Commands
2,423 on public2,423 commands
Command
Default Value
inventory.giveall
(Generated) Gives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chat Action
inventory.givearm
{itemid} {amount} Action
inventory.givebp
(Generated) Gives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developer Action
inventory.giveequip
{item} Action
inventory.giveid
{itemid} {amount} Action
inventory.giveto
{item} {player} {amount} {skin} Action
inventory.lighttoggle
Action
inventory.listloadouts
Prints all saved inventory loadouts Action
inventory.loadoutui_requestloadoutlist
(Generated) Reads the list of saved admin loadouts from disk and sends it to the requesting player's client as a JSON array for display in the loadout UI Action
inventory.pipetteid
(Generated) Checks whether the calling player has the specified item ID with the given skin ID in their inventory; used to validate pipette/skin matching server-side Action
inventory.reduceownership
Reduce ownership to item to allow new ownership to be added Action
inventory.reloaddefs
(Generated) Forces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update Action
inventory.resetbp
(Generated) Resets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipes Action
inventory.saveloadout
Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname Action
inventory.set_item_image
(Generated) Sets the custom icon image ID on the item currently held by the calling player; the image ID refers to a server-side stored image used for custom item icons Action
inventory.setwornarmorslots
Set worn items to have maximum armor slots supported Action
inventory.stackable_item_ownership
(Generated) When enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditinginventory.unlockall
(Generated) Unlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediately Action
ioentity.allow_on_boats
Allows the deployment and usage of IO entities on player boats and tugboats.ioentity.backtracking
(Generated) Number of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speedioentity.debugbudget
Print out what is taking so long in the IO frame budgetioentity.debugbudgetthreshold
Ignore frames with a lower ms than this while debugBudget is activeioentity.debugqueue
(Generated) Prints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only Action
ioentity.framebudgetelectrichighpriorityms
ioentity.framebudgetelectriclowpriorityms
ioentity.framebudgetfluidms
ioentity.framebudgetgenericms
ioentity.framebudgetindustrialms
ioentity.framebudgetkineticms
ioentity.infiniteiopower
All player placed electrical entities will receive full power without needing to be plugged into anythingioentity.responsetime
(Generated) Minimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the networkitemmanager.enablepooling
(Generated) When enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destructionjunkpile.destroyifspawnonsleepingbag
junkpile.destroyifspawnonsleepingbagdistance
junkpile.destroyifspawnonsleepingbagtime
junkpilewater.destroyablebyplayerboats
junkpilewater.framebudgetms
junkpilewater.minimumplayerboatmasstobedestroyed
junkpilewater.minimumplayerboatvelocitytobedestroyed
legacyshelter.max_shelters
log.level
(Generated) Sets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer Action
lookattooltip.crosshairmode
Changes the interaction crosshair visuals (0 = default, 1 = no texts, 2 = no texts and no icon)manifest.printmanifest
(Generated) Prints the Facepunch application manifest in a formatted summary showing app name, version, and platform details Action
manifest.printmanifestraw
(Generated) Prints the raw contents of the Facepunch manifest file as an unformatted string Action
maplayerrenderer.debuglabs
(Generated) When enabled, draws debug visualisations on the map for underwater lab entrance locations and floor boundaries; admin-onlymarchingcubesmanager.collidermiplevel
[0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surfacemarchingcubesmanager.debuglog
marchingcubesmanager.generatorpoolcount
[1-16] - each generator has constant memory overhead, but will allow more to process at oncemegaphone.megaphonevoicerange
memsnap.full Upd
(Generated) Takes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/ Action
memsnap.managed Upd
(Generated) Takes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder Action
memsnap.native Upd
(Generated) Takes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder Action
meshpaintable3d.brushscale
(Generated) Scale multiplier for the mesh paint brush size when painting on a 3D paintable surfacemeshpaintable3d.uvbufferscale
(Generated) Scale multiplier for the UV buffer texture used when projecting paint onto a 3D surface; higher values improve paint resolutionmeta.add
add <convar> <amount> - adds amount to convar Action
meta.exec
exec [command_1] ... - runs all of the commands passed as arguments (also, if the last argument is true/false then that will flow into each command's arguments) Action
meta.if_false
if_false <command> <condition> - runs a command if the condition is false Action
meta.if_true
if_true <command> <condition> - runs a command if the condition is true Action
metaldetectorflag.timeoutduration
metaldetectorsource.attemptspersubsourcespawn