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Comando Bind Rust

The document outlines various commands related to AI, analytics, anti-hack measures, application settings, and specific game mechanics. It includes detailed parameters for NPC behavior, AI management, and server configurations. Additionally, it provides commands for managing player interactions and system performance within a gaming environment.

Uploaded by

Romans Valles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
28 views87 pages

Comando Bind Rust

The document outlines various commands related to AI, analytics, anti-hack measures, application settings, and specific game mechanics. It includes detailed parameters for NPC behavior, AI management, and server configurations. Additionally, it provides commands for managing player interactions and system performance within a gaming environment.

Uploaded by

Romans Valles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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adventcalendar

Command

[Link]

[Link]

ai

Command

[Link]

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

[Link]

[Link]

ai.animal_ignore_food
If animal_ignore_food is true, animals will not sense food sources or interact with them (server o

[Link]

[Link]
Remove all players from the AIs ignore list.

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

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
Command

The minimum number of building blocks a building needs to consist of for this optimization to b

ai.nav_carve_size_multiplier
The size multiplier applied to the size of the carve volume. The smaller the value, the tighter th
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 ca

[Link]

ai.npc_alertness_drain_rate
npc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when t

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

ai.npc_alertness_zero_detection_mod
npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy

ai.npc_cover_compromised_cooldown
npc_cover_compromised_cooldown defines how long a cover point is marked as compromised b

ai.npc_cover_info_tick_rate_multiplier
The rate at which we gather information about available cover points. Minimum value is 1, as it
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 straig
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 co
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
with every shot). (default: 0.85f)

ai.npc_deliberate_miss_offset_multiplier
Command

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. (defa

ai.npc_door_trigger_size
npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs w

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. (defau

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 o

ai.npc_htn_player_frustration_threshold
npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where
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: tru

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

ai.npc_junkpile_dist_aggro_gate
npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggres

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

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

ai.npc_max_junkpile_count
Command

npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the sam

ai.npc_max_population_military_tunnels
npc_max_population_military_tunnels defines the size of the npc population at military tunnels.

ai.npc_max_roam_multiplier
This is multiplied with the max roam range stat of an NPC to determine how far from its spawn p

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 active

ai.npc_patrol_point_cooldown
npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again

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 tic

ai.npc_respawn_delay_max_military_tunnels
npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at m

ai.npc_respawn_delay_min_military_tunnels
npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at m

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-

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

ai.npc_spawn_on_junkpile
Spawn NPCs on junkpiles (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 m

ai.npc_spawn_per_tick_min_military_tunnels
npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at mili

ai.npc_speed_crouch_run
Command

npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should b

ai.npc_speed_crouch_walk
npc_speed_walk define the speed of an npc when in the crouched walk state, and should be a n

ai.npc_speed_run
npc_speed_walk define the speed of an npc when in the run state, and should be a number betw

ai.npc_speed_sprint
npc_speed_walk define the speed of an npc when in the sprint state, and should be a number b

ai.npc_speed_walk
npc_speed_walk define the speed of an npc when in the walk state, and should be a number be

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

ai.npc_use_thrown_weapons
If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental featu

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

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

[Link]

ai.ocean_patrol_path_iterations

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

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

ai.scientist_spawners_enabled
Do any kind of scientists spawn on the map (default: true)

[Link]

[Link]
Command

[Link]

[Link]

[Link]

[Link]

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[Link]

[Link]

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aibrainsenses

Command

[Link]

[Link]

[Link]

aiinformationzone

Command

[Link]

aimanager

Command

aimanager.ai_dormant
If ai_dormant is true, any npc outside the range of players will render itself dormant and take up

aimanager.ai_dormant_max_wakeup_per_tick
Command

ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wak

aimanager.ai_htn_animal_tick_budget
ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal age

aimanager.ai_htn_player_junkpile_tick_budget
ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn pla
ms)

aimanager.ai_htn_player_tick_budget
ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agen

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
ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually

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 abl

aimanager.nav_obstacles_carve_state
nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Onl

aimanager.nav_wait
If true we'll wait for the navmesh to generate before completely starting the server. This might
background.

[Link]
The maximum amount of nodes processed each frame in the asynchronous pathfinding process
processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range

aimanager.setdestination_navmesh_failsafe
If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when

aithinkmanager

Command

[Link]
Command

[Link]

[Link]

analytics

Command Defau

analytics.analytics_bulk_container_url
-
Azure blob container url for use with client secret authentication

analytics.analytics_bulk_upload_url
-
Azure blob container url + SAS token, enables a more efficient upload method

analytics.analytics_header
X-API-
Header key of secret when uploading analytics

analytics.analytics_secret
-
Header secret value when uploading analytics

analytics.azure_client_id
-
Azure client id for authentication

analytics.azure_client_secret
-
Azure client secret for authentication

analytics.azure_tenant_id
-
Azure tenant id for authentication

analytics.gameplay_analytics
False
Toggle whether gameplay analytics is collected

analytics.gameplay_tick_analytics
False
Toggle whether gameplay tick analytics is collected

analytics.pending_analytics
-
Shows how many analytics events are pending upload

analytics.performance_analytics
True
Toggle to turn off server performance collection

analytics.server_analytics_url https:
antihack

Command

[Link]

antihack.build_inside_check

antihack.build_losradius

antihack.build_losradius_sleepingbag

antihack.build_terraincheck

antihack.build_vehiclecheck

[Link]

[Link]

antihack.eye_clientframes

antihack.eye_distance_parented_mounted_forgiveness

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.eye_vehiclecheck

antihack.flyhack_extrusion

antihack.flyhack_forgiveness_horizontal

antihack.flyhack_forgiveness_horizontal_inertia

antihack.flyhack_forgiveness_vertical
Command

antihack.flyhack_forgiveness_vertical_inertia

antihack.flyhack_margin

antihack.flyhack_maxsteps

antihack.flyhack_penalty

antihack.flyhack_protection

antihack.flyhack_reject

antihack.flyhack_stepsize

antihack.flyhack_usecachedstate

[Link]

antihack.impact_effect_distance_forgiveness

[Link]

[Link]

[Link]

antihack.melee_backtracking

antihack.melee_clientframes

antihack.melee_forgiveness

antihack.melee_losforgiveness

antihack.melee_penalty

antihack.melee_protection

antihack.melee_serverframes

antihack.melee_terraincheck

antihack.melee_vehiclecheck

antihack.mesh_inside_check_distance

[Link]

antihack.noclip_backtracking
Command

antihack.noclip_margin

antihack.noclip_margin_dismount

antihack.noclip_maxsteps

antihack.noclip_penalty

antihack.noclip_protection

antihack.noclip_reject

antihack.noclip_stepsize

[Link]

antihack.projectile_anglechange

antihack.projectile_backtracking

antihack.projectile_clientframes

antihack.projectile_damagedepth

antihack.projectile_desync

antihack.projectile_distance_forgiveness_minimum

antihack.projectile_forgiveness

antihack.projectile_impactspawndepth

antihack.projectile_losforgiveness

antihack.projectile_penalty

antihack.projectile_positionoffset

antihack.projectile_protection

antihack.projectile_serverframes

antihack.projectile_terraincheck

antihack.projectile_trajectory

antihack.projectile_trajectory_update

antihack.projectile_update_limit

antihack.projectile_vehiclecheck
Command

antihack.projectile_velocitychange

[Link]

[Link]

[Link]

antihack.rpc_timer_forgiveness

[Link]

[Link]

[Link]

antihack.server_occlusion_admin_bypass

antihack.serverside_fall_damage

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.tick_buffer_noclip_threshold

antihack.tick_buffer_preventions

antihack.tick_buffer_reject_threshold

antihack.tick_buffer_server_lag_threshold
Command

antihack.tick_distance_forgiveness

antihack.tick_max_distance

antihack.tick_max_distance_falling

antihack.tick_max_distance_parented

[Link]

[Link]

antihack.use_legacy_mesh_inside_check

[Link]

app

Command

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

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
Enables sending push notifications

[Link]

[Link]

[Link]

[Link]
Command

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

[Link]

[Link]

app.retry_initialize
Retry initializing the Rust+ companion server if it previously failed

[Link]

[Link]
Disables updating entirely - emergency use only

autoturret

Command

autoturret.auto_turret_budget_ms
How many milliseconds to spend on target scanning per frame

ballistagun

Command De

[Link] -

baseboat

Command

baseboat.do_shore_drift

baseboat.drift_speed

baseboat.generate_paths

baseboat.seconds_between_shore_drift

baseboat.seconds_until_shore_drift

basefirework

Command

[Link]

basefishingrod
Command

[Link]

[Link]

[Link]

basemetaldetector

Command

[Link]

[Link]

[Link]

basemission

Command

[Link]

basenavigator

Command

[Link]
How many frames between base navigation movement updates

[Link]
The max step-up height difference for pet base navigation

[Link]

[Link]

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

basepet

Command

[Link]

[Link]

[Link]

baseplayer
Command

[Link]

baseridableanimal

Command

[Link]
How long before a horse dies unattended

[Link]

[Link]

basesiegeweapon

Command

[Link]
How many minutes before a siege weapon loses all its health while outside

basesubmarine

Command

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

[Link]
How long before a submarine loses all its health while outside. If it's in deep water, deepwaterd

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

batching

Command Defa

[Link] 0

batteringram

Command

[Link]

batteringramhead
Command

[Link]

bear

Command

[Link]
Population active on the server, per square km

bigwheelgame

Command

[Link]

bike

Command

[Link]
Can bike crashes cause damage or death to the rider?

[Link]
Motorbike population in monuments

[Link]
How long before a bike loses all its health while outside

[Link]
Pedal bike population in monuments

[Link]
Pedal bike population active on the server (roadside spawns)

[Link]
Amount of collision damage on a bike required to ragdoll the player

blackjackmachine

Command

[Link]
Maximum initial bet per round

boar
Command

[Link]
Population active on the server, per square km

boombox

Command

[Link]

[Link]

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

bradley

Command

[Link]

[Link]

[Link]

[Link]

bradleyapc

Command

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
Command

[Link]

camerarenderer

Command

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

camerarenderermanager

Command

camerarenderermanager.pool_stats

cargoship

Command

cargoship.cargo_escape_boat_rhib

cargoship.debug_cargo_status
Command

cargoship.debug_info

cargoship.dock_time

cargoship.docking_debug

cargoship.egress_duration_minutes

cargoship.event_duration_minutes

cargoship.event_enabled

cargoship.loot_round_spacing_minutes

cargoship.loot_rounds

cargoship.refresh_loot_on_dock

cargoship.should_dock

cassette

Command

[Link]

[Link]

[Link]

catapult

Command Default V

[Link] -

[Link] -

cctv

Command

cctv.camera_disable_seconds

chat

Command

[Link]

[Link]
Command

[Link]

[Link]

[Link]

[Link]
Number of messages to keep in memory for chat history

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

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chicken

Command

[Link]
Population active on the server, per square km

cinematicentity

Command

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

clan

Command

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

[Link]
Command

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

[Link]
Prints info about a clan given its ID

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

[Link]
How much score players earn for destroying bradley

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

[Link]
How much score players earn for hacking crates

[Link]
How much score players earn for being killed by a player in another clan (this value should be n

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

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

[Link]
How much score players earn for looting an elite crate

[Link]
How much score players earn for opening hacked crates

[Link]
How much score players earn for reaching cargo ship

[Link]
How much score players earn for running the excavator

clothlod
Command

[Link]
distance cloth will simulate until

codelock

Command

[Link]

[Link]

commands

Command Defau

[Link] -

[Link] -

console

Command Default V

[Link] -

[Link] -

construct

Command

[Link]

copypaste

Command

copypaste.copybox_sv

copypaste.copybuilding_sv

copypaste.copyradius_sv

[Link]
<name>

[Link]
<url> <name>

copypaste.killbox_sv
Command

[Link]
<name>

copypaste.paste_sv

copypaste.printselection_sv

[Link]
<old> <new>

[Link]
<name>

copypaste.undopaste_sv

coverpointvolume

Command

coverpointvolume.cover_point_sample_step_height
cover_point_sample_step_height defines the height of the steps we do vertically for the cover p
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 poin
more accurate cover points, but at a higher processing cost). (default: 6.0)

craft

Command Def

[Link] -

[Link] -

[Link] -

[Link] -

[Link] Fals

creative

Command

[Link]
Command

Apply creative mode to the entire server

[Link]
Bypasses bypassHoldToPlaceDuration when deploying items

[Link]
Build blocks for free

[Link]
Bypasses all placement checks

[Link]
Bypass the 30s repair cooldown when repairing objects

[Link]

[Link]
Bypasses limits on IO length and points

cui

Command

cui.cui_test

cui.cui_test_update

[Link]

data

Command Default Value

[Link] -

debug

Command

debug.bench_io
Spawn lots of IO entities to lag the server

[Link]
Break the current held object

debug.breakheld_almost
Command

Almost break the current held object

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

[Link]
Breaks the currently held shield

[Link]

[Link]

[Link]

[Link]
If a player ends up stuck on a tutorial for any reason this will clear the island and reset the play

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
Do not damage any items

[Link]

[Link]

debug.enable_player_movement

[Link]
Takes you in and out of your current network group, causing you to delete and then download a

[Link]

[Link]

[Link]
Make admin invisibile
Command

[Link]

[Link]

[Link]

[Link]
reset all puzzles

[Link]

[Link]
Refills the vital of a target player. eg. [Link] jim - leave blank to target yourself, can t

[Link]
Refills the vitals of all active players on the server

[Link]

debug.repair_inventory
Repair all items in inventory

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

debug.tutorial_start_cooldown

[Link]

decay
Command

decay.bracket_0_blockcount
Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upke

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_

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_

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 co
maintain

decay.bracket_3_costfraction
blocks within bracket 3 will cost this fraction per upkeep period to maintain

decay.build_twig_cost_multiplier
Can players upgrade building blocks to wood

[Link]

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
Command

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

[Link]

[Link]

decay.upgrade_hqm_cost_multiplier
Can players upgrade building blocks to hqm

decay.upgrade_hqm_enabled
Can players upgrade building blocks to hqm

decay.upgrade_metal_cost_multiplier
Command

Can players upgrade building blocks to metal

decay.upgrade_metal_enabled
Can players upgrade building blocks to metal

decay.upgrade_stone_cost_multiplier
Can players upgrade building blocks to stone

decay.upgrade_stone_enabled
Can players upgrade building blocks to stone

decay.upgrade_wood_cost_multiplier
Can players upgrade building blocks to wood

decay.upgrade_wood_enabled
Can players upgrade building blocks to wood

[Link]
Is upkeep enabled

decay.upkeep_grief_protection
How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (

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

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

Command

demo.benchmark_demo_upload

demo.delete_after_upload
Should the full server demos be deleted after they are uploaded

demo.full_server_demo
Command

demo.max_upload_concurrency
Max parallel requests when uploading demos

[Link]

[Link]

[Link]
Controls the behavior of recordlist, 0=whitelist, 1=blacklist

demo.server_demo_cleanup_interval
How many minutes between cleaning up demos from the disk

demo.server_demo_directory
Directory to save full server demos

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

demo.server_flush_seconds

[Link]

[Link]

[Link]

demo.upload_bandwidth_limit_ratio

demo.upload_demos

demo.upload_url

demo.zip_demos
Should we be zipping the demos before we upload them

drone

Command

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

[Link]
Command

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

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

droppeditem

Command

droppeditem.underwater_drag_budget_ms
How many milliseconds to spend on updating underwater drag levels

dungeonnavmesh

Command

dungeonnavmesh.use_baked_terrain_mesh

dynamicnavmesh

Command

dynamicnavmesh.use_baked_terrain_mesh

electricbattery

Command

[Link]

entity

Command

entity.debug_toggle

[Link]
Destroy all entities created by provided users (separate users by space)

[Link]
Destroy all entities created by users in the provided text block (can use with copied results from

entity.find_entity

entity.find_group

entity.find_id

entity.find_parent
Command

entity.find_radius

entity.find_self

entity.find_status

[Link]

entity.set_battery_charge

[Link]

[Link]

[Link]

[Link]

env

Command

[Link]

[Link]

[Link]

env.nightlight_brightness

env.nightlight_distance

env.nightlight_fadefraction

[Link]

[Link]

[Link]

[Link]

[Link]

espcanvas

Command

[Link]
Multiply the maximum distance for displaying players nameplates

events
Command

events.print_server_events

events.set_event_enabled

events.set_event_max_delay

events.set_event_min_delay

eventschedule

Command

[Link]

[Link]

eventschedulewipeoffset

Command

eventschedulewipeoffset.event_hours_before_wipe

excavatorsignalcomputer

Command

[Link]

fps

Command Default Value

[Link] 240

frankensteinbrain

Command

[Link]

frankensteinpet

Command

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

fsmcomponent

Command

[Link]
Command

How many milliseconds to spend on the AIs FSMs per frame

[Link]

[Link]

gamemode

Command

[Link]

[Link]

gamemodesoftcore

Command

gamemodesoftcore.reclaim_fraction_belt

gamemodesoftcore.reclaim_fraction_main

gamemodesoftcore.reclaim_fraction_wear

gc

Command

[Link]

[Link]

[Link]

gc.incremental_enabled

gc.incremental_milliseconds

[Link]

global

Command

global.add_wallpaper_radius
add_wallpaper_radius 'wallpaper' 'radius'

global.adminui_deleteugccontent

global.adminui_fullrefresh
Command

global.adminui_requestfireworkpattern

global.adminui_requestplayerlist

global.adminui_requestserverconvars

global.adminui_requestserverinfo

global.adminui_requestugccontent

global.adminui_requestugclist

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

[Link]

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

[Link]

global.authradius_multi

global.authradius_radius

[Link]
ban <player> <reason> [optional duration]

[Link]
banid <steamid> <username> <reason> [optional duration]

[Link]
List of banned users (sourceds compat)

[Link]
List of banned users - shows reasons and usernames

[Link]
List of banned users

[Link]

[Link]
Command

[Link]
Get information about this build

[Link]
Get information about all the cars in the world

global.change_wallpaper_radius
change_wallpaper_radius 'wallpaper' 'radius'

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

global.clear_wallpaper_radius
clear_wallpaper_radius 'radius'

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

global.clientperf_frametime

[Link]

[Link]

global.deauthradius_multi

global.deauthradius_radius

[Link]
Command

[Link]
Disables the backpacks that appear after a corpse times out

[Link]

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

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

global.job_system_threads

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
List of banned users, by ID (sourceds compat)

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

[Link]

[Link]

[Link]

[Link]
Command

Print a list of currently muted players

[Link]

[Link]

[Link]

[Link]
Get a list of players

[Link]
Print out currently connected clients etc

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
Removes skip queue permission from a SteamID

[Link]

[Link]

global.respawn_sleepingbag

global.respawn_sleepingbag_remove

[Link]

[Link]
Sends a message in chat

[Link]
Command

Get a list of information about the server

[Link]

[Link]

global.skin_looking
<skin>

global.skin_radius
skin_radius 'skin' 'radius'

global.skipassetwarmup_crashes

[Link]

[Link]
Adds skip queue permissions to a SteamID

[Link]

[Link]
Show user info for players on server.

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

[Link]

[Link]

[Link]

[Link]
Base time (in seconds) that sprays last

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

[Link]
Print out stats of currently connected clients

[Link]
Command

Print out currently connected clients

global.status_sv

[Link]

[Link]

[Link]
Nagle time, in microseconds

[Link]
Turns on varying levels of debug output for the Steam Networking. This will affect performance.
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

[Link]

[Link]
Upper limit of buffered pending bytes to be sent

[Link]
Maxminum send rate clamp, 0 is no limit

[Link]
Minimum send rate clamp, 0 is no limit

[Link]

[Link]

[Link]

[Link]

[Link]
Command

[Link]

global.teleport2autheditem

global.teleport2death

global.teleport2grid

global.teleport2marker

global.teleport2me

global.teleport2owneditem

[Link]

global.teleporteveryone2me

[Link]

global.teleportnonsleepers2me

[Link]

global.teleportsleepers2me

global.teleporttargetteam2me

global.teleportteam2me

[Link]

[Link]

[Link]

[Link]

[Link]
Immediately update the manifest

[Link]

global.upgrade_looking
<grade>

global.upgrade_radius
Command

upgrade_radius 'grade' 'radius'

[Link]
Show user info for players on server.

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

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

[Link]

[Link]

growableentity

Command

[Link]

[Link]

guntrap

Command

guntrap.gun_trap_budget_ms
How many milliseconds to spend on target scanning per frame

hackablelockedcrate

Command

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

[Link]
How many seconds for the crate to unlock

halloween

Command

[Link]

[Link]
Command

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 sec

[Link]
Population active on the server, per square km

halloween.scarecrows_throw_beancans
Scarecrows can throw beancans (Default: true).

halloweendungeon

Command

[Link]
How long each active dungeon should last before dying

[Link]
Population active on the server

handcuffs

Command

[Link]

[Link]

[Link]

harmony
Command Defau

[Link] -

[Link] -

heli

Command

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

hexagongridgenerator

Command

[Link]
<gridSize> 5 <tileSpacing> 1.35

hierarchy

Command Default Value

[Link] -

[Link] -
Command Default Value

[Link] -

horse

Command

[Link]
Population active on the server, per square km

hotairballoon

Command

[Link]

[Link]
How long before a HAB loses all its health while outside

[Link]
Population active on the server

[Link]

inventory

Command

[Link]
Clears the inventory of a target player. eg. [Link] jim. Can take container nam

[Link]
Copies the players inventory to the player in front of them

[Link]

[Link]
Deploys the given loadout to a target player. eg. [Link] testloadout jim

[Link]
Deploys a loadout to players in a radius eg. [Link] testloadout 30

[Link]
Command

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

[Link]

[Link]

[Link]

[Link]
{item} {amount} {condition} {skin} {container} {slot}

[Link]

[Link]
{itemid} {amount}

[Link]

[Link]
{itemid} {amount}

[Link]
{item} {player} {amount} {skin}

[Link]

[Link]
Prints all saved inventory loadouts

[Link]

[Link]

[Link]

[Link]
Saves the current equipped loadout of the calling player. eg. [Link] loaduoutna

[Link]

ioentity

Command

[Link]
Command

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

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

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
All player placed electrical entities will receive full power without needing to be plugged into an

[Link]

itemmanager

Command

[Link]

junkpilewater

Command

[Link]

legacyshelter

Command

legacyshelter.max_shelters

log

Command Default Value

[Link] -

manifest
Command

[Link]

[Link]

megaphone

Command

[Link]

memsnap

Command

[Link]

[Link]

[Link]

meta

Command

[Link]
add <convar> <amount> - adds amount to convar

metaldetectorflag

Command

[Link]

metaldetectorsource

Command

[Link]

[Link]

[Link]
Population active on the server, per square km

[Link]

[Link]

minicopter
Command

[Link]
Population active on the server

mlrs

Command

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

modularcar

Command

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

[Link]
Population active on the server

monumentnavmesh

Command

monumentnavmesh.use_baked_terrain_mesh

motorrowboat

Command

[Link]
How long until decay begins after the boat was last used

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

[Link]
How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecaym

[Link]
Population active on the server

net
Command

net.global_network_debug
Toggle printing time taken to send all global entities to client when they connect

net.global_networked_bases

net.limit_global_update_broadcast
(default) true = only broadcast to clients with global networking enabled, false = broadcast to e

net.network_group_debug
Toggle checking network group bounds whenever an entity changes its network group

[Link]

[Link]

[Link]

nexus

Command

nexus.broadcast_ping

[Link]
Maximum duration in seconds to batch clan chat messages to send to other servers on the nexu

[Link]
Default distance between zones to allow boat travel, if [Link] isn't set in the nexus
coordinates)

[Link]
URL endpoint to use for the Nexus API

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

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

[Link]

[Link]
Scale of the map to render and upload to the nexus

[Link]
Command

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

[Link]

[Link]
Time in seconds to wait between server status pings

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

[Link]

[Link]
Maximum time in seconds to keep transfer protection enabled on entities

[Link]

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

[Link]

[Link]
Time offset in hours from the nexus clock

[Link]

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

[Link]
Reupload the map image to the nexus. Normally happens automatically at server boot. WARNIN

[Link]

note

Command Default Value

[Link] -

npc
Command

npc.vendor_attack_heli_enabled

npc.vendor_hab_enabled

npc.vendor_minicopter_enabled

npc.vendor_rhib_enabled

npc.vendor_rowboat_enabled

npc.vendor_scrap_heli_enabled

npc.vendor_sub_duo_enabled

npc.vendor_sub_solo_enabled

npcautoturret

Command

[Link]
How many seconds until a sleeping player is considered hostile

npcvendingmachine

Command

[Link]
Simulates the provided number of hours passing in the vending machine system

[Link]
Whether to run the the dynamic pricing system

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

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

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

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

[Link]
Command

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

[Link]
How many realtime hours are checked when looking for price increases. Max 72 (10 days), min

[Link]
How many realtime hours are checked when looking for price increases. Max 72 (10 days), min

[Link]
Print out all current price changes on the server

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

[Link]

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

parachute

Command

[Link]

[Link]

patrolhelicopterai

Command

patrolhelicopterai.flee_damage_percentage

patrolhelicopterai.monument_crash

patrolhelicopterai.use_danger_zones

petbrain

Command

[Link]

[Link]

[Link]

[Link]
Command

[Link]

physics

Command

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
The collision detection mode that dropped items and corpses should use

[Link]
Gravity multiplier

[Link]

[Link]

[Link]

[Link]
Send effects to clients when physics objects collide

[Link]
The collision detection mode that server-side ragdolls should use

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

[Link]

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

[Link]

[Link]
Do players and vehicles collide with trees?
ping

Command

ping.auto_refresh_region

ping.ping_estimate_logging

ping.ping_estimation

ping.ping_parallel

ping.ping_refresh_interval

ping.ping_samples

planterbox

Command

[Link]

planterboxstatic

Command

[Link]
Chance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable
chances.

player

Command

[Link]

player.cinematic_gesture

player.cinematic_play

player.cinematic_stop

[Link]

[Link]

[Link]

[Link]

[Link]

player.gesture_radius
Command

player.gesture_radius_notme

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
optional param {player}

[Link]
ragdolls

[Link]
ragdolls everyone except player

[Link]
Ragdolls a player you're looking at

[Link]

[Link]
Resets the PlayerState of the given player

player.stopgesture_radius

[Link]

player.tickrate_cl

player.tickrate_sv

player.trigger_wildlife_trap

[Link]

[Link]

[Link]
Whether the crawling state expires
playerhelicopter

Command

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

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

playerinventory

Command

[Link]

polarbear

Command

[Link]
Population active on the server, per square km

pool

Command

pool.clear_assets

pool.clear_memory

pool.clear_prefabs

[Link]

[Link]

pool.export_prefabs

pool.fill_prefabs

[Link]

[Link]

pool.print_arraypool

pool.print_assets

pool.print_memory

pool.print_prefabs
Command

pool.reset_max_pool_counter

profile

Command

profile.command_lagspike_threshold

profile.dump_profile_recorders

profile.flush_analytics

[Link]
[Link] [delay=15, int] [name='Profile', str, no extension, max 32chars] [frames=1
as well] Will produce a JSON perf snapshot that can be viewed in Perfetto or similar tools

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

profile.profiling_entity_count_interval
How frequently to count all entities across the server

profile.profiling_fixed_invokes
0 = off, 1 = stats per frame, 2 = stats per method

profile.profiling_invokes
0 = off, 1 = stats per frame, 2 = stats per method

profile.profiling_lagspikes
Record inbound RPC & ConsoleCommands that cause lag spikes

profile.profiling_packets
Record type of packets inbound/outbound per frame

profile.profiling_ping
Raknet statistics, 0 = off, 2 = per connection

profile.profiling_ping_interval
How often to flush raknet stats per second

profile.profiling_ping_per_frame

profile.profiling_rcon
Command

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

profile.profiling_rcon_message_length
Clamp the length of logged RCON messages to prevent the profiler from being flooded with larg

profile.profiling_work_queue
Record execution time of ObjectWorkQueues per frame

profile.rcon_lagspike_threshold

profile.rpc_lagspike_threshold

profile.runtime_profiling
0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be mod

profile.runtime_profiling_interval

profile.runtime_profiling_persist
Enable to allow runtime profiling to persist across restarts

profile.runtime_profiling_pool_flush_interval
How often to flush pooling stats in seconds

profile.runtime_profiling_pooling
0 = off, 1 = flush every 5 minutes

profile.runtime_profiling_uploader_pooling
Should analytics bulk uploaders use pooling

[Link]

[Link]

radiation

Command

[Link]

radiation.water_inventory_damage

radiation.water_loot_damage

rcon
Command

rcon.ban_ip
Ban an IP address from RCON, preventing it from connecting and kick any clients from this IP, th

[Link]
How long in seconds to ban an IP that has exceeded the maximum password failures (default: 3

rcon.clear_rcon_failed_logins
Clear all failed login attempts

[Link]
IP Address to listen for RCON connections

[Link]
Log failed attempts and attempts from banned IP addresses (default: true)

[Link]
How many password failures before banning an RCON client's IP (default: 5)

[Link]
Permanently ban IPs that trigger too many failed attempts (default: false)

[Link]
Port to listen for RCON connections

[Link]
If true, RCON commands will be printed in the console

rcon.print_rcon_bans
Print a table of permanently banned IPs and networks. Use '--json' to return a JSON object

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

rcon.print_rcon_failed_logins
Print a table of clients with failed passwords. Use '--json' to return a JSON object

rcon.unban_ip
Unban an IP address from connecting to RCON, will also remove all attempt history

[Link]
Command

If set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engin

reclaimmanager

Command

reclaimmanager.reclaim_expire_minutes

relationshipmanager

Command

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

relationshipmanager.promote_id

[Link]

[Link]

[Link]

[Link]

[Link]

relationshipmanager.wipe_all_contacts

[Link]

render
Command

render.print_global_entities
Print off count of global building entities on the server

render.show_building_blocked_server

render.tree_entities

reports

Command

[Link]

rhib

Command

[Link]
Population active on the server

ridablehorse

Command

[Link]
Population active on the server, per square km

[Link]

ridablehorse2

Command

[Link]

[Link]

[Link]
How long before a horse dies unattended

[Link]

[Link]

[Link]
Population active on the server, per square km

[Link]
Command

[Link]

[Link]

[Link]

samsite

Command

[Link]
how long until static sam sites auto repair

santasleigh

Command

[Link]

[Link]

[Link]

scenetoprefab

Command

scenetoprefab.monument_scenes_enabled

scraptransporthelicopter

Command

[Link]
Population active on the server

sensecomponent

Command

[Link]

[Link]

sentry

Command

[Link]
Prevents auto turrets getting added more than once to the IO queue
Command

[Link]
how long until something is considered hostile after it attacked

[Link]
radius to check for other turrets

[Link]
max interference from other turrets

[Link]
target everyone regardless of authorization

server

Command

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
Automatically upload procedurally generated maps so that players download them (faster) inste

[Link]
Backup server folder

server.bag_quota_item_amount

[Link]
HTTP API endpoint for centralized banning (see wiki)

[Link]
Command

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

[Link]
Timeout (in seconds) for centralized banning web server requests

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
Allows backpack equipping while not grounded

[Link]

[Link]

[Link]
Censors the Steam player list to make player tracking more difficult

[Link]

[Link]

server.clear_loot_spawn_cache
Clears the loot spawn cache used to restrict loot into each era

server.clear_trees_radius

[Link]
Get the player combat log

server.combatlog_outgoing
Get the player combat log, only showing outgoing damage

[Link]
Command

[Link]

[Link]

[Link]

[Link]
How often industrial conveyors attempt to move items (value is an interval measured in second

[Link]

[Link]
Get info on player corpses on the server

[Link]

[Link]
Do players go into the crawling wounded state

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

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

[Link]

[Link]

[Link]
How much scrap is required to research default blueprints

[Link]

[Link]

[Link]

server.enforce_era_restrictions
Deletes items on the server that are not allowed in the era

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

[Link]

[Link]

[Link]

[Link]
none,primitive,medieval,frontier,rust

[Link]

[Link]
Domain name to save when players favorite your server. The port can be omitted if using the de

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
If true hot air balloons can be shot down with homing missiles

[Link]

server.http_connection_limit

[Link]

[Link]

[Link]

[Link]

[Link]
Base chance of recovery after incapacitated wounded state

[Link]
Enables a faster way to move items around during conveyor transfers. Should be on unless ther
Command

[Link]
How often industrial crafters attempt to craft items (value is an interval measured in seconds). S

[Link]
How long per frame to spend on industrial jobs

[Link]
When enabled industrial transfers will abort if they start to take too long. Will lead to inconsisten

[Link]

[Link]

[Link]

server.itemdespawn_container_max_multiplier

server.itemdespawn_container_scale

server.itemdespawn_quick

[Link]

[Link]

[Link]

[Link]
Prints all the Tool Cupboards on the server

[Link]
Prints all the vending machines on the server

[Link]

[Link]
If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper bu

server.max_sleeping_bags

[Link]

[Link]

[Link]
Command

[Link]

[Link]

[Link]
How many markers each player can place

[Link]
How many pings can be placed by each player

[Link]
How many stacks a single conveyor can move in a single tick

[Link]

server.maxpacketsize_command

server.maxpacketsize_globalentities

server.maxpacketsize_globaltrees

[Link]

server.maxpacketspersecond_command

server.maxpacketspersecond_rpc

server.maxpacketspersecond_rpc_signal

server.maxpacketspersecond_tick

server.maxpacketspersecond_voice

server.maxpacketspersecond_world

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
Command

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

server.oilrig_radiation_alarm_threshold

server.oilrig_radiation_amount_scale

server.oilrig_radiation_time_scale

[Link]

[Link]

server.packetlog_enabled

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

server.ping_region_code_override

[Link]
How long a ping should last

[Link]

[Link]
Command

[Link]

server.player_state_cache_count

server.player_state_cache_evictions

server.player_state_cache_size

[Link]
Prints the position of all players on the server

[Link]

[Link]

[Link]

[Link]

[Link]
Print the current player eyes.

[Link]
Print the current player position.

[Link]
Print the current player center position.

[Link]

[Link]
Should F7 reports from players be printed to console

[Link]
Print the current player rotation.

[Link]

[Link]

[Link]

[Link]

[Link]
Command

[Link]

server.rejoin_delay

[Link]
HTTP API endpoint for receiving F7 reports

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

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

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

[Link]

[Link]
When a player respawns give them the loadout assigned to [Link] (created wit

[Link]

[Link]

server.rpclog_enabled

[Link]

[Link]
Force save the current game

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]
Command

Send network update for all players

server.server_id

[Link]
Show holstered items on player bodies

[Link]

[Link]
Skip death screen fade

[Link]
This sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we req
they get all the information.

[Link]

[Link]

[Link]

[Link]
Starts a server

[Link]

[Link]

[Link]
Stops a server

server.strictauth_eac

server.strictauth_steam

[Link]
Comma-separated server browser tag values (see wiki)

[Link]

[Link]
Controls whether the tutorial is enabled on this server

[Link]
Command

[Link]

[Link]

[Link]
Opens a loot panel when interacting with a workbench instead of going straight into the tech tre

[Link]

[Link]
When transferring water, should containers keep 1 water behind. Enabling this should help perf

[Link]
How often (in hours) the water well NPC's update their sell orders

server.workbench1taxrate
How much of a tax to apply to workbench T1 tech unlocks. 10 = additional 10% scrap cost

server.workbench2taxrate
How much of a tax to apply to workbench T2 tech unlocks. 10 = additional 10% scrap cost

server.workbench3taxrate
How much of a tax to apply to workbench T3tech unlocks. 10 = additional 10% scrap cost

[Link]

[Link]
Maximum percent chance added to base wounded/incapacitated recovery chance, based on the

[Link]
Base chance of recovery after crawling wounded state

[Link]
Can players be wounded after receiving fatal damage

[Link]
Writes config files

serverocclusion
Command

[Link]
Tests occlusion visibility between two positions

shield

Command

[Link]

simpleshark

Command

[Link]

[Link]

slotmachine

Command

[Link]

snowmobile

Command

[Link]
Allow mounting as a passenger when there's no driver

[Link]
If true, snowmobile goes fast on all terrain types

[Link]
How long before a snowmobile loses all its health while outside

spawn

Command

[Link]

[Link]

spawn.ch47event

spawn.delete_all_populations

spawn.delete_populations
Command

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

[Link]

spawn.respawn_groups

spawn.respawn_individuals

spawn.respawn_populations

[Link]

spawn.simulate_loot

[Link]

spawn.tick_individuals

spawn.tick_populations

stability

Command

[Link]

[Link]

stability.refresh_stability

[Link]

[Link]

[Link]

[Link]
Command

stabilityentity

Command

stabilityentity.demolish_seconds

stag

Command

[Link]
Population active on the server, per square km

stash

Command

stash.reveal_tick_rate

steam

Command

steam.server_allow_steam_nicknames

supply

Command Default Value

[Link] -

[Link] -

system

Command

system.cpu_affinity

system.cpu_priority

telephonemanager

Command

[Link]

[Link]

[Link]
ticklogging

Command

ticklogging.tick_uploader_lifetime

time

Command

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

time.cl_steps
Desired physics ticks per second on clients

[Link]

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

time.sv_steps
Desired physics ticks per second on the server

[Link]

traincar

Command

[Link]
How long before a train car despawns

[Link]
Population active on the server

traincar.wagons_per_engine
Ratio of wagons to train engines that spawn

traincarunloadable

Command

[Link]
How long before an unloadable train car despawns afer being unloaded

traincouplingcontroller
Command

traincouplingcontroller.max_couple_speed
Maximum difference in velocity for train cars to couple

travellingvendor

Command

travellingvendor.alive_time_seconds

travellingvendor.attempt_pullovers

travellingvendor.max_speed

travellingvendor.should_destroy_buildings

travellingvendor.should_spawn

[Link]

[Link]

tree

Command

tree.global_broadcast

tree.simplified_collider

treemanager

Command

[Link]
Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This aff
more trees we have to send). The smaller the cell, the more cells we have to process and the m
send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512.

[Link]

[Link]

[Link]

[Link]
Instead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world
of times we need to serialize the tree list, but causes the player queue to take longer to process

tugboat
Command

[Link]

[Link]
How long before a tugboat loses all its health while outside

[Link]
How long until decay begins after the tugboat was last used

tutorialisland

Command

[Link]

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

[Link]

vddraw

Command

[Link]

vehicle

Command

[Link]

vehicle.boat_corpse_seconds

[Link]
Print out boat drift status for all boats

[Link]
Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. De

[Link]
If true, trains always explode when destroyed, and hitting a barrier always destroys the train im

[Link]

[Link]

[Link]
Command

[Link]

[Link]

[Link]

[Link]

[Link]

[Link]

vehicle.stop_all_trains

[Link]

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

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

vendingmachine

Command

[Link]
Wipe the backend customer stats data on all vending machines. Slow operation.

[Link]
Wipe the backend stats data on all vending machines. Slow operation.

vendingmachine.max_history

vendingmachine.max_processed

vendingmachine.max_returned

vis

Command Default Valu

[Link] False

[Link] False

[Link] False

[Link] False
Command Default Valu

[Link] False

[Link] False

[Link] False

[Link] False

voice

Command

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

[Link]

waypointrace

Command

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

[Link]

weather

Command

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
Command

weather.cloud_saturation

weather.cloud_scattering

weather.cloud_sharpness

weather.cloud_size

weather.dust_chance

[Link]

weather.fog_chance

[Link]

weather.ocean_scale

weather.ocean_time

weather.overcast_chance

[Link]

weather.rain_chance

[Link]

[Link]

[Link]

weather.storm_chance

[Link]

weather.wetness_rain

weather.wetness_snow

[Link]

wipetimer

Command

wipetimer.days_to_add_test

wipetimer.hours_to_add_test
Command

[Link]

[Link]

[Link]
Custom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTim
[Link]

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

[Link]
Which hour to wipe? 14.5 = 2:30pm

[Link]
The timezone to use for wipes. Defaults to the server's time zone if not set or invalid. Value sho
[Link]

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

wolf

Command

[Link]
Population active on the server, per square km

workshop

Command

workshop.print_approved_skins

world

Command

[Link]

[Link]

[Link]

[Link]
Command

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

[Link]
Renders a high resolution PNG of the current map

[Link]
Renders a PNG of the current map's tunnel network

xmas

Command

[Link]

[Link]

[Link]

[Link]

[Link]

xmasdungeon

Command

[Link]
How far we detect players from our inside/outside

[Link]
How long each active dungeon should last before dying

[Link]
Population active on the server

ziplinelaunchpoint

Command

[Link]

[Link]

zombie
Command

[Link]
Population active on the server, per square km

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