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 | |
|---|---|---|---|---|---|---|
tiger.population |
Population active on the server, per square km | tiger | variable | 0.5 |
Admin | |
tigersneaktelegraphgrowl.minangle |
Minimum angle for the tiger to growl when stalking a player | tigersneaktelegraphgrowl | variable | 60 |
Admin | |
tigersneaktelegraphgrowl.mintimebetweengrowls |
Time between growls when stalking a player | tigersneaktelegraphgrowl | variable | 5 |
Admin | |
time.cl_maxstepsperframe |
The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down | time | variable | 2 |
Admin | |
time.cl_steps |
Desired physics ticks per second on clients | time | variable | 32 |
Admin | |
time.missiontimerscale |
time | variable | 1 |
Admin | ||
time.pausewhileloading |
time | variable | True |
Admin | ||
time.sv_maxstepsperframe |
The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down | time | variable | 2 |
Admin | |
time.sv_steps |
Desired physics ticks per second on the server | time | variable | 16 |
Admin | |
time.timescale |
time | variable | 1 |
Admin | ||
traincar.decayminutes |
How long before a train car despawns | traincar | variable | 30 |
Admin | |
traincar.killofftracktrains |
Should train cars that are not spawned near train tracks be killed instantly (default = true) | traincar | variable | True |
Admin | |
traincar.population |
Population active on the server | traincar | variable | 2.3 |
Admin | |
traincar.trainturretinaccuratepervelocity |
Chance to miss per m/s of velocity for turrets shooting players on moving trains | traincar | variable | 0.1 |
Admin | |
traincarunloadable.decayminutesafterunload |
How long before an unloadable train car despawns afer being unloaded | traincarunloadable | variable | 10 |
Admin | |
traincar.wagons_per_engine |
Ratio of wagons to train engines that spawn | traincar | variable | 2 |
Admin | |
traincouplingcontroller.max_couple_speed |
Maximum difference in velocity for train cars to couple | traincouplingcontroller | variable | 9 |
Admin | |
travellingvendor.alive_time_seconds |
(Generated) Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes) | travellingvendor | variable | 1800 |
Admin | |
travellingvendor.attempt_pullovers |
(Generated) When enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route | travellingvendor | variable | True |
Admin | |
travellingvendor.max_speed |
travellingvendor | variable | 5 |
Admin | ||
travellingvendor.should_destroy_buildings |
(Generated) When enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path | travellingvendor | variable | False |
Admin | |
travellingvendor.should_spawn |
(Generated) When enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning | travellingvendor | variable | True |
Admin | |
tree.global_broadcast |
(Generated) When enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network | tree | variable | False |
Admin | |
treemanager.cellsize |
Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512. | treemanager | variable | 100 |
Admin | |
treemanager.enabletreestreaming |
(Generated) When enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth | treemanager | variable | True |
Admin | |
treemanager.playerbudgetms |
(Generated) Per-frame CPU budget in milliseconds allocated to sending tree streaming data per player | treemanager | variable | 0.01 |
Admin | |
treemanager.updatebudgetms |
(Generated) Total per-frame CPU budget in milliseconds for the tree streaming update system | treemanager | variable | 1 |
Admin | |
treemanager.uselazyserialization |
Instead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens. | treemanager | variable | True |
Admin | |
tree.simplified_collider |
(Generated) When enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy | tree | variable | False |
Admin | |
triggerboatmagnet.boatmagnetsenabled |
(Generated) When enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position | triggerboatmagnet | variable | True |
Admin | |
triggerparent.allowtriggersleeping |
Allow triggers to sleep if both they and their contents are stationary (TickMode 1 only) | triggerparent | variable | True |
Admin | |
triggerparentdelayedexit.disable_delayed_exit |
Makes TriggerParentDelayedExit act as a TriggerParent again | triggerparentdelayedexit | variable | False |
Admin | |
triggerparent.sleeping_trigger_mask_epsilon |
world units a trigger can move in WS before it is woken | triggerparent | variable | 0.001 |
Admin | |
triggerparent.tickmode |
0 - old InvokeHandler, 1 - Jobs | triggerparent | variable | 1 |
Admin | |
triggerparent.useplayerv2shortcuts |
Can we use cached state from ticks when UsePlayerUpdateJobs == 2 | triggerparent | variable | True |
Admin | |
tugboat.tugcorpseseconds |
tugboat | variable | 7200 |
Admin | ||
tugboat.tugdecayminutes |
How long before a tugboat loses all its health while outside | tugboat | variable | 2160 |
Admin | |
tugboat.tugdecaystartdelayminutes |
How long until decay begins after the tugboat was last used | tugboat | variable | 1440 |
Admin | |
tutorialisland.enforcetrespasschecks |
tutorialisland | variable | True |
Admin | ||
tutorialisland.overridetutoriallocation |
Will place the tutorial as close as possible to this pos, only for debugging | tutorialisland | variable | (0.00, 0.00, 0.00) |
Admin | |
tutorialisland.spawntutorialislandfornewplayer |
tutorialisland | variable | True |
Admin | ||
vehicle.boat_corpse_seconds |
vehicle | variable | 300 |
Admin | ||
vehicle.carwrecks |
Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true | vehicle | variable | True |
Admin | |
vehicle.cinematictrains |
If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false | vehicle | variable | False |
Admin | |
vehicle.deepseaportal_boundary_force_start_distance |
(Generated) Distance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles | vehicle | variable | 10 |
Admin | |
vehicle.disable_wheels_when_sleeping |
(Generated) When enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles | vehicle | variable | True |
Admin | |
vehicle.train_accel_force |
Acceleration force used by vehicle.train_speed (default 50000, same as train engine force) | vehicle | variable | 50000 |
Admin | |
vehicle.train_brake_force |
Braking force used by vehicle.train_stop (default 50000, same as train engine force) | vehicle | variable | 50000 |
Admin | |
vehicle.trainskeeprunning |
Determines whether trains stop automatically when there's no-one on them. Default: false | vehicle | variable | False |
Admin | |
vehicle.vehiclesdroploot |
Determines whether vehicles drop storage items when destroyed. Default: true | vehicle | 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.