Commands
2,423 on public2,423 commands
Command
Default Value
metaldetectorsource.draweditorgizmos
metaldetectorsource.mindistancebetweensubsources
metaldetectorsource.population
Population active on the server, per square kmmetaldetectorsource.servercountsources
Action
metaldetectorsource.timeoutduration
meta.reset_cycle
reset_cycle <key> - resets a cycled bind to the beginning Action
minicopter.population
Population active on the servermlrs.brokendownminutes
How many minutes before the MLRS recovers from use and can be used againmodularcar.outsidedecayminutes
How many minutes before a ModularCar loses all its health while outsidemodularcar.population
Population active on the servermonumentnavmesh.use_baked_terrain_mesh
mortar.debugdistanceui
motorrowboat.decaystartdelayminutes
How long until decay begins after the boat was last usedmotorrowboat.deepwaterdecayminutes
How long before a boat loses all its health while in deep watermotorrowboat.outsidedecayminutes
How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is usedmotorrowboat.population
Population active on the servermountedweapon.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 playingmusic.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 songsmusic.songgapmin
(Generated) Minimum seconds of silence between background music tracks; the game waits at least this long before starting the next songnametags.enabled
(Generated) When enabled, player name tags are shown above other players; disable to hide all name tags on the client; saved between sessionsnametags.showindemos
When enabled, name tags are also shown while watching a demo; demos hide name tags by defaultnavstress.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 sizesnet.global_network_debug
Toggle printing time taken to send all global entities to client when they connectnet.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 radiusnet.limit_global_update_broadcast
(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardlessnet.network_group_debug
Toggle checking network group bounds whenever an entity changes its network groupnet.visdebug
(Generated) When enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radiusnet.visibilityradiusdeepsea
(Generated) Network visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overheadnet.visibilityradiusfaroverride
(Generated) Overrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clientsnet.visibilityradiusnearoverride
(Generated) Overrides the near (high-priority) network visibility radius in grid cells; -1 = use defaultnetworkprofiler.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 nexusnexus.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 APInexus.hidefullislands New
Hide islands that we know are full, preventing players from being transferred to themnexus.islandspawndistance
How far away islands should be spawned, as a factor of the map size