Rust Server Variables
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.
Server configuration variables (convars) for server owners: set them in server.cfg, from the F1 console as an admin, or over RCON. Each shows its default value.
1,518 commands
| Command | Description | Category | Type | Default | Permission | |
|---|---|---|---|---|---|---|
adventcalendar.overrideadventcalendarday |
adventcalendar | variable | 0 |
Admin | ||
adventcalendar.overrideadventcalendarmonth |
adventcalendar | variable | 0 |
Admin | ||
ai.accuratevisiondistance |
(Generated) When enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance | ai | variable | True |
Admin | |
ai.aimedatangle |
The angle under which the AI will think it's being aimed at at by a player | ai | variable | 10 |
Admin | |
ai.allowdesigning |
ai | variable | True |
Admin | ||
ai.animal_ignore_food |
If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true) | ai | variable | True |
Admin | |
aibrainsenses.humanknownplayerslosupdateinterval |
(Generated) Interval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions | aibrainsenses | variable | 0.2 |
Admin | |
aibrainsenses.knownplayerslosupdateinterval |
(Generated) Interval in seconds between line-of-sight update ticks for all NPC types tracking known player positions | aibrainsenses | variable | 0.5 |
Admin | |
aibrainsenses.updateinterval |
(Generated) Interval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings | aibrainsenses | variable | 0.5 |
Admin | |
ai.defaultinterpolationdelay |
(Generated) Default network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections | ai | variable | 0.1 |
Admin | |
ai.designingenabled |
ai | variable | False |
Admin | ||
ai.effectaiweapons |
(Generated) When enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely | ai | variable | False |
Admin | |
ai.frametime |
(Generated) Target frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame | ai | variable | 5 |
Admin | |
ai.groups |
(Generated) When enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals | ai | variable | True |
Admin | |
ai.ignoreplayers |
(Generated) When enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference | ai | variable | False |
Admin | |
aiinformationzone.usesimpleloscheck |
aiinformationzone | variable | False |
Admin | ||
ai.logissues |
(Generated) When enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors | ai | variable | False |
Admin | |
aimanager.ai_dormant |
If ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well. | aimanager | variable | True |
Admin | |
aimanager.ai_dormant_max_wakeup_per_tick |
ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30) | aimanager | variable | 30 |
Admin | |
aimanager.ai_htn_animal_tick_budget |
ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms) | aimanager | variable | 4 |
Admin | |
aimanager.ai_htn_player_junkpile_tick_budget |
ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms) | aimanager | variable | 4 |
Admin | |
aimanager.ai_htn_player_tick_budget |
ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms) | aimanager | variable | 4 |
Admin | |
aimanager.ai_htn_use_agency_tick |
If ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true) | aimanager | variable | True |
Admin | |
aimanager.ai_to_player_distance_wakeup_range |
If an agent is beyond this distance to a player, it's flagged for becoming dormant. | aimanager | variable | 160 |
Admin | |
aimanager.nav_disable |
If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move | aimanager | variable | False |
Admin | |
aimanager.nav_obstacles_carve_state |
nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. | aimanager | variable | 2 |
Admin | |
aimanager.nav_wait |
If true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background. | aimanager | variable | True |
Admin | |
aimanager.pathfindingiterationsperframe |
The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500. | aimanager | variable | 100 |
Admin | |
aimanager.setdestination_navmesh_failsafe |
If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called. | aimanager | variable | False |
Admin | |
aimountedweaponcontroller.burst_length |
aimountedweaponcontroller | variable | 3 |
Admin | ||
aimountedweaponcontroller.fire_rate |
aimountedweaponcontroller | variable | 0.125 |
Admin | ||
aimountedweaponcontroller.time_between_bursts |
aimountedweaponcontroller | variable | 3 |
Admin | ||
ai.move |
(Generated) When enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running | ai | variable | True |
Admin | |
ai.nav_carve_height |
The height of the carve volume. (default: 2) | ai | variable | 2 |
Admin | |
ai.nav_carve_min_base_size |
The minimum size we allow a carving volume to be. (default: 2) | ai | variable | 2 |
Admin | |
ai.nav_carve_min_building_blocks_to_apply_optimization |
The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25) | ai | variable | 25 |
Admin | |
ai.nav_carve_size_multiplier |
The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4) | ai | variable | 4 |
Admin | |
ai.nav_carve_use_building_optimization |
If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false) | ai | variable | False |
Admin | |
ai.navthink |
(Generated) When enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running | ai | variable | True |
Admin | |
ai.npc_alertness_drain_rate |
npc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01) | ai | variable | 0.01 |
Admin | |
ai.npc_alertness_to_aim_modifier |
This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33) | ai | variable | 0.5 |
Admin | |
ai.npc_alertness_zero_detection_mod |
npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5) | ai | variable | 0.5 |
Admin | |
ai.npcbarksenabled |
ai | variable | False |
Admin | ||
ai.npc_check_spawner_is_on_navmesh |
(Generated) When enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations | ai | variable | True |
Admin | |
ai.npc_cover_compromised_cooldown |
npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10) | ai | variable | 10 |
Admin | |
ai.npc_cover_info_tick_rate_multiplier |
The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20) | ai | variable | 20 |
Admin | |
ai.npc_cover_path_vs_straight_dist_max_diff |
npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2) | ai | variable | 2 |
Admin | |
ai.npc_cover_use_path_distance |
If npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance. | ai | variable | True |
Admin | |
ai.npc_deliberate_hit_randomizer |
The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f) | ai | variable | 0.85 |
Admin | |
ai.npc_deliberate_miss_offset_multiplier |
The offset with which the NPC will maximum miss the target. (default: 1.25) | ai | variable | 1.25 |
Admin |
Server configuration variables (convars) for server owners: set them in server.cfg, from the F1 console as an admin, or over RCON. 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.