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 | |
|---|---|---|---|---|---|---|
copypaste.paste_building_only |
(Generated) When enabled, only building blocks are pasted and all other entity types (deployables, NPCs, vehicles) are excluded regardless of other paste flags | copypaste | variable | False |
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copypaste.paste_deployables |
(Generated) When enabled, deployable items (doors, turrets, boxes, etc.) are included when pasting; disable to paste only building blocks | copypaste | variable | True |
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copypaste.paste_foundations_only |
(Generated) When enabled, only foundation building blocks are pasted; useful for quickly laying out a base footprint without pasting the full structure | copypaste | variable | False |
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copypaste.paste_height_offset |
(Generated) Vertical offset in metres applied to the paste position; positive values raise the pasted structure above the target point, negative values lower it | copypaste | variable | 0 |
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copypaste.paste_npcs |
(Generated) When enabled, NPC entities are included when pasting a copied selection; disable to paste only the structure without any bots or animals | copypaste | variable | True |
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copypaste.paste_players |
(Generated) When enabled, player entities recorded in the paste are spawned when pasting; normally disabled as pasting players is only needed in specific cinematic/test scenarios | copypaste | variable | False |
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copypaste.paste_resources |
(Generated) When enabled, resource nodes (trees, ore rocks, etc.) are included when pasting a copied selection | copypaste | variable | True |
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copypaste.paste_snap_terrain |
(Generated) When enabled, the pasted structure is snapped vertically to the terrain height at the paste position rather than preserving its original world height | copypaste | variable | True |
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copypaste.paste_vehicles |
(Generated) When enabled, vehicle entities are included when pasting a copied selection | copypaste | variable | True |
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countryphrases.debug_browser_codes |
countryphrases | variable | False |
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crosshair.color |
0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=black | crosshair | variable | 0 |
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crosshair.dotsize |
Size of center dot [0-5] | crosshair | variable | 1.7 |
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crosshair.dynamic_spacing |
When holding a gun, crosshair reticle spacing changes depending on accuracy | crosshair | variable | True |
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crosshair.dynamic_visibility |
Crosshair gets hidden when aiming, alt-looking or not holding a gun | crosshair | variable | True |
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crosshair.length |
Length of the outer lines [1-20] | crosshair | variable | 7 |
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crosshair.outline |
Outline enabled true/false | crosshair | variable | False |
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crosshair.outlinecolor |
0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=white | crosshair | variable | 0 |
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crosshair.spacing |
Spacing of the outer lines [0-3] | crosshair | variable | 1 |
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crosshair.style |
0=default | 1=dot | 2=T-shape | crosshair | variable | 0 |
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crosshair.width |
Width of the outer lines [1-8] | crosshair | variable | 2 |
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culling.debug |
Debug occludees 0=off, 1=dynamic, 2=static, 4=grid, 7=all (green:visible, red:culled) | culling | variable | 0 |
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culling.debugid |
Isolate visualization of culling.debug to a specific mesh | culling | variable | -1 |
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culling.debugmask |
Bitfield(1 dynamic, 2 static, 4 grid) to visualize occluder bounds | culling | variable | 0 |
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culling.debugrange |
Filters debug rendering for occludees outside the range | culling | variable | -1 |
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culling.debugscreenbounds |
Shows screen space bounds of registered occluders | culling | variable | False |
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culling.debugshowoccluderid |
When debug is set to 1 or 2, renders out the ID of the occluder | culling | variable | False |
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culling.dynamic_occlusion_pausing |
0 = parent only, 1 = check if parent can move, 2 = check if doors are opening | culling | variable | 0 |
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culling.entitymaxdist |
Maximum distance to show any players in meters | culling | variable | 5000 |
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culling.entityminculldist |
Entity of any kind will always be visible closer than this | culling | variable | 15 |
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culling.entityminshadowculldist |
Minimum distance at which we start disabling shadows for entities | culling | variable | 5 |
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culling.entityupdaterate |
How many times per second to check for visibility | culling | variable | 5 |
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culling.env |
Enable environment culling | culling | variable | True |
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culling.envmindist |
Minimum distance in meters to start culling environment | culling | variable | 10 |
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culling.extralodsteps |
How many extra steps of LOD checking to do when validating object visibility. Higher number is more accurate, but more expensive | culling | variable | 0 |
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culling.log_dynamic_occlusion |
Log dynamic occlusion changes to console | culling | variable | False |
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culling.nodatavisible |
Default visibility for unknown data during reprojection; e.g. rotating camera fast. | culling | variable | False |
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culling.safemode |
Culling safe mode; VERY SLOW and LEAKY... for debugging purposes only | culling | variable | False |
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culling.skinned_placeholder |
Should skinned renderers be replaced with static renderers when possible | culling | variable | True |
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culling.toggle |
Enable/Disable occlusion culling | culling | variable | True |
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dartsgame.debug |
dartsgame | variable | False |
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ddraw.hideddrawduringdemo |
(Generated) When enabled, suppresses all DDraw debug overlay rendering during demo playback so debug shapes do not appear in recorded footage | ddraw | variable | False |
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ddraw.use_instancing |
(Generated) Enables GPU instancing for DDraw debug shapes, batching repeated geometry (spheres, boxes, lines) into fewer draw calls for better debug performance | ddraw | variable | True |
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ddraw.use_instancing_for_text |
(Generated) Enables GPU instancing for DDraw debug text labels; reduces draw call cost when many text overlays are visible simultaneously | ddraw | variable | False |
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debug.allowduplicatecommandsinconsolehistory |
Inputting the same command multiple times in the console will only add one instance to history | debug | variable | False |
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debug.ambientvolumes |
Whether or not to update ambient light from environment volumes | debug | variable | True |
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debug.animatorsubsystemdebug |
debug | variable | False |
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debug.blockwearablematerialrandomisation |
(Generated) When enabled, prevents the random material variant selection on wearable items, forcing them to always use the base material | debug | variable | False |
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debug.callbacks |
(Generated) When enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains | debug | variable | False |
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debug.checktriggers |
(Generated) When enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes | debug | variable | False |
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debug.cmbrainenabled |
debug | 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.