Commands

2,662 on staging

2,662 commands

server.playertimeout
(Generated) Seconds of network inactivity before a connected player is timed out and disconnected
server.port
(Generated) UDP port the server listens on for player connections
server.premium
Require a premium status account to connect to this server
server.premiumrecheckinterval
How often to do premium status rechecks
server.premiumrecheckmaxbatchsize
Maximum number of players to recheck at a time
server.premiumrecheckminseconds
Minimum time to recheck premium status for already connected players (in seconds)
server.premiumverifyendpoint
Endpoint to use to check if players have premium status
server.printdecryptqueue
Action
server.printeyes
Print the current player eyes.
Action
server.printpos
Print the current player position.
Action
server.printposcenter
Print the current player center position.
Action
server.printreadqueue
(Generated) Prints the current server incoming network read queue depth (packet count and total byte size)
Action
server.printreportstoconsole
Should F7 reports from players be printed to console
server.printrot
Print the current player rotation.
Action
server.printwipeid
Prints the current wipe id of the sav
Action
server.printwritequeue
(Generated) Prints the current server outgoing network write queue depth (packet count and total byte size)
Action
server.pve
(Generated) Enables PvE mode โ€” players cannot damage other players; they can still be killed by NPCs and the environment
server.pvebulletdamagemultiplier
(Generated) Additional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage
server.pvpbulletdamagemultiplier
(Generated) Additional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage
server.pvp_ttk_bullet
How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.pvp_ttk_global
How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.pvp_ttk_melee
How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.queriespersecond
(Generated) Maximum number of Steam server browser queries the server will respond to per second before rate-limiting
server.queryport
(Generated) UDP port used for Steam server browser queries; uses the game port if set to 0
server.radiation
(Generated) Enables radiation zones at monuments; disabling removes all radiation hazards from the map
server.randomize_seed
(Generated) Setting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each time
server.readcfg
(Generated) Reads and executes serverauto.cfg then server.cfg from the server's cfg folder, applying all saved convar values
Action
server.rejoin_delay
(Generated) Seconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes)
server.reportsserverendpoint
HTTP API endpoint for receiving F7 reports
server.reportsserverendpointkey
If set, this key will be included with any reports sent via reportsServerEndpoint (for validation)
server.repositionattachmentsonreskin
Reposition attachments like storage adaptors if they have moved on reskins
server.resetrespawns
Clear all static respawn points
Action
server.resetserveremoji
Rescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji
Action
server.respawnatdeathposition
If a player presses the respawn button, respawn at their death location (for trailer filming)
server.respawnresetrange
(Generated) Radius in metres around a player's death point โ€” any sleeping bag or bed within this range is put on a respawn cooldown to prevent spawn-camping
server.respawntimeadditionbag
Bags will increase their respawn time by this much
server.respawntimeadditionbed
Beds will increase their respawn time by this much
server.respawnwithloadout
When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
server.rewounddelay
(Generated) Minimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again
server.rpclog
(Generated) Prints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = true
Action
server.rpclog_enabled
(Generated) Enables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called
server.rust_relay_send_queue
(Generated) Prints the current server decryption queue depth
server.salt
(Generated) Secondary salt value mixed into procedural world generation; used to vary monument and road placement
server.save
Force save the current game
Action
server.savebackupcount
(Generated) Number of rolling save-file backups to keep; each autosave rotates the oldest backup out
server.savecachesize
(Generated) Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit
server.saveframebudget
MS per frame to spend warming up entity save caches
server.saveinterval
(Generated) How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes)
server.schematime
(Generated) How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds
server.seed
(Generated) Seed value used for procedural world generation; changing this produces a completely different map layout
server.sendnetworkupdate
Send network update for all players
Action
server.server_id
(Generated) Persistent unique identifier for this server instance, used when recording demos and for analytics attribution
server.setshowholstereditems
Show holstered items on player bodies
Action
server.showholstereditems
(Generated) When enabled, weapons and tools holstered on a player's back are visible on their character model to other players
server.skipdeathscreenfade
Skip death screen fade
server.snapshot
This sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
Action
server.snapshottaskbatchcount
UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task
server.spawnvinetrees
(Generated) When true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map
server.sprinklereyeheightoffset
(Generated) Vertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant
server.sprinklerradius