Commands

2,662 on staging

2,662 commands

rentableshop.initialscrapfee
rentableshop.maxstoreditemsdurationminutes
How long stores should store items (after a shop is closed) for before they are destroyed
rentableshop.processrenttick
Action
rentableshop.protectionfromtakeoverhours
rentableshop.randomiseownerofnearestshop
Randomise the owner of the nearest shop in 10m. Useful for testing
Action
rentableshop.resettakeoverprotectionofclosestshop
Reset the takeover protection duration of nearest shop. Useful for testing
Action
rentableshop.scrapperhourrent
reports.exceptionreportmaxlength
(Generated) Maximum character length of exception reports submitted to the crash reporter; clamped to a minimum of 250 characters
rgbeffects.brightness
Brightness of colors, from 0 to 1 (note: may affect color accuracy)
rgbeffects.colorcorrection_razer
Controls how RGB values are mapped to LED lights on Razer devices
rgbeffects.colorcorrection_steelseries
Controls how RGB values are mapped to LED lights on SteelSeries devices
rgbeffects.enabled
Enables RGB lighting effects (supports SteelSeries and Razer)
rgbeffects.pulse
(Generated) Pulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation
Action
rgbeffects.static
(Generated) Sets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance
Action
rhib.rhibpopulation
Population active on the server
ridablehorse.autoavoidance
(Generated) When enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurable
ridablehorse.debug
(Generated) When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only
ridablehorse.decayminutes
How long before a horse dies unattended
ridablehorse.dungtimescale
ridablehorse.groundangleupdaterate
(Generated) Interval in seconds between ground angle recalculation updates for horse body tilting; default 0.05s
ridablehorse.population
Population active on the server, per square km
ridablehorse.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 performance
room.draw_faces
Draws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40].
Action
room.draw_live
Continuously draw the room partition around every player, refreshing as the base changes. Needs room.occlusion on (1 = shadow mode draws without hiding anything). Editor/dev tool - it redraws for everyone connected, so do not leave it on.
room.draw_live_normals
Draw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic)
room.draw_live_range
Radius of the room.draw_live overlay, in metres
room.draw_networkgroups
Draws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40].
Action
room.draw_networkgroups_live
Continuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on.
room.draw_portals
Draws the portals of the building you are looking at (green = open, red = closed)
Action
room.draw_rooms
Draws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders.
Action
room.draw_visible
Draws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red)
Action
room.exportbase
Editor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to 'capture'. To capture a base from a live server, copypaste it into an editor server first.
Action
room.exportpastes
Editor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped.
Action
room.occlusion
Server-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce
room.occlusion_admin_bypass
Admins and developers bypass interior occlusion and see everything
room.occlusion_deployables
What interior occlusion hides inside a room: 0 = nothing (building blocks only), 1 = static entities (boxes, workbenches, beds), 2 = also IO entities (wires and pipes can be dragged to an entity that is not on your client)
room.occlusion_door_immediate
Kill switch for the whole synchronous pre-open pass: repartition and deliver the rooms behind a door the moment it opens, instead of leaving it to the normal budgeted queue. Only players within room.occlusion_door_immediate_range are flushed; further ones enqueue as usual. Off skips the repartition entirely, not just the flush.
room.occlusion_door_immediate_range
How close a player must be to a door for its rooms to be sent immediately when it opens, in metres. 0 = no limit, flush every viewer of the door.
room.occlusion_linger
How long a room must have been out of sight before it is dropped from a player's client, in seconds. Stops a door being opened and shut, or a walk past a doorway, from destroying and re-sending a whole room. 0 = drop immediately.
room.occlusion_nearby_range
Rooms within this many metres of a player are always sent, whether or not they can see into them. Leaving the radius starts the room.occlusion_linger countdown rather than dropping it at once. 0 = only ever send what is actually visible.
room.occlusion_range
How far from a player interior occlusion looks for rooms to hide things in, in metres. Must comfortably exceed network range; rooms beyond it fail open.
room.occlusionstats
Prints interior occlusion's shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden
Action
room.printfaces
Prints the closest-face link of every edge on the building block you are looking at. Pass --ddraw to also draw the links.
Action
room.printhidden
Prints which interior rooms a player can currently see into, i.e. which room network groups they hold. Defaults to yourself.
Action
room.printportals
Prints every portal of the building you are looking at (rooms joined, filler, open state)
Action
room.printrooms
Prints the room partition of the building you are looking at
Action
room.printvisible
Prints the room a player is standing in and every room they can see into. Defaults to yourself.
Action
rustnav.addtilebudgetms
Main-thread time budget per frame (ms) for adding built navmesh tiles to their navmesh. A base rebuild lands dozens of results in one frame and the rest waits for the next one. 0 or less adds every result that is ready, which is what shipped before the budget existed
rustnav.bakestats
Print accumulated navmesh bake statistics. Pass true to reset them instead
Action
rustnav.bakestatsenabled
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 true
rustnav.collectbudgetms
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 speed
rustnav.debugload
Action
rustnav.debugpath
Action
rustnav.debugraycast
Action
rustnav.debugrebuildtile
Action
rustnav.debugsample
Action
rustnav.debugsave
Action