lagspikesServidor

    Record inbound RPC & ConsoleCommands that cause lag spikes

  • profile.profiling_packetsServidor

    Record type of packets inbound/outbound per frame

  • profile.profiling_rconServidor

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

  • profile.profiling_rcon_message_lengthServidor

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

  • profile.profiling_work_queueServidor

    Record execution time of ObjectWorkQueues per frame

  • profile.rcon_lagspike_thresholdServidor
  • profile.rpc_lagspike_thresholdServidor
  • profile.runtime_profilingServidorSe guarda en el cfg

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

  • profile.runtime_profiling_intervalServidor
  • profile.runtime_profiling_persistServidorSe guarda en el cfg

    Enable to allow runtime profiling to persist across restarts

  • profile.startComando
  • profile.stopComando
  • rcon.ipServidorPor defecto: ""
  • rcon.portServidorPor defecto: 0
  • rcon.printServidorPor defecto: false

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

  • rcon.print_rcon_clientsComando

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

  • rcon.webServidorPor defecto: true

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

  • reclaimmanager.reclaim_expire_minutesServidorPor defecto: 120
  • recordertool.debugrecordingClienteSe guarda en el cfg
  • relationshipmanager.acceptinviteComandoCualquier jugador
  • relationshipmanager.addtoteamComando
  • relationshipmanager.contactsServidorPor defecto: true
  • relationshipmanager.createandaddtoteamComando
  • relationshipmanager.fakeinviteComando
  • relationshipmanager.forgetafterminutesServidorPor defecto: 960
  • relationshipmanager.kickmemberComandoCualquier jugador
  • relationshipmanager.leaveteamComandoCualquier jugador
  • relationshipmanager.maxplayerrelationshipsServidorPor defecto: 128
  • relationshipmanager.maxteamsizeServidor
  • relationshipmanager.mugshotupdateintervalServidorPor defecto: 300
  • relationshipmanager.promoteComandoCualquier jugador
  • relationshipmanager.promote_idComandoCualquier jugador
  • relationshipmanager.rejectinviteComandoCualquier jugador
  • relationshipmanager.seendistanceServidorPor defecto: 10
  • relationshipmanager.sendinviteComandoCualquier jugador
  • relationshipmanager.sleeptoggleComando
  • relationshipmanager.trycreateteamComandoCualquier jugador
  • relationshipmanager.wipe_all_contactsComando
  • relationshipmanager.wipecontactsComando
  • render.building_blocked_preview_distanceCliente

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

  • render.computebuffer_setdata_immediateClientePor defecto: true

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

  • render.expand_instancingComandoAdmin
  • render.instanced_renderingClienteSe guarda en el cfgPor defecto: 0

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

  • render.instanced_toggle_allClienteAdminPor defecto: true

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

  • render.instanced_toggle_buildingsClienteAdminPor defecto: true

    Toggle rendering of buildings on / off

  • render.instanced_toggle_cliffsClienteAdminPor defecto: true

    Toggle rendering of cliffs on / off

  • render.instanced_toggle_otherClienteAdminPor defecto: true

    Toggle rendering of uncategorized meshes on / off

  • render.instancing_render_distanceClienteSe guarda en el cfgPor defecto: 1000

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

  • render.max_renderersClienteAdminPor defecto: 0

    Set the amount of instanced renderers to show for debugging

  • render.multidrawClienteAdminPor defecto: true

    Allow unity to batch together multiple draw calls

  • render.print_global_entitiesComando

    Print off count of global building entities on the server

  • render.print_instanced_cellComandoAdmin

    Print number of meshes inside a single grid

  • render.print_instanced_debugComando

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

  • render.print_instanced_renderersComandoAdmin

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

  • render.print_tree_countsComandoAdmin

    Print off count of trees to ensure server sent them all

  • render.render_shadowsClienteAdminPor defecto: true
  • render.show_building_blockedClienteSe guarda en el cfg
  • render.show_building_blocked_serverServidor
  • render.test_instancing_cullingComandoAdmin

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

  • render.tree_entitiesComando

    Print off count of trees to ensure server sent them all

  • render.upload_multidraw_meshes_modeClienteAdminPor defecto: 0

    0 = CPU, 1 = GPU

  • rgbeffects.brightnessClienteSe guarda en el cfgPor defecto: 1

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

  • rgbeffects.colorcorrection_razerClienteSe guarda en el cfg

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

  • rgbeffects.colorcorrection_steelseriesClienteSe guarda en el cfg

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

  • rgbeffects.enabledClienteSe guarda en el cfgPor defecto: true

    Enables RGB lighting effects (supports SteelSeries and Razer)

  • rgbeffects.pulseComando
  • rgbeffects.staticComando
  • rhib.rhibpopulationServidor

    Population active on the server

  • ridablehorse.populationServidorPor defecto: 2

    Population active on the server, per square km

  • ridablehorse.sethorsebreedComando
  • samsite.staticrepairsecondsServidorPor defecto: 1200

    how long until static sam sites auto repair

  • santasleigh.altitudeaboveterrainServidorPor defecto: 50
  • santasleigh.desiredaltitudeServidorPor defecto: 60
  • santasleigh.dropComando
  • scraptransporthelicopter.populationServidor

    Population active on the server

  • sentry.debugpreventduplicatesServidorPor defecto: true

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

  • sentry.hostiledurationServidorPor defecto: 120

    how long until something is considered hostile after it attacked

  • sentry.interferenceradiusServidorPor defecto: 40

    radius to check for other turrets

  • sentry.maxinterferenceServidorPor defecto: 12

    max interference from other turrets

  • sentry.targetallServidorPor defecto: false

    target everyone regardless of authorization

  • server.anticheatidServidorPor defecto: "xyza7891h6UjNfd0eb2HQGtaul0WhfvS"
  • server.anticheatkeyServidorPor defecto: "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60"
  • server.anticheatlogServidor
  • server.anticheattokenServidorPor defecto: true
  • server.arrowarmorServidorSe guarda en el cfgPor defecto: 1
  • server.arrowdamageServidorSe guarda en el cfgPor defecto: 1
  • server.artificialtemperaturegrowablerangeServidorSe guarda en el cfgPor defecto: 4
  • server.authtimeoutServidorPor defecto: 60
  • server.autouploadmapServidorSe guarda en el cfgPor defecto: true

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

  • server.backupComando

    Backup server folder

  • server.bag_quota_item_amountServidorPor defecto: true
  • server.bansserverendpointServidorPor defecto: ""

    HTTP API endpoint for centralized banning (see wiki)

  • server.bansserverfailuremodeServidorPor defecto: 0

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

  • server.bansservertimeoutServidorPor defecto: 5

    Timeout (in seconds) for centralized banning web server requests

  • server.bleedingarmorServidorSe guarda en el cfgPor defecto: 1
  • server.bleedingdamageServidorSe guarda en el cfgPor defecto: 1
  • server.branchServidorPor defecto: ""
  • server.broadcastplayvideoComando
  • server.bulletarmorServidorSe guarda en el cfgPor defecto: 1
  • server.bulletdamageServidorSe guarda en el cfgPor defecto: 1
  • server.canequipbackpacksinairServidorSe guarda en el cfgPor defecto: false

    Allows backpack equipping while not grounded

  • server.ceilinglightgrowablerangeServidorSe guarda en el cfgPor defecto: 3
  • server.ceilinglightheightoffsetServidorSe guarda en el cfgPor defecto: 3
  • server.censorplayerlistServidorPor defecto: true

    Censors the Steam player list to make player tracking more difficult

  • server.cheatreportComandoCualquier jugador
  • server.cinematicServidorPor defecto: false
  • server.combatlogComandoCualquier jugador

    Get the player combat log

  • server.combatlog_outgoingComandoCualquier jugador

    Get the player combat log, only showing outgoing damage

  • server.combatlogdelayServidorPor defecto: 10
  • server.combatlogsizeServidorPor defecto: 30
  • server.composterupdateintervalServidorPor defecto: 300
  • server.compressionServidor
  • server.conveyormovefrequencyServidorSe guarda en el cfgPor defecto: 5

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

  • server.corpsedespawnServidorPor defecto: 300
  • server.corpseinfoComando

    Get info on player corpses on the server

  • server.corpsesServidorPor defecto: true
  • server.crawlingenabledServidorSe guarda en el cfgPor defecto: true

    Do players go into the crawling wounded state

  • server.crawlingmaximumhealthServidorPor defecto: 12

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

  • server.crawlingminimumhealthServidorPor defecto: 7

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

  • server.cycletimeServidorPor defecto: 500
  • server.debrisdespawnServidorPor defecto: 30
  • server.defaultblueprintresearchcostServidorSe guarda en el cfgPor defecto: 10

    How much scrap is required to research default blueprints

  • server.descriptionServidorPor defecto: "No server description has been provided."
  • server.dropitemsServidorPor defecto: true
  • server.encryptionServidorPor defecto: 2
  • server.enforcepipechecksonbuildingblockchangesServidorSe guarda en el cfgPor defecto: true

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

  • server.entitybatchsizeServidorPor defecto: 100
  • server.entitybatchtimeServidorPor defecto: 1
  • server.entityrateServidorPor defecto: 16
  • server.eventsServidorPor defecto: true
  • server.favoritesendpointServidorSe guarda en el cfgPor defecto: ""

    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.fpsComando
  • server.funwaterdamagethresholdServidorSe guarda en el cfgPor defecto: 0.8
  • server.funwaterwetnessgainServidorSe guarda en el cfgPor defecto: 0.05
  • server.gamemodeServidorPor defecto: ""
  • server.headerimageServidorSe guarda en el cfgPor defecto: ""
  • server.hostnameServidorPor defecto: "My Untitled Rust Server"
  • server.identityServidorPor defecto: "my_server_identity"
  • server.idlekickServidorPor defecto: 30
  • server.idlekickadminsServidorPor defecto: 0
  • server.idlekickmodeServidorPor defecto: 1
  • server.incapacitatedrecoverchanceServidorSe guarda en el cfgPor defecto: 0.1

    Base chance of recovery after incapacitated wounded state

  • server.industrialallowquickmoveServidorPor defecto: true

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

  • server.industrialcrafterfrequencyServidorSe guarda en el cfgPor defecto: 5

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

  • server.industrialframebudgetmsServidorSe guarda en el cfgPor defecto: 0.5

    How long per frame to spend on industrial jobs

  • server.industrialtransferstricttimelimitsServidorSe guarda en el cfgPor defecto: false

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

  • server.ipServidorPor defecto: ""
  • server.ipqueriesperminServidorPor defecto: 30
  • server.itemdespawnServidorPor defecto: 300
  • server.itemdespawn_container_max_multiplierServidorPor defecto: 24
  • server.itemdespawn_container_scaleServidorPor defecto: 2
  • server.itemdespawn_quickServidorPor defecto: 30
  • server.levelServidorPor defecto: "Procedural Map"
  • server.leveltransferServidorPor defecto: true
  • server.levelurlServidorPor defecto: ""
  • server.listtoolcupboardsComando

    Prints all the Tool Cupboards on the server

  • server.listvendingmachinesComando

    Prints all the vending machines on the server

  • server.logoimageServidorSe guarda en el cfgPor defecto: ""
  • server.max_sheltersServidorPor defecto: 1
  • server.max_sleeping_bagsServidorPor defecto: 15
  • server.maxclientinfosizeServidor
  • server.maxconnectionsperipServidor
  • server.maxdecryptqueuebytesServidor
  • server.maxdecryptqueuelengthServidor
  • server.maxdecryptthreadwaitServidor
  • server.maximummapmarkersServidorSe guarda en el cfgPor defecto: 5

    How many markers each player can place

  • server.maximumpingsServidorSe guarda en el cfgPor defecto: 5

    How many pings can be placed by each player

  • server.maxitemstacksmovedpertickindustrialServidorSe guarda en el cfgPor defecto: 12

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

  • server.maxmainthreadwaitServidor
  • server.maxpacketsize_commandServidorPor defecto: 100000
  • server.maxpacketsize_globalentitiesServidorPor defecto: 1000
  • server.maxpacketsize_globaltreesServidorPor defecto: 100
  • server.maxpacketspersecondServidor
  • server.maxpacketspersecond_commandServidorPor defecto: 100
  • server.maxpacketspersecond_rpcServidorPor defecto: 200
  • server.maxpacketspersecond_rpc_signalServidorPor defecto: 50
  • server.maxpacketspersecond_tickServidorPor defecto: 300
  • server.maxpacketspersecond_voiceServidorPor defecto: 100
  • server.maxpacketspersecond_worldServidorPor defecto: 1
  • server.maxplayersServidorPor defecto: 500
  • server.maxreadqueuebytesServidor
  • server.maxreadqueuelengthServidor
  • server.maxreadthreadwaitServidor
  • server.maxreceivetimeServidor
  • server.maxunackServidorPor defecto: 4
  • server.maxwritequeuebytesServidor
  • server.maxwritequeuelengthServidor
  • server.maxwritethreadwaitServidor
  • server.meleearmorServidorSe guarda en el cfgPor defecto: 1
  • server.meleedamageServidorSe guarda en el cfgPor defecto: 1
  • server.metabolismtickServidorPor defecto: 1
  • server.modifiertickrateServidorPor defecto: 1
  • server.motdServidorSe guarda en el cfgPor defecto: ""
  • server.netcacheServidorPor defecto: true
  • server.netcachesizeServidorPor defecto: 0
  • server.netlogServidor
  • server.netprotocolComando
  • server.nonplanterdeathchancepertickServidorSe guarda en el cfgPor defecto: 0.005
  • server.officialServidorPor defecto: false
  • server.oilrig_radiation_alarm_thresholdServidorPor defecto: 0
  • server.oilrig_radiation_amount_scaleServidorSe guarda en el cfgPor defecto: 1
  • server.oilrig_radiation_time_scaleServidorSe guarda en el cfgPor defecto: 1
  • server.optimalplanterqualitysaturationServidorSe guarda en el cfgPor defecto: 0.6
  • server.packetlogComando
  • server.packetlog_enabledServidorPor defecto: false
  • server.parachuterepacktimeServidorSe guarda en el cfgPor defecto: 8

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

  • server.ping_region_code_overrideServidorPor defecto: ""
  • server.pingdurationServidorSe guarda en el cfgPor defecto: 10

    How long a ping should last

  • server.plantlightdetectionServidorPor defecto: true
  • server.planttickServidorPor defecto: 60
  • server.planttickscaleServidorPor defecto: 1
  • server.player_state_cache_countComando
  • server.player_state_cache_evictionsComando
  • server.player_state_cache_sizeServidor
  • server.playerlistposComando

    Prints the position of all players on the server

  • server.playerserverfallServidorSe guarda en el cfgPor defecto: true
  • server.playertimeoutServidorPor defecto: 60
  • server.portServidorPor defecto: 28015
  • server.printdecryptqueueComando
  • server.printeyesComando

    Print the current player eyes.

  • server.printposComando

    Print the current player position.

  • server.printreadqueueComando
  • server.printreportstoconsoleServidorSe guarda en el cfgPor defecto: false

    Should F7 reports from players be printed to console

  • server.printrotComando

    Print the current player rotation.

  • server.printwritequeueComando
  • server.pveServidorPor defecto: false
  • server.queriespersecondServidorPor defecto: 2000
  • server.queryportServidorPor defecto: 0
  • server.radiationServidorPor defecto: true
  • server.readcfgComando
  • server.rejoin_delayServidorPor defecto: 300
  • server.reportsserverendpointServidorSe guarda en el cfgPor defecto: ""

    HTTP API endpoint for receiving F7 reports

  • server.reportsserverendpointkeyServidorSe guarda en el cfgPor defecto: ""

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

  • server.resetserveremojiComando

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

  • server.respawnatdeathpositionServidorPor defecto: false

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

  • server.respawnresetrangeServidorPor defecto: 50
  • server.respawnwithloadoutServidorPor defecto: false

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

  • server.rewounddelayServidorSe guarda en el cfgPor defecto: 60
  • server.rpclogComando
  • server.rpclog_enabledServidorPor defecto: false
  • server.saltServidorPor defecto: 1
  • server.saveComando

    Force save the current game

  • server.savebackupcountServidorSe guarda en el cfgPor defecto: 2
  • server.savecachesizeServidorPor defecto: 0
  • server.saveintervalServidorPor defecto: 600
  • server.schematimeServidorPor defecto: 1800
  • server.secureServidorPor defecto: true
  • server.seedServidorPor defecto: 1337
  • server.sendnetworkupdateComando

    Send network update for all players

  • server.server_idServidorSe guarda en el cfg
  • server.setshowholstereditemsComando

    Show holstered items on player bodies

  • server.showholstereditemsServidorSe guarda en el cfgPor defecto: true
  • server.skipdeathscreenfadeServidorPor defecto: false

    Skip death screen fade

  • server.snapshotComandoAdmin

    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.sprinklereyeheightoffsetServidorSe guarda en el cfgPor defecto: 3
  • server.sprinklerradiusServidorSe guarda en el cfgPor defecto: 3
  • server.stabilityServidorPor defecto: true
  • server.startComando

    Starts a server

  • server.statbackupServidorPor defecto: false
  • server.statsServidorPor defecto: false
  • server.stopComando

    Stops a server

  • server.strictauth_eacServidorPor defecto: false
  • server.strictauth_steamServidorPor defecto: false
  • server.tagsServidorSe guarda en el cfgPor defecto: ""

    Comma-separated server browser tag values (see wiki)

  • server.tickrateServidorPor defecto: 10
  • server.tutorialenabledServidorSe guarda en el cfgPor defecto: false

    Controls whether the tutorial is enabled on this server

  • server.updatebatchServidorPor defecto: 512
  • server.updatebatchspawnServidorPor defecto: 1024
  • server.urlServidorPor defecto: ""
  • server.useminimumplantconditionServidorPor defecto: true
  • server.watercontainersleavewaterbehindServidorSe guarda en el cfgPor defecto: false

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

  • server.workbench1taxrateServidorSe guarda en el cfgPor defecto: 0

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

  • server.workbench2taxrateServidorSe guarda en el cfgPor defecto: 10

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

  • server.workbench3taxrateServidorSe guarda en el cfgPor defecto: 20

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

  • server.worldsizeServidorPor defecto: 4500
  • server.woundedmaxfoodandwaterbonusServidorSe guarda en el cfgPor defecto: 0.25

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

  • server.woundedrecoverchanceServidorSe guarda en el cfgPor defecto: 0.2

    Base chance of recovery after crawling wounded state

  • server.woundingenabledServidorSe guarda en el cfgPor defecto: true

    Can players be wounded after recieving fatal damage

  • server.writecfgComando

    Writes config files

  • simpleshark.disableServidorPor defecto: false
  • simpleshark.forcesurfaceamountServidorPor defecto: 0
  • slotmachine.forcepayoutindexServidorPor defecto: -1
  • snowmobile.allowpassengeronlyServidorPor defecto: false

    Allow mounting as a passenger when there's no driver

  • snowmobile.allterrainServidorPor defecto: false

    If true, snowmobile goes fast on all terrain types

  • snowmobile.outsidedecayminutesServidorPor defecto: 1440

    How long before a snowmobile loses all its health while outside

  • spawn.cargoshipdockingtestComando
  • spawn.cargoshipeventComando
  • spawn.ch47eventComando
  • spawn.fill_groupsComando
  • spawn.fill_individualsComando
  • spawn.fill_populationsComando
  • spawn.max_densityServidorPor defecto: 1
  • spawn.max_rateServidorPor defecto: 1
  • spawn.min_densityServidorPor defecto: 0.5
  • spawn.min_rateServidorPor defecto: 0.5
  • spawn.player_baseServidorPor defecto: 100
  • spawn.player_scaleServidorPor defecto: 2
  • spawn.reportComando
  • spawn.respawn_groupsServidorPor defecto: true
  • spawn.respawn_individualsServidorPor defecto: true
  • spawn.respawn_populationsServidorPor defecto: true
  • spawn.scalarsComando
  • spawn.tick_individualsServidorPor defecto: 300
  • spawn.tick_populationsServidorPor defecto: 60
  • sss.enabledClienteSe guarda en el cfgPor defecto: true
  • sss.halfresClienteSe guarda en el cfgPor defecto: true
  • sss.qualityClienteSe guarda en el cfgPor defecto: 0
  • sss.scaleClienteSe guarda en el cfgPor defecto: 1
  • stability.accuracyServidorPor defecto: 0.001
  • stability.collapseServidorPor defecto: 0.05
  • stability.refresh_stabilityComando
  • stability.stabilityqueueServidorPor defecto: 9
  • stability.strikesServidorPor defecto: 10
  • stability.surroundingsqueueServidorPor defecto: 3
  • stability.verboseServidorPor defecto: 0
  • stabilityentity.demolish_secondsServidorPor defecto: 600
  • stag.populationServidorPor defecto: 3

    Population active on the server, per square km

  • stash.reveal_tick_rateServidorPor defecto: 0.5
  • supply.callComando
  • supply.dropComando
  • system.cpu_affinityComando
  • system.cpu_priorityComando
  • telephonemanager.maxcalllengthServidorPor defecto: 120
  • telephonemanager.maxconcurrentcallsServidorPor defecto: 10
  • telephonemanager.printallphonesComando
  • terrain.qualityClienteSe guarda en el cfgPor defecto: 100
  • texture.statsComando
  • texture.streamingClienteSe guarda en el cfg

    Enable/Disable texture streaming

  • texture.streamingbudgetoverrideCliente
  • time.cl_maxstepsperframeServidorPor defecto: 2

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

  • time.cl_stepsServidorPor defecto: 32

    Desired physics ticks per second on clients

  • time.pausewhileloadingServidorPor defecto: true
  • time.sv_maxstepsperframeServidor

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

  • time.sv_stepsServidor

    Desired physics ticks per second on the server

  • time.timescaleServidor
  • traincar.decayminutesServidorPor defecto: 30

    How long before a train car despawns

  • traincar.populationServidorPor defecto: 2.3

    Population active on the server

  • traincar.wagons_per_engineServidorPor defecto: 2

    Ratio of wagons to train engines that spawn

  • traincarunloadable.decayminutesafterunloadServidorPor defecto: 10

    How long before an unloadable train car despawns afer being unloaded

  • traincouplingcontroller.max_couple_speedServidorPor defecto: 9

    Maximum difference in velocity for train cars to couple

  • travellingvendor.alive_time_secondsServidorPor defecto: 1800
  • travellingvendor.attempt_pulloversServidorPor defecto: true
  • travellingvendor.max_speedServidorSe guarda en el cfgPor defecto: 5
  • travellingvendor.should_destroy_buildingsServidorPor defecto: false
  • travellingvendor.should_spawnServidorPor defecto: true
  • travellingvendor.spawnComando
  • travellingvendor.starteventComando
  • tree.global_broadcastServidor
  • tree.simplified_colliderServidor
  • tugboat.tugcorpsesecondsServidorPor defecto: 7200
  • tugboat.tugdecayminutesServidorPor defecto: 2160

    How long before a tugboat loses all its health while outside

  • tugboat.tugdecaystartdelayminutesServidorPor defecto: 1440

    How long until decay begins after the tugboat was last used

  • tutorialisland.enforcetrespasschecksServidorSe guarda en el cfgPor defecto: true
  • tutorialisland.overridetutoriallocationServidor

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

  • tutorialisland.spawntutorialislandfornewplayerServidorSe guarda en el cfgPor defecto: true
  • vehicle.autohoverComando
  • vehicle.boat_corpse_secondsServidorPor defecto: 300
  • vehicle.boatdriftinfoComando

    Print out boat drift status for all boats

  • vehicle.carwrecksServidorPor defecto: true

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

  • vehicle.cinematictrainsServidorPor defecto: false

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

  • vehicle.fixcarsComando
  • vehicle.killboatsComando
  • vehicle.killcarsComando
  • vehicle.killdronesComando
  • vehicle.killminisComando
  • vehicle.killmotorbikesComando
  • vehicle.killpushbikesComando
  • vehicle.killscraphelisComando
  • vehicle.killtrainsComando
  • vehicle.stop_all_trainsComando
  • vehicle.swapseatsComandoCualquier jugador
  • vehicle.trainskeeprunningServidorPor defecto: false

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

  • vehicle.vehiclesdroplootServidorPor defecto: true

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

  • vis.attackServidorCliente
  • vis.damageServidor
  • vis.hitboxesServidor
  • vis.lerpCliente
  • vis.lineofsightServidor
  • vis.protectionServidorCliente
  • vis.senseServidor
  • vis.triggersServidor
  • vis.weakspotsServidor
  • voice.loopbackClienteSe guarda en el cfgPor defecto: false
  • voice.togglevoicerangeboostComando

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

  • voice.voicerangeboostamountServidorPor defecto: 50
  • water.qualityClienteSe guarda en el cfgPor defecto: 1
  • water.reflectionsClienteSe guarda en el cfgPor defecto: 1
  • water.scaled_timeClienteAdminPor defecto: false
  • waypointrace.racetimeoutServidorSe guarda en el cfgPor defecto: 900

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

  • waypointrace.startraceComando
  • weather.atmosphere_brightnessServidor
  • weather.atmosphere_contrastServidor
  • weather.atmosphere_directionalityServidor
  • weather.atmosphere_mieServidor
  • weather.atmosphere_rayleighServidor
  • weather.clear_chanceServidor
  • weather.cloud_attenuationServidor
  • weather.cloud_brightnessServidor
  • weather.cloud_coloringServidor
  • weather.cloud_coverageServidor
  • weather.cloud_opacityServidor
  • weather.cloud_saturationServidor
  • weather.cloud_scatteringServidor
  • weather.cloud_sharpnessServidor
  • weather.cloud_sizeServidor
  • weather.dust_chanceServidor
  • weather.fogServidor
  • weather.fog_chanceServidor
  • weather.loadComando
  • weather.ocean_scaleServidor
  • weather.ocean_timeServidorPor defecto: -1
  • weather.overcast_chanceServidor
  • weather.rainServidor
  • weather.rain_chanceServidor
  • weather.rainbowServidor
  • weather.reportComando
  • weather.resetComando
  • weather.storm_chanceServidor
  • weather.thunderServidor
  • weather.wetness_rainServidorPor defecto: 0.4
  • weather.wetness_snowServidorPor defecto: 0.2
  • weather.windServidor
  • wipetimer.days_to_add_testServidorPor defecto: 0
  • wipetimer.hours_to_add_testServidorPor defecto: 0
  • wipetimer.printtimezonesComando
  • wipetimer.printwipeComando
  • wipetimer.wipecronoverrideServidorPor defecto: ""

    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.wipedayofweekServidorPor defecto: 4

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

  • wipetimer.wipehourofdayServidorPor defecto: 19

    Which hour to wipe? 14.5 = 2:30pm

  • wipetimer.wipetimezoneServidorPor defecto: "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.wipeunixtimestampoverrideServidorPor defecto: 0

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

  • wolf.populationServidorPor defecto: 2

    Population active on the server, per square km

  • workshop.print_approved_skinsComando
  • world.cacheServidorClientePor defecto: true
  • world.configfileServidor
  • world.configstringServidor
  • world.monumentsComando
  • world.renderlabsComando

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

  • world.rendermapComando

    Renders a high resolution PNG of the current map

  • world.rendertunnelsComando

    Renders a PNG of the current map's tunnel network

  • world.streamingClientePor defecto: true
  • xmas.enabledServidorPor defecto: false
  • xmas.giftsperplayerServidorPor defecto: 2
  • xmas.refillComando
  • xmas.spawnattemptsServidorPor defecto: 5
  • xmas.spawnrangeServidorPor defecto: 40
  • xmasdungeon.playerdetectrangeServidorPor defecto: 30

    How far we detect players from our inside/outside

  • xmasdungeon.xmaslifetimeServidorPor defecto: 1200

    How long each active dungeon should last before dying

  • xmasdungeon.xmaspopulationServidorPor defecto: 0

    Population active on the server

  • ziplinelaunchpoint.highlightComandoAdmin
  • ziplinelaunchpoint.reportComandoAdmin
  • zombie.populationServidor

    Population active on the server, per square km

Lista de convars del juego al agosto de 2024: puede faltar alguna más nueva.

© 2026 Vestigo