Commands
2,637 on public2,637 commands
Command
Default Value
adventcalendar.overrideadventcalendarday
adventcalendar.overrideadventcalendarmonth
ai.accuratevisiondistance
(Generated) When enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performanceai.addignoreplayer
Add a player (or command user if no player is specified) to the AIs ignore list. Action
ai.aimedatangle
The angle under which the AI will think it's being aimed at at by a playerai.aizonestats
(Generated) Prints the total count of registered AIInformationZone instances on the server Action
ai.animal_ignore_food
If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true)ai.batch_navmesh_pathfollowing
Run RustNav movement, steering and corridor queries in the transform job.ai.batch_navmesh_transforms
Batch RustNav agent transform updates using jobs. Disable to apply each update immediately.aibrainsenses.humanknownplayerslosupdateinterval
(Generated) Interval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positionsaibrainsenses.knownplayerslosupdateinterval
(Generated) Interval in seconds between line-of-sight update ticks for all NPC types tracking known player positionsaibrainsenses.updateinterval
(Generated) Interval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundingsai.brainstats
(Generated) Prints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server Action
ai.clearignoredplayers
Remove all players from the AIs ignore list. Action
ai.critters_frametime
Target frame time in seconds for the Critters budgetai.critters_startle_distance
How close can a player get before a critter gets startled and runs awayai.debugmovedraw
Whether ai.selectnpc and ai.movenpc draw their DDraw markers - turn it off to keep the view clean while commanding NPCs.ai.debugmovegait
Gait ai.movenpc uses when called without one - set it to walk to keep commanded NPCs at walking speed. One of: sneak, walk, jog, run, sprint, fullsprintai.debugmovespacing
Gap in metres between the destinations ai.movenpc hands out when more than one NPC is selected, so they don't all path to the same point.ai.defaultinterpolationdelay
(Generated) Default network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connectionsai.deselectnpc
Removes the NPC you are looking at from your selection and hands it back to its normal AI. Action
ai.designingenabled
ai.effectaiweapons
(Generated) When enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safelyai.frametime
(Generated) Target frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frameai.fsm_frametime
Target frame time in seconds for the default FSMComponent budgetai.groups
(Generated) When enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individualsai.ignoreplayers
(Generated) When enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interferenceaiinformationzone.usesimpleloscheck
ai.killanimals
(Generated) Kills all animal NPCs and animal NPC2 entities currently on the server Action
ai.killscientists
(Generated) Kills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server Action
ai.logissues
(Generated) When enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errorsaimanager.ai_dormant
If ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well.aimanager.ai_dormant_max_wakeup_per_tick
ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30)aimanager.ai_htn_animal_tick_budget
ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms)aimanager.ai_htn_player_junkpile_tick_budget
ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms)aimanager.ai_htn_player_tick_budget
ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms)aimanager.ai_htn_use_agency_tick
If ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true)aimanager.ai_to_player_distance_wakeup_range
If an agent is beyond this distance to a player, it's flagged for becoming dormant.aimanager.nav_disable
If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to moveaimanager.nav_obstacles_carve_state
nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve.aimanager.nav_wait
If true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.aimanager.pathfindingiterationsperframe
The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.aimanager.setdestination_navmesh_failsafe
If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.aimountedweaponcontroller.burst_length
aimountedweaponcontroller.fire_rate
aimountedweaponcontroller.time_between_bursts
ai.move
(Generated) When enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic runningai.movenpc
Orders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait. Action
ai.nav_carve_height
The height of the carve volume. (default: 2)ai.nav_carve_min_base_size
The minimum size we allow a carving volume to be. (default: 2)ai.nav_carve_min_building_blocks_to_apply_optimization
The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25)ai.nav_carve_size_multiplier
The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4)ai.nav_carve_use_building_optimization
If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false)ai.navthink
(Generated) When enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic runningai.npc_alertness_drain_rate
npc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01)ai.npc_alertness_to_aim_modifier
This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33)ai.npc_alertness_zero_detection_mod
npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5)ai.npcbarksenabled
ai.npc_check_spawner_is_on_navmesh
(Generated) When enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locationsai.npc_cover_compromised_cooldown
npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10)