Commands

2,423 on public

2,423 commands

metaldetectorsource.draweditorgizmos
metaldetectorsource.mindistancebetweensubsources
metaldetectorsource.population
Population active on the server, per square km
metaldetectorsource.servercountsources
Action
metaldetectorsource.timeoutduration
meta.reset_cycle
reset_cycle <key> - resets a cycled bind to the beginning
Action
minicopter.population
Population active on the server
mlrs.brokendownminutes
How many minutes before the MLRS recovers from use and can be used again
modularcar.outsidedecayminutes
How many minutes before a ModularCar loses all its health while outside
modularcar.population
Population active on the server
monumentnavmesh.use_baked_terrain_mesh
mortar.debugdistanceui
motorrowboat.decaystartdelayminutes
How long until decay begins after the boat was last used
motorrowboat.deepwaterdecayminutes
How long before a boat loses all its health while in deep water
motorrowboat.outsidedecayminutes
How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
motorrowboat.population
Population active on the server
mountedweapon.antihack_level
mountedweapon.antihack_max_degrees_per_second_pitch
mountedweapon.antihack_max_degrees_per_second_yaw
mountedweapon.antihack_max_snap_degrees
mountedweapon.debug
mountedweapon.enable_client_authority
music.enabled
(Generated) Enables the in-game dynamic music system; disabling stops all background music tracks from playing
music.info
(Generated) Prints the name of the currently playing music track and its playback position to the console
Action
music.songgapmax
(Generated) Maximum seconds of silence between background music tracks; a random gap between songGapMin and songGapMax is chosen between songs
music.songgapmin
(Generated) Minimum seconds of silence between background music tracks; the game waits at least this long before starting the next song
nametags.enabled
(Generated) When enabled, player name tags are shown above other players; disable to hide all name tags on the client; saved between sessions
nametags.showindemos
When enabled, name tags are also shown while watching a demo; demos hide name tags by default
navstress.bench New
Run the full benchmark suite: args agentCount (default 200)
Action
navstress.benchresults New
Print the last benchmark results
Action
navstress.build_env New
Build the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50)
Action
navstress.chase New
Chase a sliding virtual target: args targetSpeed setDestinationHz
Action
navstress.clear New
Despawn dummies and remove the field
Action
navstress.envreport New
Print the last environment build report
Action
navstress.idle New
Stop giving destinations and reset paths
Action
navstress.killforeign New
Kill every NPC with a RustNavMeshAgent that is not a navstress dummy
Action
navstress.rebuildstorm New
Async tile rebuilds under the field: args rebuildsPerSecond (0 stops)
Action
navstress.refcompare New
Replay the scenario and compare against a recording: args name
Action
navstress.refrecord New
Record the reference trajectory scenario: args name
Action
navstress.refresults New
Print the last refpath result
Action
navstress.setmode New
Flip all dummies between steering and normal mode without respawning
Action
navstress.spawn New
Spawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoors
Action
navstress.stats New
Print and reset tick statistics
Action
navstress.wander New
Random destinations forever: args intervalSeconds unreachableFraction
Action
net.debug
(Generated) Enables verbose client-side network debug logging, printing all incoming and outgoing message types and their byte sizes
net.global_network_debug
Toggle printing time taken to send all global entities to client when they connect
net.global_networked_bases
(Generated) When enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius
net.limit_global_update_broadcast
(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless
net.network_group_debug
Toggle checking network group bounds whenever an entity changes its network group
net.visdebug
(Generated) When enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius
net.visibilityradiusdeepsea
(Generated) Network visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead
net.visibilityradiusfaroverride
(Generated) Overrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients
net.visibilityradiusnearoverride
(Generated) Overrides the near (high-priority) network visibility radius in grid cells; -1 = use default
networkprofiler.serverprofile
networkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]
Action
nexus.broadcast_ping
(Generated) Sends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times
Action
nexus.clanclatbatchduration
Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus
nexus.defaultzonecontactradius
Default distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates)
nexus.endpoint
URL endpoint to use for the Nexus API
nexus.hidefullislands New
Hide islands that we know are full, preventing players from being transferred to them
nexus.islandspawndistance
How far away islands should be spawned, as a factor of the map size