Rust Client Settings Commands

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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
CommandDescriptionCategoryTypeDefaultPermission
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
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
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
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
basesculpture.carveradius basesculpture variable 3
basesculpture.logmeshstats (Generated) When enabled, logs mesh vertex and triangle count statistics when a sculpture mesh is applied or modified basesculpture variable False
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
batching.enabled (Generated) Enables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overhead batching variable True
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
batching.renderers batching variable True
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
batching.renderer_threading (Generated) Enables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU cores batching variable True
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
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
binocular.debugeffect binocular variable False
buildingblock.debugwallpaperhealth (Generated) When enabled, draws debug health bars for wallpaper objects on building blocks; admin-only buildingblock variable False
buttons.altlook (Generated) Input binding for the alternate look/freelook action buttons variable False
buttons.attack (Generated) Input binding for the primary attack/fire action buttons variable False
buttons.attack2 (Generated) Input binding for the secondary attack action (e.g. aim down sights) buttons variable False
buttons.attack3 (Generated) Input binding for the tertiary attack action (e.g. melee with a ranged weapon) buttons variable False
buttons.autowalk (Generated) Input binding for toggling auto-walk (walk forward without holding the key) buttons variable False
buttons.backpack (Generated) Input binding for opening/closing the player backpack buttons variable False
buttons.backward (Generated) Input binding for moving the player backward buttons variable False
buttons.chat (Generated) Input binding for opening the chat input buttons variable False
buttons.clearmarkers (Generated) Input binding for clearing all player-placed map markers buttons variable False
buttons.compass (Generated) Input binding for toggling the compass display buttons variable False
buttons.console (Generated) Input binding for opening/closing the developer console buttons variable False
buttons.directionaldrop (Generated) Input binding for dropping the active item in the direction the player is facing buttons variable False
buttons.dropitemsingle (Generated) Input binding for dropping a single unit from the selected item stack buttons variable False
buttons.dropitemstack (Generated) Input binding for dropping the entire stack of the selected item buttons variable False
buttons.duck (Generated) Input binding for crouching/ducking buttons variable False
buttons.firemode (Generated) Input binding for cycling the fire mode on the current weapon buttons variable False
buttons.focusmap (Generated) Input binding for focusing/zooming the in-game map to the player position buttons variable False
buttons.forward (Generated) Input binding for moving the player forward buttons variable False
buttons.gestures (Generated) Input binding for opening the gestures radial menu buttons variable False
buttons.holsteritem (Generated) Input binding for holstering/unholstering the currently held item buttons variable False
buttons.hoverloot (Generated) Input binding for looting the container or item the player is hovering over buttons variable False
buttons.inventory (Generated) Input binding for opening/closing the player inventory buttons variable False
buttons.invnext (Generated) Input binding for cycling to the next item in the hotbar buttons variable False
buttons.invprev (Generated) Input binding for cycling to the previous item in the hotbar buttons variable False
buttons.itemmodradial (Generated) Input binding for opening the item mod attachment radial menu buttons variable False
buttons.jump (Generated) Input binding for making the player jump buttons variable False
buttons.left (Generated) Input binding for strafing the player left buttons variable False
buttons.lighttoggle (Generated) Input binding for toggling the held item light or opening the item mod radial menu buttons variable False
buttons.map (Generated) Input binding for opening/closing the in-game map buttons variable False
buttons.markcurrentpos (Generated) Input binding for placing a map marker at the player current position buttons variable False
buttons.nextskin (Generated) Input binding for cycling to the next skin on the currently held item buttons variable False
buttons.notea (Generated) Input binding for playing the A note on an instrument buttons variable False
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.