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 | |
|---|---|---|---|---|---|---|
ai.npc_deliberate_miss_to_hit_alignment_time |
The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) | ai | variable | 1.5 |
Admin | |
ai.npc_door_trigger_size |
npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5) | ai | variable | 1.5 |
Admin | |
ai.npc_enable |
If npc_enable is set to false then npcs won't spawn. (default: true) | ai | variable | True |
Admin | |
ai.npc_families_no_hurt |
If npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true) | ai | variable | True |
Admin | |
ai.npc_gun_noise_silencer_modifier |
The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15) | ai | variable | 0.15 |
Admin | |
ai.npchealthmultiplier |
(Generated) Global health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs | ai | variable | 1 |
Admin | |
ai.npc_htn_player_base_damage_modifier |
Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f) | ai | variable | 1.15 |
Admin | |
ai.npc_htn_player_frustration_threshold |
npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3) | ai | variable | 3 |
Admin | |
ai.npc_ignore_chairs |
If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true) | ai | variable | True |
Admin | |
ai.npc_junkpile_a_spawn_chance |
npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a. (Default: 0.1) | ai | variable | 0.1 |
Admin | |
ai.npc_junkpile_dist_aggro_gate |
npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8) | ai | variable | 8 |
Admin | |
ai.npc_junkpile_g_spawn_chance |
npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g. (Default: 0.1) | ai | variable | 0.1 |
Admin | |
ai.npc_junkpilespawn_chance |
defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1) | ai | variable | 0.07 |
Admin | |
ai.npc_max_junkpile_count |
npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30) | ai | variable | 30 |
Admin | |
ai.npc_max_population_military_tunnels |
npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3) | ai | variable | 3 |
Admin | |
ai.npc_max_roam_multiplier |
This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3) | ai | variable | 3 |
Admin | |
ai.npc_only_hurt_active_target_in_safezone |
If npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true) | ai | variable | True |
Admin | |
ai.npc_patrol_point_cooldown |
npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5) | ai | variable | 5 |
Admin | |
ai.npc_reasoning_system_tick_rate_multiplier |
The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1) | ai | variable | 1 |
Admin | |
ai.npc_respawn_delay_max_military_tunnels |
npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920) | ai | variable | 1920 |
Admin | |
ai.npc_respawn_delay_min_military_tunnels |
npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480) | ai | variable | 480 |
Admin | |
ai.npc_sensory_system_tick_rate_multiplier |
The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5) | ai | variable | 5 |
Admin | |
ai.npc_spawn_on_cargo_ship |
Spawn NPCs on the Cargo Ship. (default: true) | ai | variable | True |
Admin | |
ai.npc_spawn_on_deep_sea_islands |
Spawn NPCs on deep sea islands (default: false) | ai | variable | True |
Admin | |
ai.npc_spawn_on_junkpile |
Spawn NPCs on junkpiles (default: true) | ai | variable | True |
Admin | |
ai.npc_spawn_per_tick_max_military_tunnels |
npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1) | ai | variable | 1 |
Admin | |
ai.npc_spawn_per_tick_min_military_tunnels |
npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1) | ai | variable | 1 |
Admin | |
ai.npc_speed_crouch_run |
npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25) | ai | variable | 0.25 |
Admin | |
ai.npc_speed_crouch_walk |
npc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1) | ai | variable | 0.1 |
Admin | |
ai.npc_speed_run |
npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4) | ai | variable | 0.4 |
Admin | |
ai.npc_speed_sprint |
npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0) | ai | variable | 1 |
Admin | |
ai.npc_speed_walk |
npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18) | ai | variable | 0.18 |
Admin | |
ai.npcswimming |
(Generated) When enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies | ai | variable | True |
Admin | |
ai.npc_use_new_aim_system |
If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true) | ai | variable | True |
Admin | |
ai.npc_use_thrown_weapons |
If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true) | ai | variable | True |
Admin | |
ai.npc_valid_aim_cone |
npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8) | ai | variable | 0.8 |
Admin | |
ai.npc_valid_mounted_aim_cone |
npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92) | ai | variable | 0.92 |
Admin | |
ai.ocean_patrol_path_iterations |
(Generated) Maximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost | ai | variable | 100000 |
Admin | |
ai.scientist_spawners_enabled |
Do any kind of scientists spawn on the map (default: true) | ai | variable | True |
Admin | |
ai.sensetime |
(Generated) How frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react | ai | variable | 1 |
Admin | |
ai.setdestinationsamplenavmesh |
(Generated) When enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh | ai | variable | True |
Admin | |
ai.sleepwake |
(Generated) When enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times | ai | variable | True |
Admin | |
ai.smokegrenadenpcradius |
(Generated) Radius in metres within which a thrown smoke grenade suppresses NPC vision and targeting | ai | variable | 4 |
Admin | |
ai.spliceupdates |
(Generated) When enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick | ai | variable | True |
Admin | |
ai.think |
(Generated) When enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place | ai | variable | True |
Admin | |
aithinkmanager.animalframebudgetms |
aithinkmanager | variable | 2 |
Admin | ||
aithinkmanager.framebudgetms |
aithinkmanager | variable | 2 |
Admin | ||
aithinkmanager.petframebudgetms |
aithinkmanager | variable | 1 |
Admin | ||
ai.tickrate |
(Generated) Number of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost | ai | variable | 5 |
Admin | |
ai.usecalculatepath |
(Generated) When enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only | ai | variable | True |
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.