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
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
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
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
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
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
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
copypaste.paste_resources (Generated) When enabled, resource nodes (trees, ore rocks, etc.) are included when pasting a copied selection copypaste variable True
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
copypaste.paste_vehicles (Generated) When enabled, vehicle entities are included when pasting a copied selection copypaste variable True
countryphrases.debug_browser_codes countryphrases variable False
crosshair.color 0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=black crosshair variable 0
crosshair.dotsize Size of center dot [0-5] crosshair variable 1.7
crosshair.dynamic_spacing When holding a gun, crosshair reticle spacing changes depending on accuracy crosshair variable True
crosshair.dynamic_visibility Crosshair gets hidden when aiming, alt-looking or not holding a gun crosshair variable True
crosshair.length Length of the outer lines [1-20] crosshair variable 7
crosshair.outline Outline enabled true/false crosshair variable False
crosshair.outlinecolor 0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=white crosshair variable 0
crosshair.spacing Spacing of the outer lines [0-3] crosshair variable 1
crosshair.style 0=default | 1=dot | 2=T-shape crosshair variable 0
crosshair.width Width of the outer lines [1-8] crosshair variable 2
culling.debug Debug occludees 0=off, 1=dynamic, 2=static, 4=grid, 7=all (green:visible, red:culled) culling variable 0
culling.debugid Isolate visualization of culling.debug to a specific mesh culling variable -1
culling.debugmask Bitfield(1 dynamic, 2 static, 4 grid) to visualize occluder bounds culling variable 0
culling.debugrange Filters debug rendering for occludees outside the range culling variable -1
culling.debugscreenbounds Shows screen space bounds of registered occluders culling variable False
culling.debugshowoccluderid When debug is set to 1 or 2, renders out the ID of the occluder culling variable False
culling.dynamic_occlusion_pausing 0 = parent only, 1 = check if parent can move, 2 = check if doors are opening culling variable 0
culling.entitymaxdist Maximum distance to show any players in meters culling variable 5000
culling.entityminculldist Entity of any kind will always be visible closer than this culling variable 15
culling.entityminshadowculldist Minimum distance at which we start disabling shadows for entities culling variable 5
culling.entityupdaterate How many times per second to check for visibility culling variable 5
culling.env Enable environment culling culling variable True
culling.envmindist Minimum distance in meters to start culling environment culling variable 10
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
culling.log_dynamic_occlusion Log dynamic occlusion changes to console culling variable False
culling.nodatavisible Default visibility for unknown data during reprojection; e.g. rotating camera fast. culling variable False
culling.safemode Culling safe mode; VERY SLOW and LEAKY... for debugging purposes only culling variable False
culling.skinned_placeholder Should skinned renderers be replaced with static renderers when possible culling variable True
culling.toggle Enable/Disable occlusion culling culling variable True
dartsgame.debug dartsgame variable False
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
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
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
debug.allowduplicatecommandsinconsolehistory Inputting the same command multiple times in the console will only add one instance to history debug variable False
debug.ambientvolumes Whether or not to update ambient light from environment volumes debug variable True
debug.animatorsubsystemdebug debug variable False
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
debug.callbacks (Generated) When enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains debug variable False
debug.checktriggers (Generated) When enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes debug variable False
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.