Rust Server Variables

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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.

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
CommandDescriptionCategoryTypeDefaultPermission
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.