Comando Bind Rust
Comando Bind Rust
Command
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ai
Command
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Add a player (or command user if no player is specified) to the AIs ignore list.
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ai.animal_ignore_food
If animal_ignore_food is true, animals will not sense food sources or interact with them (server o
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Remove all players from the AIs ignore list.
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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
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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
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ai.ocean_patrol_path_iterations
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Print a lost of all the players in the AI ignore list.
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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)
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Command
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aibrainsenses
Command
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aiinformationzone
Command
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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
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.
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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
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Command
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analytics
Command Defau
analytics.analytics_bulk_container_url
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Azure blob container url for use with client secret authentication
analytics.analytics_bulk_upload_url
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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
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Header secret value when uploading analytics
analytics.azure_client_id
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Azure client id for authentication
analytics.azure_client_secret
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Azure client secret for authentication
analytics.azure_tenant_id
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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
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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
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antihack.build_inside_check
antihack.build_losradius
antihack.build_losradius_sleepingbag
antihack.build_terraincheck
antihack.build_vehiclecheck
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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
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antihack.impact_effect_distance_forgiveness
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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
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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
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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
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antihack.rpc_timer_forgiveness
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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
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antihack.use_legacy_mesh_inside_check
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app
Command
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Cooldown time before alarms can send another notification (in seconds)
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Enables sending push notifications
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Command
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app.retry_initialize
Retry initializing the Rust+ companion server if it previously failed
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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
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baseboat
Command
baseboat.do_shore_drift
baseboat.drift_speed
baseboat.generate_paths
baseboat.seconds_between_shore_drift
baseboat.seconds_until_shore_drift
basefirework
Command
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basefishingrod
Command
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basemetaldetector
Command
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basemission
Command
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basenavigator
Command
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How many frames between base navigation movement updates
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The max step-up height difference for pet base navigation
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How long we are not moving for before trigger the stuck event
basepet
Command
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baseplayer
Command
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baseridableanimal
Command
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How long before a horse dies unattended
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basesiegeweapon
Command
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How many minutes before a siege weapon loses all its health while outside
basesubmarine
Command
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How long before a submarine loses all its health while in deep water
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How long before a submarine loses all its health while outside. If it's in deep water, deepwaterd
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How long a submarine can stay underwater until players start taking damage from low oxygen
batching
Command Defa
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batteringram
Command
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batteringramhead
Command
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bear
Command
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Population active on the server, per square km
bigwheelgame
Command
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bike
Command
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Can bike crashes cause damage or death to the rider?
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Motorbike population in monuments
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How long before a bike loses all its health while outside
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Pedal bike population in monuments
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Pedal bike population active on the server (roadside spawns)
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Amount of collision damage on a bike required to ragdoll the player
blackjackmachine
Command
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Maximum initial bet per round
boar
Command
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Population active on the server, per square km
boombox
Command
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A list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
bradley
Command
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bradleyapc
Command
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Command
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camerarenderer
Command
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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
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catapult
Command Default V
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cctv
Command
cctv.camera_disable_seconds
chat
Command
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Command
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Number of messages to keep in memory for chat history
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chicken
Command
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Population active on the server, per square km
cinematicentity
Command
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Hides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)
clan
Command
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If enabled then players will need to be near a Clan Table to make changes to clans
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Command
Enables the clan system if set to true (must be set at boot, requires restart)
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Prints info about a clan given its ID
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Maximum number of members each clan can have (local backend only!)
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How much score players earn for destroying bradley
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How much score players earn for destroying other player's tool cupboards
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How much score players earn for hacking crates
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How much score players earn for being killed by a player in another clan (this value should be n
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How much score players earn for killing a player in another clan
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How much score players earn for killing unarmed players (this value should be negative)
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How much score players earn for looting an elite crate
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How much score players earn for opening hacked crates
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How much score players earn for reaching cargo ship
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How much score players earn for running the excavator
clothlod
Command
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distance cloth will simulate until
codelock
Command
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commands
Command Defau
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console
Command Default V
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construct
Command
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copypaste
Command
copypaste.copybox_sv
copypaste.copybuilding_sv
copypaste.copyradius_sv
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<name>
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<url> <name>
copypaste.killbox_sv
Command
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<name>
copypaste.paste_sv
copypaste.printselection_sv
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<old> <new>
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<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
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creative
Command
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Command
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Bypasses bypassHoldToPlaceDuration when deploying items
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Build blocks for free
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Bypasses all placement checks
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Bypass the 30s repair cooldown when repairing objects
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Bypasses limits on IO length and points
cui
Command
cui.cui_test
cui.cui_test_update
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data
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debug
Command
debug.bench_io
Spawn lots of IO entities to lag the server
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Break the current held object
debug.breakheld_almost
Command
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Break all the items in your inventory whose name match the passed string
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Breaks the currently held shield
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If a player ends up stuck on a tutorial for any reason this will clear the island and reset the play
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Do not damage any items
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debug.enable_player_movement
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Takes you in and out of your current network group, causing you to delete and then download a
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Make admin invisibile
Command
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reset all puzzles
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Refills the vital of a target player. eg. [Link] jim - leave blank to target yourself, can t
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Refills the vitals of all active players on the server
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debug.repair_inventory
Repair all items in inventory
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debug.tutorial_start_cooldown
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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
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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
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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
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
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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
[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
[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
[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
[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
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
[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
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
[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
[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
[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
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
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
[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
[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