Rust Admin Commands and Console Commands List for 2023 in a easy to read visual table

Rust Admin and Console Commands List 2023

Stay Informed With All Of The Rust Admin Commands & Console Commands

Rust console commands offer a powerful suite of tools for server admins and players, allowing you to perform various in-game actions, manage server settings, kick or ban players, and execute other administrative tasks. Access these commands through multiple avenues, such as your F1 in-game console, direct server console, or through third-party rcon tools such as Rust Admin or Battlemetrics!

In the ever-evolving world of Rust, console commands can be your secret weapon to enhance gameplay for your players and server management. That’s why we’ve crafted this all-inclusive, up-to-date list of Rust console commands for 2023! Our guide is designed to easily present you with the knowledge to control your server and tackle in-game challenges like a pro.

This list includes the following:

  • Server Commands
  • Client Commands
  • Oxide Commands
  • Rustedit Commands

How to Use Console Commands

  • Open your in-game console by hitting F1 on your keyboard in Rust as long as you have admin privileges and are connected to your server then paste the commands.
  • Alternatively, you can also paste these directly within your server’s console as well.

Our user-friendly table contains every Rust console command you’ll ever need. Bookmark this page as your go-to resource for Rust commands, and stay ahead of the curve in 2023!

How to Save Server Console Commands

In addition to console commands, Rust provides server variables (also called convars, CVARs, or server settings) that can be adjusted in real-time using the console. However, note that server variables modified via the console aren’t saved automatically. If the server restarts or stops unexpectedly, those settings may be lost. Be sure to type server.writecfg to save them to your server.cfg file!

To ensure your server settings persist, update your server’s configuration file (server.cfg) with the appropriate server variables and their corresponding values. This process might require you to manually save the server’s state, stop the server to adjust the configuration files, and then restart the server with the updated settings.

Last Updated: Nov 11th, 2023

Command Default Value Description
autoturret.auto_turret_budget_ms 0.5 How many milliseconds to spend on target scanning per frame
sentry.interferenceradius 40 radius to check for other turrets
sentry.maxinterference 12 max interference from other turrets
guntrap.gun_trap_budget_ms 0.5 How many milliseconds to spend on target scanning per frame
app.retry_initialize Try initializing the Rust+ companion server if it previously failed
debug.setdamange
debug.setfood
debug.sethealth
debug.setradiation
debug.setwater
player.createtrophy
aibrainsenses.humanknownplayerslosupdateinterval
aibrainsenses.knownplayerslosupdateinterval
aibrainsenses.updateinterval
aithinkmanager.animalframebudgetms
aithinkmanager.framebudgetms
aithinkmanager.petframebudgetms
baseboat.generate_paths
basefirework.maxactivefireworks
basefishingrod.forcefail
basefishingrod.forcesuccess
basefishingrod.immediatehook
basemission.missionsenabled
basenavigator.basenavmovementframeinterval How many frames between base navigation movement updates
basenavigator.maxstepupdistance The max step-up height difference for pet base navigation
basenavigator.navtypedistance
basenavigator.navtypeheightoffset
basenavigator.stucktriggerduration How long we are not moving for before trigger the stuck event
basepet.movementupdatebudgetms
basepet.onlyqueuebasenavmovements
basepet.queuedmovementsallowed
baseplayer.lifestoryframebudgetms
baseridableanimal.decayminutes How long before a horse dies unattended
baseridableanimal.dungtimescale
baseridableanimal.framebudgetms
basesubmarine.deepwaterdecayminutes How long before a submarine loses all its health while in deep water
basesubmarine.outsidedecayminutes How long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
basesubmarine.oxygenminutes How long a submarine can stay underwater until players start taking damage from low oxygen
bear.population Population active on the server, per square km
bigwheelgame.spinfrequencyseconds
blackjackmachine.maxbet Maximum initial bet per round
boar.population Population active on the server, per square km
boombox.backtracklength
boombox.clearradiobyuser
boombox.serverurllist A list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
bradleyapc.spawnroadbradley
cargoship.egress_duration_minutes
cargoship.event_duration_minutes
cargoship.event_enabled
cargoship.loot_round_spacing_minutes
cargoship.loot_rounds
cassette.clearcassettes
cassette.clearcassettesbyuser
cassette.maxcassettefilesizemb
chicken.population Population active on the server, per square km
cinematicentity.hideobjects Hides cinematic light source meshes (keeps lights visible)
clothlod.clothloddist distance cloth will simulate until
codelock.lockoutcooldown
codelock.maxfailedattempts
commands.echo
commands.find
camerarenderermanager.pool_stats
camerarenderer.completionframebudgetms
camerarenderer.enabled
camerarenderer.entitymaxage
camerarenderer.entitymaxdistance
camerarenderer.farplane
camerarenderer.height
camerarenderer.layermask
camerarenderer.maxraysperframe
camerarenderer.maxrendersperframe
camerarenderer.nearplane
camerarenderer.playermaxdistance
camerarenderer.playernamemaxdistance
camerarenderer.renderinterval
camerarenderer.samplesperrender
camerarenderer.verticalfov
camerarenderer.width
global.adminui_deleteugccontent
global.adminui_fullrefresh
global.adminui_requestfireworkpattern
global.adminui_requestplayerlist
global.adminui_requestserverconvars
global.adminui_requestserverinfo
global.adminui_requestugccontent
global.adminui_requestugclist
global.allowadminui Controls whether the in-game admin UI is displayed to admins
global.authcount Returns all entities that the provided player is authed to (TC’s, locks, etc), supports –json
global.authradius
global.ban ban [optional duration]
global.banid banid [optional duration]
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.buildinfo Get information about this build
global.carstats Get information about all the cars in the world
global.clearugcentitiesinrange
global.clearugcentity
global.clientperf
global.clientperf_frametime
global.deauthradius
global.entcount Returns all entities that the provided player has placed, supports –json
global.entid
global.getugcinfo
global.injureplayer
global.kick
global.kickall
global.killplayer
global.listid List of banned users, by ID (sourceds compat)
global.moderatorid
global.mute
global.mutelist Print a list of currently muted players
global.ownerid
global.playerlist Get a list of players
global.players Print out currently connected clients etc
global.recoverplayer
global.removemoderator
global.removeowner
global.removeskipqueue Removes skip queue permission from a SteamID
global.say Sends a message in chat
global.serverinfo Get a list of information about the server
global.skipqueue
global.skipqueueid Adds skip queue permissions to a SteamID
global.sleepingusers Show user info for players on server.
global.sleepingusersinrange Show user info for sleeping players on server in range of the player.
global.stats Print out stats of currently connected clients
global.status Print out currently connected clients
global.teaminfo
global.unban
global.unmute
global.users Show user info for players on server.
global.usersinrange Show user info for players on server in range of the player.
global.usersinrangeofplayer Show user info for players on server in range of the supplied player (eg. Jim 50)
ai.accuratevisiondistance
ai.addignoreplayer Add a player (or command user if no player is specified) to the AIs ignore list.
ai.allowdesigning
ai.animal_ignore_food If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true)
ai.brainstats
ai.clearignoredplayers Remove all players from the AIs ignore list.
ai.frametime
ai.groups
ai.ignoreplayers
ai.killanimals
ai.killscientists
ai.move
ai.nav_carve_height The height of the carve volume. (default: 2)
ai.nav_carve_min_base_size The minimum size we allow a carving volume to be. (default: 2)
ai.nav_carve_min_building_blocks_to_apply_optimization The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25)
ai.nav_carve_size_multiplier 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_optimization If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false)
ai.navthink
ai.npc_alertness_drain_rate 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_modifier 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_mod 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_cooldown 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_multiplier 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_diff 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_distance 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 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_multiplier The offset with which the NPC will maximum miss the target. (default: 1.25)
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)
ai.npc_door_trigger_size 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_enable If npc_enable is set to false then npcs won’t spawn. (default: true)
ai.npc_families_no_hurt 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_modifier The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15)
ai.npc_htn_player_base_damage_modifier 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_threshold 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_chairs If npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs. (default: true)
ai.npc_junkpile_a_spawn_chance npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a. (Default: 0.1)
ai.npc_junkpile_dist_aggro_gate npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8)
ai.npc_junkpile_g_spawn_chance npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g. (Default: 0.1)
ai.npc_junkpilespawn_chance defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1)
ai.npc_max_junkpile_count 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_tunnels npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3)
ai.npc_max_roam_multiplier 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_safezone 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_cooldown 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_multiplier 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_tunnels npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920)
ai.npc_respawn_delay_min_military_tunnels npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480)
ai.npc_sensory_system_tick_rate_multiplier 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_ship Spawn NPCs on the Cargo Ship. (default: true)
ai.npc_spawn_per_tick_max_military_tunnels 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_tunnels npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1)
ai.npc_speed_crouch_run 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_walk 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_run 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_sprint 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_walk 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_system 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_weapons If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true)
ai.npc_valid_aim_cone 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_cone 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.npcswimming
ai.ocean_patrol_path_iterations
ai.printignoredplayers Print a lost of all the players in the AI ignore list.
ai.removeignoreplayer Remove a player (or command user if no player is specified) from the AIs ignore list.
ai.selectnpclookatserver
ai.sensetime
ai.setdestinationsamplenavmesh
ai.sleepwake
ai.sleepwakestats
ai.spliceupdates
ai.think
ai.tickrate
ai.usecalculatepath
ai.usegrid
ai.usesetdestinationfallback
ai.wakesleepingai
antihack.admincheat
antihack.build_inside_check
antihack.build_losradius
antihack.build_losradius_sleepingbag
antihack.build_terraincheck
antihack.debuglevel
antihack.enforcementlevel
antihack.eye_clientframes
antihack.eye_forgiveness
antihack.eye_history_forgiveness
antihack.eye_history_penalty
antihack.eye_losradius
antihack.eye_noclip_backtracking
antihack.eye_noclip_cutoff
antihack.eye_noclip_margin
antihack.eye_penalty
antihack.eye_protection
antihack.eye_serverframes
antihack.eye_terraincheck
antihack.flyhack_extrusion
antihack.flyhack_forgiveness_horizontal
antihack.flyhack_forgiveness_horizontal_inertia
antihack.flyhack_forgiveness_vertical
antihack.flyhack_forgiveness_vertical_inertia
antihack.flyhack_margin
antihack.flyhack_maxsteps
antihack.flyhack_penalty
antihack.flyhack_protection
antihack.flyhack_reject
antihack.flyhack_stepsize
antihack.forceposition
antihack.maxdeltatime
antihack.maxdesync
antihack.maxviolation
antihack.melee_clientframes
antihack.melee_forgiveness
antihack.melee_losforgiveness
antihack.melee_penalty
antihack.melee_protection
antihack.melee_serverframes
antihack.melee_terraincheck
antihack.modelstate
antihack.noclip_backtracking
antihack.noclip_margin
antihack.noclip_margin_dismount
antihack.noclip_maxsteps
antihack.noclip_penalty
antihack.noclip_protection
antihack.noclip_reject
antihack.noclip_stepsize
antihack.objectplacement
antihack.projectile_anglechange
antihack.projectile_backtracking
antihack.projectile_clientframes
antihack.projectile_damagedepth
antihack.projectile_desync
antihack.projectile_forgiveness
antihack.projectile_impactspawndepth
antihack.projectile_losforgiveness
antihack.projectile_penalty
antihack.projectile_protection
antihack.projectile_serverframes
antihack.projectile_terraincheck
antihack.projectile_trajectory
antihack.projectile_velocitychange
antihack.relaxationpause
antihack.relaxationrate
antihack.reporting
antihack.speedhack_forgiveness
antihack.speedhack_forgiveness_inertia
antihack.speedhack_penalty
antihack.speedhack_protection
antihack.speedhack_reject
antihack.speedhack_slopespeed
antihack.terrain_check_geometry
antihack.terrain_kill
antihack.terrain_padding
antihack.terrain_penalty
antihack.terrain_protection
antihack.terrain_timeslice
antihack.tickhistoryforgiveness
antihack.tickhistorytime
antihack.userlevel
app.alarmcooldown Cooldown time before alarms can send another notification (in seconds)
app.appban
app.appunban
app.connections
app.info
app.listenip
app.maxconnections
app.maxconnectionsperip
app.notifications Enables sending push notifications
app.pair
app.port
app.publicip
app.queuelimit Max number of queued messages – set to 0 to disable message processing
app.regeneratetoken
app.resetlimiter
app.serverid
app.update Disables updating entirely – emergency use only
batching.verbose
bradley.enabled
bradley.quickrespawn
bradley.respawndelayminutes
bradley.respawndelayvariance
chat.cardgamesay
chat.enabled
chat.globalchat
chat.historysize Number of messages to keep in memory for chat history
chat.localchat
chat.localchatrange
chat.localsay
chat.say
chat.search
chat.serverlog
chat.tail
chat.teamsay
console.search
console.tail
construct.frameminutes
craft.add
craft.cancel
craft.canceltask
craft.fasttracktask
craft.instant
data.export
debug.bench_io Spawn lots of IO entities to lag the server
debug.breakheld Break the current held object
debug.breakitem Break all the items in your inventory whose name match the passed string
debug.callbacks
debug.checkparentingtriggers
debug.checktriggers
debug.debugdismounts
debug.disablecondition Do not damage any items
debug.drink
debug.eat
debug.enable_player_movement
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.heal
debug.hurt
debug.log
debug.puzzlereset reset all puzzles
debug.refillvitals
debug.renderinfo
debug.resetsleepingbagtimers
debug.stall
decay.bracket_0_blockcount Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
decay.bracket_0_costfraction blocks within bracket 0 will cost this fraction per upkeep period to maintain
decay.bracket_1_blockcount 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 blocks within bracket 1 will cost this fraction per upkeep period to maintain
decay.bracket_2_blockcount 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 blocks within bracket 2 will cost this fraction per upkeep period to maintain
decay.bracket_3_blockcount 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 blocks within bracket 3 will cost this fraction per upkeep period to maintain
decay.debug
decay.delay_metal How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_override When set to a value above 0 everything will decay with this delay
decay.delay_stone How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.duration_metal How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_override When set to a value above 0 everything will decay with this duration
decay.duration_stone How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood How long should this building grade take to decay when not protected by upkeep, in hours
decay.outside_test_range Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
decay.scale
decay.tick
decay.upkeep Is upkeep enabled
decay.upkeep_grief_protection How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)
decay.upkeep_heal_scale 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 Scale at which objects decay when they are inside, default of 0.1
decay.upkeep_period_minutes How many minutes does the upkeep cost last? default : 1440 (24 hours)
demo.record
demo.recordlist
demo.recordlistmode Controls the behavior of recordlist, 0=whitelist, 1=blacklist
demo.splitmegabytes
demo.splitseconds
demo.stop
entity.debug_toggle
entity.deleteby Destroy all entities created by provided users (separate users by space)
entity.deletebytextblock Destroy all entities created by users in the provided text block (can use with copied results from ent auth)
entity.find_entity
entity.find_group
entity.find_id
entity.find_parent
entity.find_radius
entity.find_self
entity.find_status
entity.nudge
entity.spawnlootfrom
entity.spawn
entity.spawngrid
entity.spawnitem
env.addtime
env.day
env.month
env.oceanlevel
env.progresstime
env.time
env.year
fps.limit
gamemode.set
gamemode.setteam
gc.alloc
gc.collect
gc.enabled
gc.incremental_enabled
gc.incremental_milliseconds
gc.unload
global.asyncwarmup
global.breakclothing
global.breakitem
global.cinematicgingerbreadcorpses When enabled a player wearing a gingerbread suit will gib like the gingerbread NPC’s
global.clearallsprays
global.clearallspraysbyplayer
global.cleardroppeditems
global.clearspraysatpositioninradius
global.clearspraysinradius
global.colliders
global.developer
global.disablebagdropping Disables the backpacks that appear after a corpse times out
global.error
global.forceunloadbundles
global.free
global.injure
global.kill
global.maxspraysperplayer If a player sprays more than this, the oldest spray will be destroyed. 0 will disable
global.maxthreads
global.objects
global.perf
global.preloadconcurrency
global.queue
global.quit
global.recover
global.report
global.respawn
global.respawn_sleepingbag
global.respawn_sleepingbag_remove
global.restart
global.setinfo
global.skipassetwarmup_crashes
global.sleep
global.spectate
global.spectateid
global.sprayduration Base time (in seconds) that sprays last
global.sprayoutofauthmultiplier Multiplier applied to SprayDuration if a spray isn’t in the sprayers auth (cannot go above 1f)
global.status_sv
global.subscriptions
global.sysinfo
global.sysuid
global.teleport
global.teleport2autheditem
global.teleport2death
global.teleport2marker
global.teleport2me
global.teleport2owneditem
global.teleportany
global.teleportlos
global.teleportpos
global.textures
global.version
global.warmupconcurrency
halloween.enabled
halloween.murdererpopulation Population active on the server, per square km
halloween.scarecrow_beancan_vs_player_dmg_modifier Modified damage from beancan explosion vs players (Default: 0.1).
halloween.scarecrow_body_dmg_modifier Modifier to how much damage scarecrows take to the body. (Default: 0.25)
halloween.scarecrow_chase_stopping_distance Stopping distance for destinations set while chasing a target (Default: 0.5)
halloween.scarecrow_throw_beancan_global_delay The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds).
halloween.scarecrowpopulation Population active on the server, per square km
halloween.scarecrows_throw_beancans Scarecrows can throw beancans (Default: true).
harmony.load
harmony.unload
hierarchy.cd
hierarchy.del
hierarchy.ls
inventory.clearinventory Clears the inventory of a target player. eg. inventory.clearInventory jim
inventory.copyto Copies the players inventory to the player in front of them
inventory.defs
inventory.deployloadout Deploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
inventory.deployloadoutinrange Deploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30
inventory.disableattirelimitations Disables all attire limitations, so NPC clothing and invalid overlaps can be equipped
inventory.endloot
inventory.equipslot
inventory.equipslottarget
inventory.give
inventory.giveall
inventory.givearm
inventory.givebp
inventory.giveid
inventory.giveto
inventory.lighttoggle
inventory.listloadouts Prints all saved inventory loadouts
inventory.reloaddefs
inventory.resetbp
inventory.saveloadout Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
inventory.unlockall
manifest.printmanifest
manifest.printmanifestraw
memsnap.full
memsnap.managed
memsnap.native
net.visdebug
net.visibilityradiusfaroverride
net.visibilityradiusnearoverride
heli.bulletaccuracy
heli.bulletdamagescale
heli.call
heli.calltome
heli.drop
heli.guns
heli.lifetimeminutes
heli.strafe
heli.testpuzzle
physics.autosynctransforms
physics.batchsynctransforms
physics.bouncethreshold
physics.droppedmode The collision detection mode that dropped items and corpses should use
physics.gravity Gravity multiplier
physics.groundwatchdebug
physics.groundwatchdelay
physics.groundwatchfails
physics.minsteps The slowest physics steps will operate
physics.sendeffects Send effects to clients when physics objects collide
physics.sleepthreshold
physics.solveriterationcount The default solver iteration count permitted for any rigid bodies (default 7). Must be positive
physics.steps The amount of physics steps per second
player.abandonmission
player.cinematic_gesture
player.cinematic_play
player.cinematic_stop
player.copyrotation
player.createskull
player.dismount
player.fillwater
player.gesture_radius
player.gotosleep
player.markhostile
player.mount
player.printpresence
player.printstats
player.resetstate Resets the PlayerState of the given player
player.stopgesture_radius
player.swapseat
player.tickrate_cl
player.tickrate_sv
player.wakeup
player.wakeupall
player.woundforever Whether the crawling state expires
pool.clear_assets
pool.clear_memory
pool.clear_prefabs
pool.debug
pool.enabled
pool.export_prefabs
pool.fill_prefabs
pool.mode
pool.prewarm
pool.print_arraypool
pool.print_assets
pool.print_memory
pool.print_prefabs
profile.flush_analytics
profile.start
profile.stop
sentry.hostileduration how long until something is considered hostile after it attacked
sentry.targetall target everyone regardless of authorization
server.anticheatid
server.anticheatkey
server.anticheatlog
server.arrowarmor
server.arrowdamage
server.artificialtemperaturegrowablerange
server.authtimeout
server.backup Backup server folder
server.bansserverendpoint HTTP API endpoint for centralized banning (see wiki)
server.bansserverfailuremode Failure mode for centralized banning, set to 1 to reject players from joining if it’s down (see wiki)
server.bansservertimeout Timeout (in seconds) for centralized banning web server requests
server.bleedingarmor
server.bleedingdamage
server.branch
server.broadcastplayvideo
server.bulletarmor
server.bulletdamage
server.ceilinglightgrowablerange
server.ceilinglightheightoffset
server.censorplayerlist Censors the Steam player list to make player tracking more difficult
server.cheatreport
server.cinematic
server.combatlog Get the player combat log
server.combatlog_outgoing Get the player combat log, only showing outgoing damage
server.combatlogdelay
server.combatlogsize
server.composterupdateinterval
server.compression
server.conveyormovefrequency How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement
server.corpsedespawn
server.corpses
server.crawlingenabled Do players go into the crawling wounded state
server.crawlingmaximumhealth Maximum initial health given when a player dies and moves to crawling wounded state
server.crawlingminimumhealth Minimum initial health given when a player dies and moves to crawling wounded state
server.cycletime
server.debrisdespawn
server.defaultblueprintresearchcost How much scrap is required to research default blueprints
server.description
server.dropitems
server.encryption
server.enforcepipechecksonbuildingblockchanges Whether to check for illegal industrial pipes when changing building block states (roof bunkers)
server.entitybatchsize
server.entitybatchtime
server.entityrate
server.events
server.fps
server.funwaterdamagethreshold
server.funwaterwetnessgain
server.gamemode
server.headerimage
server.hostname
server.identity
server.idlekick
server.idlekickadmins
server.idlekickmode
server.incapacitatedrecoverchance Base chance of recovery after incapacitated wounded state
server.industrialcrafterfrequency How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting
server.industrialframebudgetms How long per frame to spend on industrial jobs
server.ip
server.ipqueriespermin
server.itemdespawn
server.itemdespawn_container_scale
server.itemdespawn_quick
server.level
server.leveltransfer
server.levelurl
server.listtoolcupboards Prints all the Tool Cupboards on the server
server.listvendingmachines Prints all the vending machines on the server
server.logoimage
server.maxconnectionsperip
server.maxdecryptqueuebytes
server.maxdecryptqueuelength
server.maxdecryptthreadwait
server.maximummapmarkers How many markers each player can place
server.maximumpings How many pings can be placed by each player
server.maxitemstacksmovedpertickindustrial How many stacks a single conveyor can move in a single tick
server.maxmainthreadwait
server.maxpacketsize_command
server.maxpacketspersecond
server.maxpacketspersecond_command
server.maxpacketspersecond_rpc
server.maxpacketspersecond_rpc_signal
server.maxpacketspersecond_tick
server.maxpacketspersecond_voice
server.maxpacketspersecond_world
server.maxplayers
server.maxreadqueuebytes
server.maxreadqueuelength
server.maxreadthreadwait
server.maxreceivetime
server.maxunack
server.maxwritequeuebytes
server.maxwritequeuelength
server.maxwritethreadwait
server.meleearmor
server.meleedamage
server.metabolismtick
server.modifiertickrate
server.motd
server.netcache
server.netcachesize
server.netlog
server.netprotocol
server.nonplanterdeathchancepertick
server.official
server.optimalplanterqualitysaturation
server.packetlog
server.packetlog_enabled
server.pingduration How long a ping should last
server.plantlightdetection
server.planttick
server.planttickscale
server.playerlistpos Prints the position of all players on the server
server.playerserverfall
server.playertimeout
server.port
server.printdecryptqueue
server.printeyes Print the current player eyes.
server.printpos Print the current player position.
server.printreadqueue
server.printreportstoconsole Should F7 reports from players be printed to console
server.printrot Print the current player rotation.
server.printwritequeue
server.pve
server.queriespersecond
server.queryport
server.radiation
server.readcfg
server.reportsserverendpoint HTTP API endpoint for receiving F7 reports
server.reportsserverendpointkey If set, this key will be included with any reports sent via reportsServerEndpoint (for validation)
server.respawnatdeathposition If a player presses the respawn button, respawn at their death location (for trailer filming)
server.respawnresetrange
server.respawnwithloadout When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
server.rewounddelay
server.rpclog
server.rpclog_enabled
server.salt
server.save Force save the current game
server.savebackupcount
server.savecachesize
server.saveinterval
server.schematime
server.secure
server.seed
server.sendnetworkupdate Send network update for all players
server.setshowholstereditems Show holstered items on player bodies
server.showholstereditems
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.sprinklereyeheightoffset
server.sprinklerradius
server.stability
server.start Starts a server
server.statbackup
server.stats
server.stop Stops a server
server.tags Comma-separated server browser tag values (see wiki)
server.tickrate
server.updatebatch
server.updatebatchspawn
server.url
server.useminimumplantcondition
server.watercontainersleavewaterbehind When transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss
server.worldsize
server.woundedmaxfoodandwaterbonus Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level
server.woundedrecoverchance Base chance of recovery after crawling wounded state
server.woundingenabled Can players be wounded after recieving fatal damage
server.writecfg Writes config files
spawn.cargoshipevent
spawn.fill_groups
spawn.fill_individuals
spawn.fill_populations
spawn.max_density
spawn.max_rate
spawn.min_density
spawn.min_rate
spawn.player_base
spawn.player_scale
spawn.report
spawn.respawn_groups
spawn.respawn_individuals
spawn.respawn_populations
spawn.scalars
spawn.tick_individuals
spawn.tick_populations
stability.accuracy
stability.collapse
stability.refresh_stability
stability.stabilityqueue
stability.strikes
stability.surroundingsqueue
stability.verbose
steam.server_allow_steam_nicknames
supply.call
supply.drop
system.cpu_affinity
system.cpu_priority
time.fixeddelta
time.maxdelta
time.pausewhileloading
time.timescale
tree.global_broadcast
vehicle.boat_corpse_seconds
vehicle.carwrecks Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true
vehicle.cinematictrains If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false
vehicle.fixcars
vehicle.killboats
vehicle.killcars
vehicle.killdrones
vehicle.killminis
vehicle.killscraphelis
vehicle.killtrains
vehicle.stop_all_trains
vehicle.swapseats
vehicle.trainskeeprunning Determines whether trains stop automatically when there’s no-one on them. Default: false
vehicle.vehiclesdroploot Determines whether vehicles drop storage items when destroyed. Default: true
vis.attack
vis.damage
vis.hitboxes
vis.lineofsight
vis.protection
vis.sense
vis.triggers
vis.weakspots
weather.atmosphere_brightness
weather.atmosphere_contrast
weather.atmosphere_directionality
weather.atmosphere_mie
weather.atmosphere_rayleigh
weather.clear_chance
weather.cloud_attenuation
weather.cloud_brightness
weather.cloud_coloring
weather.cloud_coverage
weather.cloud_opacity
weather.cloud_saturation
weather.cloud_scattering
weather.cloud_sharpness
weather.cloud_size
weather.dust_chance
weather.fog
weather.fog_chance
weather.load
weather.overcast_chance
weather.rain
weather.rain_chance
weather.rainbow
weather.report
weather.reset
weather.storm_chance
weather.thunder
weather.wetness_rain
weather.wetness_snow
weather.wind
workshop.print_approved_skins
world.cache
world.monuments
world.renderlabs Renders a PNG of the current map’s underwater labs, for a specific floor
world.rendermap Renders a high resolution PNG of the current map
world.rendertunnels Renders a PNG of the current map’s tunnel network
xmas.enabled
xmas.giftsperplayer
xmas.refill
xmas.spawnattempts
xmas.spawnrange
cui.endtest
cui.test
global.dump
drone.altitudespeedoverride If greater than zero, overrides the drone’s vertical movement speed
drone.maxcontrolrange How far drones can be flown away from the controlling computer station
drone.movementspeedoverride If greater than zero, overrides the drone’s planar movement speed
dungeonnavmesh.use_baked_terrain_mesh
dynamicnavmesh.use_baked_terrain_mesh
eventschedulewipeoffset.event_hours_before_wipe
excavatorsignalcomputer.chargeneededforsupplies
global.steamconnectiontimeout
global.steamnagleflush
global.steamnagletime Nagle time, in microseconds
global.steamnetdebug Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything)
global.steamnetdebug_ackrtt
global.steamnetdebug_message
global.steamnetdebug_p2prendezvous
global.steamnetdebug_packetdecode
global.steamnetdebug_packetgaps
global.steamnetdebug_sdrrelaypings
global.steamrelayinit
global.steamsendbuffer Upper limit of buffered pending bytes to be sent
global.steamsendratemax Maxminum send rate clamp, 0 is no limit
global.steamsendratemin Minimum send rate clamp, 0 is no limit
global.steamstatus
rcon.ip
rcon.port
rcon.print If true, rcon commands etc will be printed in the console
rcon.web If set to true, use websocket rcon. If set to false use legacy, source engine rcon.
analytics.analytics_header
analytics.analytics_secret
analytics.pending_analytics
analytics.high_freq_stats
analytics.server_analytics_url
analytics.stats_blacklist
frankensteinbrain.movetowardsrate
frankensteinpet.decayminutes How long before a Frankenstein Pet dies un controlled and not asleep on table
gamemodesoftcore.reclaim_fraction_belt
gamemodesoftcore.reclaim_fraction_main
gamemodesoftcore.reclaim_fraction_wear
growableentity.framebudgetms
growableentity.growall
hackablelockedcrate.decayseconds How many seconds until the crate is destroyed without any hack attempts
hackablelockedcrate.requiredhackseconds How many seconds for the crate to unlock
halloweendungeon.lifetime How long each active dungeon should last before dying
halloweendungeon.population Population active on the server
horse.population Population active on the server, per square km
hotairballoon.outsidedecayminutes How long before a HAB loses all its health while outside
hotairballoon.population Population active on the server
hotairballoon.serviceceiling
ioentity.backtracking
ioentity.debugbudget Print out what is taking so long in the IO frame budget
ioentity.debugbudgetthreshold Ignore frames with a lower ms than this while debugBudget is active
ioentity.framebudgetms
ioentity.responsetime
junkpilewater.framebudgetms
megaphone.megaphonevoicerange
meta.add add – adds amount to convar
minicopter.insidedecayminutes How long before a minicopter loses all its health while indoors
minicopter.outsidedecayminutes How long before a minicopter loses all its health while outside
minicopter.population Population active on the server
mlrs.brokendownminutes How many minutes before the MLRS recovers from use and can be used again
modularcar.outsidedecayminutes How many minutes before a ModularCar loses all its health while outside
modularcar.population Population active on the server
monumentnavmesh.use_baked_terrain_mesh
motorrowboat.deepwaterdecayminutes How long before a boat loses all its health while in deep water
motorrowboat.outsidedecayminutes How long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
motorrowboat.population Population active on the server
note.update
npcautoturret.sleeperhostiledelay How many seconds until a sleeping player is considered hostile
petbrain.controldistance
petbrain.drownindeepwater
petbrain.drowntimer
petbrain.idlewhenownermounted
petbrain.idlewhenownerofflineordead
playerinventory.forcebirthday
polarbear.population Population active on the server, per square km
reclaimmanager.reclaim_expire_minutes
relationshipmanager.acceptinvite
relationshipmanager.addtoteam
relationshipmanager.contacts
relationshipmanager.fakeinvite
relationshipmanager.forgetafterminutes
relationshipmanager.kickmember
relationshipmanager.leaveteam
relationshipmanager.maxplayerrelationships
relationshipmanager.maxteamsize
relationshipmanager.mugshotupdateinterval
relationshipmanager.promote
relationshipmanager.rejectinvite
relationshipmanager.seendistance
relationshipmanager.sendinvite
relationshipmanager.sleeptoggle
relationshipmanager.trycreateteam
relationshipmanager.wipe_all_contacts
relationshipmanager.wipecontacts
rhib.rhibpopulation Population active on the server
ridablehorse.population Population active on the server, per square km
ridablehorse.sethorsebreed
aimanager.ai_dormant 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 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_budget 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_budget 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_budget 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_tick 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_range If an agent is beyond this distance to a player, it’s flagged for becoming dormant.
aimanager.nav_disable 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 defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve.
aimanager.nav_wait 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 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_failsafe If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.
coverpointvolume.cover_point_sample_step_height 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_size 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)
samsite.staticrepairseconds how long until static sam sites auto repair
santasleigh.altitudeaboveterrain
santasleigh.desiredaltitude
santasleigh.drop
scraptransporthelicopter.population Population active on the server
simpleshark.disable
simpleshark.forcesurfaceamount
slotmachine.forcepayoutindex
snowmobile.allowpassengeronly Allow mounting as a passenger when there’s no driver
snowmobile.allterrain If true, snowmobile goes fast on all terrain types
snowmobile.outsidedecayminutes How long before a snowmobile loses all its health while outside
stag.population Population active on the server, per square km
telephonemanager.maxcalllength
telephonemanager.maxconcurrentcalls
telephonemanager.printallphones
traincar.decayminutes How long before a train car despawns
traincar.population Population active on the server
traincar.wagons_per_engine Ratio of wagons to train engines that spawn
traincarunloadable.decayminutesafterunload How long before an unloadable train car despawns afer being unloaded
traincouplingcontroller.max_couple_speed Maximum difference in velocity for train cars to couple
wipetimer.days_to_add_test
wipetimer.hours_to_add_test
wipetimer.wipedayofweek 0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat
wipetimer.wipehourofday Which hour to wipe? 14.5 = 2:30pm
wipetimer.wipeunixtimestampoverride Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.
wolf.population Population active on the server, per square km
xmasdungeon.playerdetectrange How far we detect players from our inside/outside
xmasdungeon.xmaslifetime How long each active dungeon should last before dying
xmasdungeon.xmaspopulation Population active on the server
ziplinelaunchpoint.report
zombie.population Population active on the server, per square km
oxide.plugins
o.plugins
plugins
oxide.load
o.load
plugin.load
oxide.reload
o.reload
plugin.reload
oxide.unload
o.unload
plugin.unload
oxide.grant
o.grant
perm.grant
oxide.group
o.group
perm.group
oxide.revoke
o.revoke
perm.revoke
oxide.show
o.show
perm.show
oxide.usergroup
o.usergroup
perm.usergroup
oxide.lang
o.lang
lang
oxide.save
o.save
oxide.version
o.version
global.exportcommands

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