Commands
2,662 on staging2,662 commands
Command
Default Value
rustnav.detailsampledistmult
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
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.doorreassertspertick
How many doors re-assert their gate state per navmesh drain tick. A rebuilt tile bakes its apertures shut, so every open or npc-openable door over the rebuilt area has to write its state again, and a megabase queues hundreds of them at once. 0 or less applies the whole queue in one frame, which is what shipped before the budget existedrustnav.draw
Action
rustnav.drawkbps
Max KB per second of navmesh tiles streamed to each rustnav.draw viewerrustnav.drawmanifestinterval
rustnav.drawradius
rustnav.drawrefreshrate
rustnav.dumptilegeo
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
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
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
List every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time Action
rustnav.numthreads
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
LZ4-compress navmesh saves (smaller .navmesh files, no extra save time)rustnav.savedelta
Append only the tiles that changed to the navmesh file instead of rewriting all of it. The first save after a boot or a rebuild is always a full write, and a full write also happens once the appended part grows past rustnav.savedeltabudgetrustnav.savedeltabudget
How large the appended part of the navmesh file may grow, as a fraction of the full file, before the next save rewrites the whole thing. A save whose changed tiles are a larger share of the mesh than this rewrites it too. Bounds both file growth and boot load time. 0 or less removes the bound, to stop appending altogether use rustnav.savedelta falserustnav.savethreads
Worker threads for navmesh save/load compression. 0 = autorustnav.savewarnms
Log the navmesh save completion line as a warning past this many milliseconds. 0 or less never warnsrustnav.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)satellite.fuel_max
Hard maximum on generated fuel, applied after the per-size roll regardless of sizesatellite.fuel_medium_max
Maximum fuel rolled for medium satellites (1500-3000kg)satellite.fuel_medium_min
Minimum fuel rolled for medium satellites (1500-3000kg)satellite.fuel_min
Hard minimum on generated fuel, applied after the per-size roll regardless of sizesatellite.fuel_small_max
Maximum fuel rolled for small satellites (500-1500kg)satellite.fuel_small_min
Minimum fuel rolled for small satellites (500-1500kg)satellite.initial_offset_attempts
How many times to re-roll the initial random map position, re-checking the full crash-site acceptance each time, until a valid starting target is found. Guarantees the control phase never starts on an unusable spot.satellite.kill_radius
Radius (m) around the impact point cleared on crash โ players killed, construction/deployables/vehicles destroyed, vegetation removedsatellite.lateral_distance
Lateral offset multiplier per thruster fire (meters)satellite.launch
Dev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer's lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer's semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius] Action
satellite.launchquick
Dev: exactly satellite.launch โ same crash-site search and validation โ but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius] Action
satellite.min_crash_radius
Minimum crash radius in meterssatellite.nudge_distance_max
Maximum random aim drift (meters) applied when tightening the impact radiussatellite.nudge_distance_min
Minimum random aim drift (meters) applied when tightening the impact radius, at a fully random angle so it can't be cancelled out exactly by the cardinal-direction lateral thrusterssatellite.obstruction_tc_reorder
Crash targeting: use the tool-cupboard grid to test likely-occupied samples last, so a clear spot is usually found with fewer physics checks. The physics check stays authoritative.satellite.phase1_extra_distance
Extra distance (m) further out, along the descent line, that phase 1 starts. The satellite slides steadily from there in to the orbit point over phase 1, then phase 2 continues along the same line.