Commands
2,423 on public2,423 commands
Command
Default Value
rhib.rhibpopulation
Population active on the serverridablehorse.autoavoidance
(Generated) When enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurableridablehorse.debug
(Generated) When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-onlyridablehorse.decayminutes
How long before a horse dies unattendedridablehorse.dungtimescale
ridablehorse.groundangleupdaterate
(Generated) Interval in seconds between ground angle recalculation updates for horse body tilting; default 0.05sridablehorse.population
Population active on the server, per square kmridablehorse.ragdoll
(Generated) Ragdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states Action
ridablehorse.setforsale
(Generated) Marks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction Action
ridablehorse.sethorsebreed
(Generated) Sets the breed index of the horse directly in front of the calling admin player to the given integer value Action
ridablehorse.throttledgroundangleupdate
(Generated) When enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performancerustnav.bakestats New
Print accumulated navmesh bake statistics. Pass true to reset them instead Action
rustnav.bakestatsenabled New
Collect navmesh bake statistics (rustnav.bakestats to read them). Defaults on in the editor, off on servers; flip on live to diagnose bake issues, then reset with rustnav.bakestats truerustnav.collectbudgetms New
Main-thread time budget per frame (ms) for navmesh tile geometry collection. The full-map bake wall clock is roughly tiles / (budget-worth of tiles per frame) / fps, so raise this while baking to trade frame time for bake speedrustnav.debugload
Action
rustnav.debugpath
Action
rustnav.debugraycast
Action
rustnav.debugrebuildtile
Action
rustnav.debugsample
Action
rustnav.debugsave
Action
rustnav.detailsampledistmult New
Detail mesh sample distance as a multiple of cellSize (Recast default 6). Larger = cheaper detail mesh, coarser surface height. Applies to tiles built after the changerustnav.detailsamplemaxerrormult New
Detail mesh max sample error as a multiple of cellHeight (Recast default 1). Larger = cheaper detail mesh, more height error. Applies to tiles built after the changerustnav.draw
Action
rustnav.drawkbps New
Max KB per second of navmesh tiles streamed to each rustnav.draw viewerrustnav.drawmanifestinterval
rustnav.drawradius
rustnav.drawrefreshrate Upd
rustnav.dumptilegeo New
Rebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path> Action
rustnav.enableverboselogs
rustnav.legacybuild New
A/B kill switch: build navmesh tiles with the stock pre optimization algorithms (clip rasterizer, full ledge and region rescans, unfused filters). Combine with detailsampledistmult 6 to approximate the old build end to end. Applies to tiles built after the changerustnav.maxshoredistance New
Metres of open water past which default navmesh tiles are dropped instead of baked. A tile only drops when every point in it is that far from land, so shores keep their navmesh and so do rivers and lakes, which are never that wide. Independent navmeshes (oilrigs, tropical islands, ghost ships) are never touched. 0 or less bakes the open sea like before. Applies to tiles queued after the changerustnav.navmeshstats New
List every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time Action
rustnav.numthreads New
Navmesh tile builder worker thread count. Applied when the builder is (re)created - at boot, or via rustnav.setnumthreads at runtime. ~half the cores is the sweet spot for full-map bakesrustnav.rebuild
Action
rustnav.savecompression New
LZ4-compress navmesh saves (smaller .navmesh files, no extra save time)rustnav.savethreads New
Worker threads for navmesh save/load compression. 0 = autorustnav.setnumthreads
Action
sail.maxthrustmultiplier
samsite.autoreloaddelay
Delay before SAM sites that haven't shot a target will auto-reloadsamsite.staticrepairseconds
how long until static sam sites auto repairsantasleigh.altitudeaboveterrain
santasleigh.desiredaltitude
santasleigh.drop
Action
satellite.control_window
Seconds of thruster control windowsatellite.cooldown_hours_max
Maximum cooldown between satellite events, in game hourssatellite.cooldown_hours_min
Minimum cooldown between satellite events, in game hours (not real minutes) โ converted to real time via the map's day length, same as the airdrop event scheduler.satellite.crashing_fx_at_distance
Run the crashing FX pass (FX Pass 3) through the whole phase-2 descent, including the distance-projected stretch, instead of waiting until the satellite enters real draw distance. The projected-mode fixup still applies โ its particles simulate in local space and scale with the model; its trails stay gated until real rendering.satellite.crate_fire_duration
Seconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires.satellite.debug
Log crash-target search diagnostics (samples, blockers, reasons)satellite.default_crash_radius
Starting impact radius before thruster adjustments, in meterssatellite.descent_angle
Angle (degrees from vertical) the satellite descends at. Higher = more horizontal streak across the sky. Clamped to 45 so it always reaches the ground within 45 degrees of straight down. Only used when flyover_altitude is 0 โ the flyover path has its own geometry.satellite.descent_seconds
Descent duration in seconds (0 = use day length fraction; nonzero values are clamped to a minimum of final_descent_seconds so the phase-2 window always fits inside the descent)satellite.final_descent_seconds
Seconds before the scheduled crash that the satellite begins its phase-2 physics descent. Phase 1 slides in to the phase-2 start point up until then, then the satellite drops at a speed timed to hit the ground exactly on schedule. The start point is placed at the satellite's finalDescentSpeed times this window, so lengthening it starts the descent higher rather than slowing the fall.satellite.final_descent_speed
Speed (m/s) of the phase-2 physics descent (0 = use the satellite prefab's finalDescentSpeed). Together with final_descent_seconds this sets where phase 2 starts โ speed times seconds back up the descent line โ so e.g. 180s at 80 m/s starts the drop 14.4km out.satellite.flyover_altitude
Altitude (m above the crash target) of the phase-2 flyover cruise. The satellite enters near-horizontally at this height, streaks across the sky, then bends into a dive onto the target from flyover_dive_distance out. 0 = disable the flyover and use the legacy straight-line descent at descent_angle.satellite.flyover_dive_distance
Horizontal distance (m) from the crash target at which the flyover bends into its terminal dive. Smaller = a longer level cruise with a steeper final plunge.satellite.free_fuel
If true, firing satellite thrusters does not consume fuelsatellite.free_power
If true, powering up the satellite computer does not require any itemssatellite.fuel_large_max
Maximum fuel rolled for large satellites (3000-5000kg)satellite.fuel_large_min
Minimum fuel rolled for large satellites (3000-5000kg)