Commands
2,423 on public2,423 commands
Command
Default Value
app.queuelimit
Max number of queued messages - set to 0 to disable message processingapp.regeneratetoken
Action
app.retry_initialize
Retry initializing the Rust+ companion server if it previously failed Action
app.serverid
app.update
Disables updating entirely - emergency use onlyaudio.advancedocclusion
Use more advanced sound occlusionaudio.ambience
Ambience Systemaudio.debugvoicelimiting
(Generated) When enabled, logs voice chat limiting decisions to the console, showing when players are muted due to proximity or bandwidth constraintsaudio.enablesoundpooling
(Generated) Enables audio source pooling, reusing AudioSource components instead of creating and destroying them each time a sound playsaudio.eventaudio
Volumeaudio.framebudget
Max ms per frame to spend updating soundsaudio.game
Volumeaudio.hqsoundfade
Use higher quality sound fades on some soundsaudio.instruments
Volumeaudio.master
Volumeaudio.minupdatefraction
(Generated) Minimum fraction of the audio source pool updated per frame; higher values keep more audio sources in sync at the cost of CPU timeaudio.musicvolume
Volumeaudio.musicvolumemenu
Volumeaudio.printenginesounds
print active engine sound info Action
audio.printsounds
(Generated) Prints a list of all currently active audio sources with their asset names, volume, and world position Action
audio.speakers
Volumeaudio.ui
Volumeaudio.videoplayer
Volumeaudio.voiceprops
Volumeaudio.voices
Volumeautoturret.ammo_update_ms
How many milliseconds to spend on ammo updating per frameautoturret.scan_budget_ms
How many milliseconds to spend on target scanning per frameautoturret.tick_update_ms
How many milliseconds to spend on a tick per frameballistagun.debug
(Generated) When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-onlyballistagun.reload
(Generated) Forces the ballista gun nearest to the calling admin player to reload immediately; admin-only Action
baseboat.debug_eject_ai
(Generated) When enabled, logs debug information about AI ejection events when passengers are removed from boat seatsbaseboat.do_shore_drift
(Generated) When enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapsesbaseboat.drift_speed
baseboat.generate_paths
(Generated) When enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testingbaseboat.seconds_between_shore_drift
Action
baseboat.seconds_until_shore_drift
Action
basefirework.maxactivefireworks
basefishingrod.forcefail
(Generated) When enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedbackbasefishingrod.forcesuccess
(Generated) When enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logicbasefishingrod.immediatehook
(Generated) When enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite responsebasemetaldetector.detectlongrangetick
(Generated) Interval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searchesbasemetaldetector.detectminmovementdistance
(Generated) Minimum distance in metres the player must move before a new long-range detection check is triggeredbasemetaldetector.nearestdistancetick
(Generated) Interval in seconds between nearest-detectable-object distance checks performed by the metal detectorbasemission.missionpervalidstatecooldown
Minimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueuebasemission.missionsenabled
(Generated) When enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the serverbasemission.missionvalidstateworkqueuebudget
How long per frame (ms) to spend processing updateMissionValidStateWorkQueuebasemission.missionvalidstateworkqueuecooldown
Minimum time (s) between starting runs of updateMissionValidStateWorkQueuebasemission.profilenextmissionsvalidstateworkqueue
Generate a performance capture containing the next run of updateMissionValidStateWorkQueue Action
basemountable.canpausemountedplayersync
Toggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently)basenavigator.basenavmovementframeinterval
How many frames between base navigation movement updatesbasenavigator.maxstepupdistance
The max step-up height difference for pet base navigationbasenavigator.navtypedistance
basenavigator.navtypeheightoffset
basenavigator.stucktriggerduration
How long we are not moving for before trigger the stuck eventbasepet.movementupdatebudgetms
basepet.onlyqueuebasenavmovements
basepet.queuedmovementsallowed
baseplayer.allowrelationshipserverocclusion
(Generated) When enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restartsbaseplayer.botcolliderframebudgetms
(Generated) Per-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics collidersbaseplayer.lifestoryframebudgetms