Rust Console Commands

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.

3,590 commands
CommandDescriptionCategoryTypeDefaultPermission
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_no_foot_ik (Generated) When enabled, disables foot IK on NPC characters to improve performance; NPCs will not plant feet on terrain slopes ai variable True
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.printignoredplayers Print a lost of all the players in the AI ignore list. ai server Admin
ai.printorkilloffnavscientists Print a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument. ai server Admin
ai.removeignoreplayer Remove a player (or command user if no player is specified) from the AIs ignore list. ai server Admin
airfieldairdropterminal.force_charge airfieldairdropterminal server Admin
airfieldairdropterminal.force_shortcircuit airfieldairdropterminal server Admin
airfieldcallchinookterminal.force_charge airfieldcallchinookterminal server Admin
airfieldcallchinookterminal.force_shortcircuit airfieldcallchinookterminal server Admin
ai.scientist_spawners_enabled Do any kind of scientists spawn on the map (default: true) ai variable True Admin
ai.selectnpclookat (Generated) Editor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection ai client
ai.selectnpclookatserver (Generated) Editor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy ai server 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.setnpcreactiontime The time it takes for a NPC to fully notice a player standing right in front of them, in seconds. ai server Admin
ai.showdistributions (Generated) Editor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour ai server Admin
ai.showstate ai server 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.sleepwakestats (Generated) Prints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities ai server 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

This is a searchable reference of Rust console and admin commands, covering both commands available to any player and the admin/server-owner-only ones.

Frequently Asked Questions

Press F1 while in-game to open the console, then type the command and press Enter.