Rust Client Settings Commands
Give Item List →Console commands for the F1 menu or RCON. Source: a community-maintained export of Rust's own generated command metadata - treat this as a helpful reference, not an exhaustive one.
Settings for your own game you can change from the F1 console: frame rate, field of view, graphics, sound and controls. Each shows its default value.
929 commands
| Command | Description | Category | Type | Default | Permission | |
|---|---|---|---|---|---|---|
ballistagun.debug |
(Generated) When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only | ballistagun | variable | False |
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basefishingrod.showui |
(Generated) When enabled, shows the fishing rod debug UI overlay displaying cast distance, bobber state, and fish bite detection parameters; admin-only | basefishingrod | variable | False |
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baseplayer.filterspectatemapteamid |
When spectating and global.toggleSpectateTeamInfo is set to true on the server, this will filter which team is displayed on the map. 0 = show all | baseplayer | variable | -1 |
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baseplayer.lootpaneloverride |
(Generated) When set to a non-empty string, admin players open the specified loot panel instead of the server-requested panel on RPC_OpenLootPanel | baseplayer | variable | |||
baseragdoll.debug_vis |
(Generated) When enabled, draws debug visualisations for ragdoll physics state including bone positions and velocities | baseragdoll | variable | False |
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basesculpture.carveradius |
basesculpture | variable | 3 |
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basesculpture.logmeshstats |
(Generated) When enabled, logs mesh vertex and triangle count statistics when a sculpture mesh is applied or modified | basesculpture | variable | False |
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batching.batch_industrial_pipes |
(Generated) When enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change state | batching | variable | False |
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batching.enabled |
(Generated) Enables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overhead | batching | variable | True |
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batching.renderer_capacity |
(Generated) Maximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory use | batching | variable | 30000 |
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batching.renderers |
batching | variable | True |
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batching.renderer_submeshes |
(Generated) Maximum number of sub-meshes a renderer can have to be eligible for batching; complex multi-material meshes above this threshold are excluded | batching | variable | 2 |
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batching.renderer_threading |
(Generated) Enables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU cores | batching | variable | True |
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batching.renderer_vertices |
(Generated) Maximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batching | batching | variable | 1000 |
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batching.verbose |
(Generated) Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console | batching | variable | 0 |
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binocular.debugeffect |
binocular | variable | False |
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buildingblock.debugwallpaperhealth |
(Generated) When enabled, draws debug health bars for wallpaper objects on building blocks; admin-only | buildingblock | variable | False |
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buttons.altlook |
(Generated) Input binding for the alternate look/freelook action | buttons | variable | False |
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buttons.attack |
(Generated) Input binding for the primary attack/fire action | buttons | variable | False |
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buttons.attack2 |
(Generated) Input binding for the secondary attack action (e.g. aim down sights) | buttons | variable | False |
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buttons.attack3 |
(Generated) Input binding for the tertiary attack action (e.g. melee with a ranged weapon) | buttons | variable | False |
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buttons.autowalk |
(Generated) Input binding for toggling auto-walk (walk forward without holding the key) | buttons | variable | False |
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buttons.backpack |
(Generated) Input binding for opening/closing the player backpack | buttons | variable | False |
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buttons.backward |
(Generated) Input binding for moving the player backward | buttons | variable | False |
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buttons.chat |
(Generated) Input binding for opening the chat input | buttons | variable | False |
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buttons.clearmarkers |
(Generated) Input binding for clearing all player-placed map markers | buttons | variable | False |
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buttons.compass |
(Generated) Input binding for toggling the compass display | buttons | variable | False |
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buttons.console |
(Generated) Input binding for opening/closing the developer console | buttons | variable | False |
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buttons.directionaldrop |
(Generated) Input binding for dropping the active item in the direction the player is facing | buttons | variable | False |
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buttons.dropitemsingle |
(Generated) Input binding for dropping a single unit from the selected item stack | buttons | variable | False |
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buttons.dropitemstack |
(Generated) Input binding for dropping the entire stack of the selected item | buttons | variable | False |
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buttons.duck |
(Generated) Input binding for crouching/ducking | buttons | variable | False |
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buttons.firemode |
(Generated) Input binding for cycling the fire mode on the current weapon | buttons | variable | False |
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buttons.focusmap |
(Generated) Input binding for focusing/zooming the in-game map to the player position | buttons | variable | False |
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buttons.forward |
(Generated) Input binding for moving the player forward | buttons | variable | False |
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buttons.gestures |
(Generated) Input binding for opening the gestures radial menu | buttons | variable | False |
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buttons.holsteritem |
(Generated) Input binding for holstering/unholstering the currently held item | buttons | variable | False |
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buttons.hoverloot |
(Generated) Input binding for looting the container or item the player is hovering over | buttons | variable | False |
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buttons.inventory |
(Generated) Input binding for opening/closing the player inventory | buttons | variable | False |
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buttons.invnext |
(Generated) Input binding for cycling to the next item in the hotbar | buttons | variable | False |
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buttons.invprev |
(Generated) Input binding for cycling to the previous item in the hotbar | buttons | variable | False |
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buttons.itemmodradial |
(Generated) Input binding for opening the item mod attachment radial menu | buttons | variable | False |
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buttons.jump |
(Generated) Input binding for making the player jump | buttons | variable | False |
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buttons.left |
(Generated) Input binding for strafing the player left | buttons | variable | False |
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buttons.lighttoggle |
(Generated) Input binding for toggling the held item light or opening the item mod radial menu | buttons | variable | False |
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buttons.map |
(Generated) Input binding for opening/closing the in-game map | buttons | variable | False |
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buttons.markcurrentpos |
(Generated) Input binding for placing a map marker at the player current position | buttons | variable | False |
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buttons.nextskin |
(Generated) Input binding for cycling to the next skin on the currently held item | buttons | variable | False |
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buttons.notea |
(Generated) Input binding for playing the A note on an instrument | buttons | variable | False |
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buttons.noteasharp |
(Generated) Input binding for playing the A# note on an instrument | buttons | variable | False |
Settings for your own game you can change from the F1 console: frame rate, field of view, graphics, sound and controls. Each shows its default value. Search by name, description or category; every row has a copy button.
Frequently Asked Questions
Press F1 in game. Type a command and press Enter; press F1 again to close it.
A community-maintained export of Rust's own generated command metadata. Commands change with game updates, so treat it as a helpful reference rather than an exhaustive one.