Rust Console Commands List


Below you will find a list of all the updated Rust console commands for Steam PC and Mac. You can open the console while playing the game Rust, and you need to press the F1 key in order to execute this command. At that point, the window for you to input commands will open and you can simply start typing the commands.

In case if your command has true/false, and then simply you can type either true or false as the command, without using the quotation marks.

You can see the table of commands according to your choice by pressing the “Table View” or “Card View” buttons given below.


Console Commands
Code Effect
ai.aidebug_loadbalanceoverduereportserver
ai.aidebug_toggle
ai.ailoadbalancerupdateinterval [0.25] Set the update interval for the behaviour ai of animals and npcs.
ai.aimanagerloadbalancerupdateinterval [2] Set the update interval for the agency of dormant and active animals and npcs.
ai.animal_ignore_food [TRUE] If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
ai.animalsenseloadbalancerupdateinterval [0.2] Set the update interval for animal senses that updates the knowledge gathering of animals.
ai.defaultloadbalancerupdateinterval [2.5] Set the update interval for the default load balancer, currently used for cover point generation.
ai.frametime [5]
ai.ignoreplayers [FALSE]
ai.move [TRUE]
ai.nav_carve_height [2] The height of the carve volume.
ai.nav_carve_min_base_size [2] The minimum size we allow a carving volume to be.
ai.nav_carve_min_building_blocks_to_apply_optimization [25] The minimum number of building blocks a building needs to consist of for this optimization to be applied.
ai.nav_carve_size_multiplier [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.
ai.nav_carve_use_building_optimization [FALSE] If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.
ai.npc_alertness_drain_rate [0.01] npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
ai.npc_alertness_to_aim_modifier [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.
ai.npc_alertness_zero_detection_mod [0.5] npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero.
ai.npc_cover_compromised_cooldown [10] npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it’s cleared again for selection.
ai.npc_cover_info_tick_rate_multiplier [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
ai.npc_cover_path_vs_straight_dist_max_diff [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.
ai.npc_cover_use_path_distance [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_randomizer [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).
ai.npc_deliberate_miss_offset_multiplier [1.25] The offset with which the NPC will maximum miss the target.
ai.npc_deliberate_miss_to_hit_alignment_time The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5)
ai.npc_door_trigger_size [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
ai.npc_enable [TRUE] If npc_enable is set to false then npcs won’t spawn.
ai.npc_families_no_hurt [TRUE] If npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.
ai.npc_gun_noise_silencer_modifier [0.15] The modifier by which a silencer reduce the noise that a gun makes when shot.
ai.npc_htn_player_base_damage_modifier [1.15] Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.
ai.npc_htn_player_frustration_threshold [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.
ai.npc_ignore_chairs [TRUE] If npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs.
ai.npc_junkpile_a_spawn_chance [0.1] npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a.
ai.npc_junkpile_dist_aggro_gate [8] npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.
ai.npc_junkpile_g_spawn_chance [0.1] npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g.
ai.npc_max_junkpile_count [30] npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)
ai.npc_max_population_military_tunnels [3] npc_max_population_military_tunnels defines the size of the npc population at military tunnels.
ai.npc_max_roam_multiplier [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.
ai.npc_only_hurt_active_target_in_safezone [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.
ai.npc_patrol_point_cooldown [5] npc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again
ai.npc_reasoning_system_tick_rate_multiplier [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
ai.npc_respawn_delay_max_military_tunnels [1920] npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.
ai.npc_respawn_delay_min_military_tunnels [480] npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.
ai.npc_sensory_system_tick_rate_multiplier [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
ai.npc_spawn_on_cargo_ship [TRUE] Spawn NPCs on the Cargo Ship.
ai.npc_spawn_per_tick_max_military_tunnels [1] npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels.
ai.npc_spawn_per_tick_min_military_tunnels [1] npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels.
ai.npc_speed_crouch_run [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.
ai.npc_speed_crouch_walk [0.1] npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
ai.npc_speed_run [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.
ai.npc_speed_sprint [1] npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1.
ai.npc_speed_walk [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.
ai.npc_use_new_aim_system [TRUE] If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.
ai.npc_use_thrown_weapons [TRUE] If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.
ai.npc_valid_aim_cone [0.8] npc_valid_aim_cone defines how close their aim needs to be on target in order to fire.
ai.npc_valid_mounted_aim_cone [0.92] npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted.
ai.npcsenseloadbalancerupdateinterval [0.2] Set the update interval for npc senses that updates the knowledge gathering of npcs.
ai.ocean_patrol_path_iterations [100000]
ai.selectnpclookatserver
ai.sensetime [1]
ai.think [TRUE]
ai.tickrate [5]
aimanager.ai_dormant [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_tick [30] ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick.
aimanager.ai_htn_animal_tick_budget [4] ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume.
aimanager.ai_htn_player_junkpile_tick_budget [4] ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.
aimanager.ai_htn_player_tick_budget [4] ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume.
aimanager.ai_htn_use_agency_tick [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.
aimanager.ai_to_player_distance_wakeup_range [160] If an agent is beyond this distance to a player, it’s flagged for becoming dormant.
aimanager.nav_disable [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_state nav_obstacles_carve_state [2] defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve. (2)
aimanager.nav_wait [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.pathfindingiterationsperframe [100] 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.
aithinkmanager.framebudgetms [2.5]
antihack.admincheat [TRUE]
antihack.debuglevel [1]
antihack.enforcementlevel [1]
antihack.eye_clientframes [2]
antihack.eye_forgiveness [0.5]
antihack.eye_penalty [0]
antihack.eye_protection [2]
antihack.eye_serverframes [2]
antihack.flyhack_extrusion [2]
antihack.flyhack_forgiveness_horizontal [1.5]
antihack.flyhack_forgiveness_vertical [1.5]
antihack.flyhack_margin [0.05]
antihack.flyhack_maxsteps [15]
antihack.flyhack_penalty [100]
antihack.flyhack_protection [3]
antihack.flyhack_rejec [FALSE]
antihack.flyhack_stepsize [0.1]
antihack.forceposition [TRUE]
antihack.maxdeltatime [1]
antihack.maxdesync [1]
antihack.maxviolation [100]
antihack.melee_clientframes [2]
antihack.melee_forgiveness [0.5]
antihack.melee_penalty [0]
antihack.melee_protection [3]
antihack.melee_serverframes [2]
antihack.modelstate [TRUE]
antihack.noclip_backtracking [0.01]
antihack.noclip_margin [0.09]
antihack.noclip_maxsteps [15]
antihack.noclip_penalty [0]
antihack.noclip_protection [3]
antihack.noclip_reject [TRUE]
antihack.noclip_stepsize [0.1]
antihack.objectplacement [TRUE]
antihack.projectile_clientframes [2]
antihack.projectile_forgiveness [0.5]
antihack.projectile_penalty [0]
antihack.projectile_protection [5]
antihack.projectile_serverframes [2]
antihack.projectile_trajectory_horizontal [1]
antihack.projectile_trajectory_vertical [1]
antihack.relaxationpause [10]
antihack.relaxationrate [0.1]
antihack.reporting [TRUE]
antihack.signpause [1]
antihack.speedhack_forgiveness [2]
antihack.speedhack_penalty [0]
antihack.speedhack_protection [2]
antihack.speedhack_reject [TRUE]
antihack.speedhack_slopespeed [10]
antihack.terrain_kill [TRUE]
antihack.terrain_padding [2]
antihack.terrain_penalty [0]
antihack.terrain_protection [1]
antihack.terrain_timeslice [64]
antihack.userlevel [2]
app.notifications [FALSE] Enables sending push notifications
app.pair
app.port [28083]
app.queuelimit [100] Max number of queued messages – set to 0 to disable message processing
app.serverid
app.update [TRUE] Disables updating entirely – emergency use only
baseboat.generate_paths [TRUE]
baseridableanimal.decayminutes [180] How long before a horse dies unattended
baseridableanimal.framebudgetms [1]
batching.verbose [0]
bear.population [2] Population active on the server, per square km
bigwheelgame.spinfrequencyseconds [45]
boar.population [5] Population active on the server, per square km
bradley.enabled [TRUE]
bradley.quickrespawn
bradley.respawndelayminutes [60]
bradley.respawndelayvariance [1]
cargoship.egress_duration_minutes [10]
cargoship.event_duration_minutes [50]
cargoship.event_enabled [TRUE]
cargoship.loot_round_spacing_minutes [10]
cargoship.loot_rounds [3]
chat.enabled [TRUE]
chat.say
chat.search
chat.serverlog [TRUE]
chat.tail
chat.teamsay
chicken.population [3] Population active on the server, per square km (3)
clothlod.clothloddist [20] distance cloth will simulate until
commands.echo
commands.find
console.search
console.tail
construct.frameminutes [30]
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height [2] 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).
coverpointvolume.cover_point_sample_step_size [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).
craft.add
craft.cancel
craft.canceltask
craft.fasttracktask
craft.instant [FALSE]
cui.endtest
cui.test
data.export
debug.breakheld Break the current held object
debug.breakitem Break all the items in your inventory whose name match the passed string
debug.callbacks [FALSE]
debug.checktriggers [FALSE]
debug.disablecondition [FALSE] Do not damage any items
debug.drink
debug.eat
debug.flushgroup Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.gesture
debug.heal
debug.hurt
debug.log [TRUE]
debug.puzzleprefabrespawn respawn all puzzles from their prefabs
debug.puzzlereset reset all puzzles
debug.refillvitals
debug.renderinfo
debug.stall
decay.bracket_0_blockcount [15] Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
decay.bracket_0_costfraction [0.1] blocks within bracket 0 will cost this fraction per upkeep period to maintain
decay.bracket_1_blockcount [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_costfraction [0.15] blocks within bracket 1 will cost this fraction per upkeep period to maintain
decay.bracket_2_blockcount [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_costfraction [0.2] blocks within bracket 2 will cost this fraction per upkeep period to maintain
decay.bracket_3_blockcount [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_costfraction [0.333] blocks within bracket 3 will cost this fraction per upkeep period to maintain
decay.debug [FALSE]
decay.delay_metal [0] How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_override [0] When set to a value above 0 everything will decay with this delay
decay.delay_stone [0] How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier [0] How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig [0] How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood [0] How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.duration_metal [8] How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_override [0] When set to a value above 0 everything will decay with this duration
decay.duration_stone [5] How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier [12] How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig [1] How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood [3] How long should this building grade take to decay when not protected by upkeep, in hours
decay.outside_test_range [50] Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
decay.scale [1]
decay.tick [600]
decay.upkeep [TRUE] Is upkeep enabled
decay.upkeep_grief_protection 1440 [24 hours] How many minutes can the upkeep cost last after the cupboard was destroyed?
decay.upkeep_heal_scale [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_scale [0.1] Scale at which objects decay when they are inside, default of
decay.upkeep_period_minutes 1440 [24 hours] How many minutes does the upkeep cost last?
entity.debug_toggle
entity.deleteby Destroy all entities created by this user
entity.find_entity
entity.find_group
entity.find_id
entity.find_parent
entity.find_radius
entity.find_self
entity.find_status
entity.nudge
entity.spawn
entity.spawnitem
entity.spawnlootfrom
env.addtime
env.day [1-31]
env.month [01/12/2020]
env.progresstime [TRUE]
env.time
env.year [2024]
fps.limit [256]
gc.collect
gc.enabled [TRUE]
gc.incremental_enabled [TRUE]
gc.incremental_milliseconds [3]
gc.unload
global.admintime [-1] If > 1 the time of day (hour) will be forced to this.
global.ban
global.banid banid
global.banlist List of banned users (sourceds compat)
global.banlistex List of banned users – shows reasons and usernames
global.bans List of banned users
global.breakitem
global.buildinfo Get information about this build
global.clientperf
global.colliders
global.developer [0]
global.dump
global.entid
global.error
global.free
global.injure
global.kick
global.kickall
global.kill
global.killplayer
global.listid List of banned users, by ID (sourceds compat)
global.maxthreads [8]
global.moderatorid
global.mute
global.mutelist Print a list of currently muted players
global.objects
global.ownerid
global.perf [0-9]
global.playerlist Get a list of players
global.players Print out currently connected clients etc
global.queue
global.quit
global.removemoderator
global.removeowner
global.report
global.respawn
global.respawn_sleepingbag
global.respawn_sleepingbag_remove
global.restart
global.say Sends a message in chat
global.serverinfo Get a list of information about the server
global.setinfo
global.skipqueue
global.sleep
global.spectate
global.stats Print out stats of currently connected clients
global.status Print out currently connected clients
global.status_sv
global.subscriptions
global.sysinfo
global.sysuid
global.teaminfo
global.teleport
global.teleport2me
global.teleportany
global.teleportlos
global.teleportpos
global.textures
global.unban
global.unmute
global.users Show user info for players on server.
global.version
hackablelockedcrate.decayseconds [7200] How many seconds until the crate is destroyed without any hack attempts
hackablelockedcrate.requiredhackseconds [900] How many seconds for the crate to unlock
halloween.enable [FALSE]
halloween.murdererpopulation [0] Population active on the server, per square km
halloween.scarecrow_beancan_vs_player_dmg_modifier [0.1] Modified damage from beancan explosion vs players
halloween.scarecrow_body_dmg_modifier [0.25] Modifier to how much damage scarecrows take to the body.
halloween.scarecrow_chase_stopping_distance [0.5] Stopping distance for destinations set while chasing a target
halloween.scarecrow_throw_beancan_global_delay [8 seconds] The delay globally on a server between each time a scarecrow throws a beancan
halloween.scarecrowpopulation [0] Population active on the server, per square km
halloween.scarecrows_throw_beancans [TRUE] Scarecrows can throw beancans
heli.bulletaccuracy [2]
heli.bulletdamagescale [1]
heli.call
heli.calltome
heli.drop
heli.guns [1]
heli.lifetimeminutes [15]
heli.strafe
heli.testpuzzle
hierarchy.cd
hierarchy.del
hierarchy.ls
horse.population [0] Population active on the server, per square km
hotairballoon.outsidedecayminutes [180] How long before a HAB is killed while outside
hotairballoon.population [1] Population active on the server
hotairballoon.serviceceiling [200]
inventory.copyto Copies the players inventory to the player in front of them
inventory.defs
inventory.endloot
inventory.give
inventory.giveall
inventory.givearm
inventory.giveid
inventory.giveto
inventory.lighttoggle
inventory.reloaddefs
inventory.resetbp
inventory.unlockall
ioentity.backtracking [8]
ioentity.framebudgetms [1]
ioentity.responsetime [0.1]
manifest.printmanifest
manifest.printmanifestraw
memsnap.full
memsnap.managed
memsnap.native
minicopter.outsidedecayminutes [240] How long before a minicopter is killed while outside
minicopter.population [1] Population active on the server
motorrowboat.outsidedecayminutes [180] How long before a boat is killed while outside
motorrowboat.population [4] Population active on the server
net.visdebug [FALSE]
note.update
npcautoturret.sleeperhostiledelay [1200] How many seconds until a sleeping player is considered hostile
physics.autosynctransforms [TRUE]
physics.batchsynctransforms [TRUE]
physics.bouncethreshold [2]
physics.droppedmode [2] The collision detection mode that dropped items and corpses should use (2)
physics.gravity [1] Gravity multiplier
physics.minsteps [8] The slowest physics steps will operate
physics.sendeffects [TRUE] Send effects to clients when physics objects collide
physics.sleepthreshold [0.005]
physics.solveriterationcount [3] The default solver iteration count permitted for any rigid bodies. Must be positive
physics.steps [16] The amount of physics steps per second
player.cinematic_play
player.cinematic_stop
player.tickrate_cl [20]
player.tickrate_sv [16]
playerinventory.forcebirthday [FALSE]
pool.clear_assets
pool.clear_memory
pool.clear_prefabs
pool.debug [FALSE]
pool.enabled [TRUE]
pool.export_prefabs
pool.mod [2]
pool.prewarm [TRUE]
pool.print_assets
pool.print_memory
pool.print_prefabs
profile.start
profile.stop
rcon.ip
rcon.port [28016]
rcon.print [FALSE] If true, rcon commands etc will be printed in the console
rcon.web [TRUE] If set to true, use websocket rcon. If set to false use legacy, source engine rcon.
relationshipmanager.acceptinvite
relationshipmanager.addtoteam
relationshipmanager.fakeinvite
relationshipmanager.kickmember
relationshipmanager.leaveteam
relationshipmanager.maxteamsize [8]
relationshipmanager.promote
relationshipmanager.rejectinvite
relationshipmanager.sendinvite
relationshipmanager.sleeptoggle
relationshipmanager.trycreateteam
rhib.rhibpopulation [1] Population active on the server
ridablehorse.population [4] Population active on the server, per square km
samsite.alltarget [FALSE] targetmode, 1 = all air vehicles, 0 = only hot air ballons
samsite.staticrepairseconds [1200] how long until static sam sites auto repair
santasleigh.altitudeaboveterrain [50]
santasleigh.desiredaltitude [60]
santasleigh.drop
scraptransporthelicopter.population [0.33] Population active on the server
sentry.hostileduration [120] how long until something is considered hostile after it attacked
sentry.targetall [FALSE] target everyone regardless of authorization
server.arrowarmor [1]
server.arrowdamage [1]
server.authtimeout [60]
server.backup Backup server folder
server.bleedingarmor [1]
server.bleedingdamage [1]
server.branch
server.bulletarmor [1]
server.bulletdamage [1]
server.cheatreport
server.cinematic [FALSE]
server.combatlog Get the player combat log
server.combatlogdelay [10]
server.combatlogsize [30]
server.compression [FALSE]
server.corpsedespawn [300]
server.corpses [TRUE]
server.cycletime [500]
server.debrisdespawn [30]
server.description
server.dropitems [TRUE]
server.encryption [2]
server.entitybatchsize [100]
server.entitybatchtime [1]
server.entityrate [16]
server.events [TRUE]
server.fps
server.globalchat [TRUE]
server.headerimage
server.hostname
server.identity
server.idlekick [30 minutes]
server.idlekickadmins [0]
server.idlekickmode [1]
server.ip
server.ipqueriespermin [30]
server.itemdespawn [300]
server.level [Procedural Map]
server.leveltransfer [TRUE]
server.levelurl
server.maxcommandpacketsize [1000000]
server.maxcommandspersecond [100]
server.maxpacketsize [5000000]
server.maxpacketsize_command [1000000]
server.maxpacketspersecond [1500]
server.maxpacketspersecond_command [100]
server.maxpacketspersecond_rpc [200]
server.maxpacketspersecond_tick [300]
server.maxpacketspersecond_world [1]
server.maxplayers [10]
server.maxreceivetime [20]
server.maxrpcspersecond [200]
server.maxtickspersecond [300]
server.maxunack [4]
server.meleearmor [1]
server.meleedamage [1]
server.metabolismtick [1]
server.muted Writes config files
server.netcache [TRUE]
server.netcachesize [0]
server.netlog [FALSE]
server.official [FALSE]
server.plantlightdetection [TRUE]
server.planttick [60]
server.planttickscale [1]
server.playerserverfall [TRUE]
server.playertimeout [60]
server.port [28015]
server.printeyes Print the current player eyes.
server.printpos Print the current player position.
server.printrot Print the current player rotation.
server.pve [FALSE]
server.queriespersecond [2000]
server.queryport [0]
server.radiation [TRUE]
server.readcfg
server.respawnresetrange [50]
server.salt
server.save Force save the current game
server.savecachesize [2753207]
server.saveinterval [600]
server.schematime [1800]
server.secure [TRUE]
server.seed [TRUE]
server.sendnetworkupdate Send network update for all players
server.setshowholstereditems Show holstered items on player bodies
server.showholstereditems [TRUE]
server.snapshot 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.stability [TRUE]
server.start Starts a server
server.stats [FALSE]
server.stop Stops a server
server.tickrate [10]
server.updatebatch [512]
server.updatebatchspawn [1024]
server.url
server.worldsize
server.woundingenabled [TRUE]
server.writecfg Writes config files
spawn.fill_groups
spawn.fill_individuals
spawn.fill_populations
spawn.max_density [1]
spawn.max_rate [1]
spawn.min_density [0.5]
spawn.min_rate [0.5]
spawn.player_base [100]
spawn.player_scale [2]
spawn.report
spawn.respawn_groups [TRUE]
spawn.respawn_individuals [TRUE]
spawn.respawn_populations [TRUE]
spawn.scalars
spawn.tick_individuals [300]
spawn.tick_populations [60]
stability.accuracy [0.001]
stability.collapse [0.05]
stability.refresh_stability
stability.stabilityqueue [9]
stability.strikes [10]
stability.surroundingsqueue [3]
stability.verbose [0]
stag.population [3] Population active on the server, per square km
supply.call
supply.drop
time.fixeddelta [0.0625]
time.maxdelta [0.125]
time.pausewhileloading [TRUE]
time.timescale [1]
tree.global_broadcast [FALSE]
vehicle.boat_corpse_seconds [300]
vehicle.swapseats
vis.attack [FALSE]
vis.damage [FALSE]
vis.hitboxes [FALSE]
vis.lineofsight [FALSE]
vis.protection [FALSE]
vis.sense [FALSE]
vis.triggers [FALSE]
vis.weakspots [FALSE]
weather.clouds
weather.fog
weather.rain
weather.wind
wolf.population [2] Population active on the server, per square km
workshop.print_approved_skins
world.cache [TRUE]
xmas.enabled [FALSE]
xmas.giftsperplayer [2]
xmas.refill
xmas.spawnattempts [5]
xmas.spawnrange [40]
zombie.population [0] Population active on the server, per square km