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
| Command | Description | Category | Type | Default | Permission | |
|---|---|---|---|---|---|---|
hierarchy.cd |
(Generated) Changes the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objects | hierarchy | server | Admin | ||
hierarchy.del |
(Generated) Deletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the object | hierarchy | server | Admin | ||
hierarchy.ls |
(Generated) Lists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the console | hierarchy | server | Admin | ||
hitnotify.headshot |
hitnotify | variable | True |
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hitnotify.notification_level |
hitnotify | variable | 1 |
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horse.population |
Population active on the server, per square km | horse | variable | 0 |
Admin | |
hotairballoon.minimumaltitudeterrain |
hotairballoon | variable | 25 |
Admin | ||
hotairballoon.outsidedecayminutes |
How long before a HAB loses all its health while outside | hotairballoon | variable | 180 |
Admin | |
hotairballoon.population |
Population active on the server | hotairballoon | variable | 1 |
Admin | |
hotairballoon.serviceceiling |
hotairballoon | variable | 175 |
Admin | ||
hurt |
Hurts your player by the inputted amount | Admin | None | Yes | ||
indirect_instancing.batches_per_worker |
How many batches each worker should process. This just controls how chunked the jobs are and how often the scheduler can intervene | indirect_instancing | variable | 64 |
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indirect_instancing.buffer_upload_mode |
How graphics data buffers should be uploaded to the GPU: 0 = direct to render thread, 1 = indirect via graphics worker | indirect_instancing | variable | 1 |
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indirect_instancing.cull_frustum |
Disable to skip frustum culling | indirect_instancing | variable | True |
||
indirect_instancing.cull_lod |
Disable to skip distance/LOD culling. This may cause all instances to be culled | indirect_instancing | variable | True |
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indirect_instancing.cull_terrain |
Disable to skip terrain culling. (Currently disabled by default due to accuracy issues) | indirect_instancing | variable | False |
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indirect_instancing.damage_bitscan_job |
Disable to perform scanning the damage bitmap synchronously on the main thread | indirect_instancing | variable | True |
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indirect_instancing.debug |
Show on-screen debug info about the indirect instancing system | indirect_instancing | variable | False |
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indirect_instancing.debug_motion |
Make the debug overlay highlight all moving instances with a yellow ball | indirect_instancing | variable | False |
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indirect_instancing.debug_raycast |
Make the debug overlay include information about the object directly in front | indirect_instancing | variable | True |
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indirect_instancing.enabled |
Enable/disable the indirect instancing system | indirect_instancing | variable | False |
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indirect_instancing.fallback |
Disable to forcefully stop the fallback renderer from updating and submitting graphics commands | indirect_instancing | variable | True |
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indirect_instancing.merge_damage |
Disable to skip merging/optimising damaged buffer regions before updating them on the GPU. | indirect_instancing | variable | True |
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indirect_instancing.monsters |
Disable to never use multi-draw and never update monster meshes | indirect_instancing | variable | True |
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indirect_instancing.motion_list |
Disable to skip updating the motion list | indirect_instancing | variable | True |
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indirect_instancing.multi_draw |
Disable to never use multi-draw and never update monster meshes | indirect_instancing | variable | True |
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indirect_instancing.non_monsters |
Disable to forcefully prevent per-mesh draw calls from being submitted | indirect_instancing | variable | True |
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indirect_instancing.remove_null_transforms |
Enable to run an additional pass to remove null entries from the transform memory. | indirect_instancing | variable | True |
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indirect_instancing.remove_queue |
Disable to skip processing the remove queue | indirect_instancing | variable | True |
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indirect_instancing.render |
Disable to forcefully prevent the instancing system from submitting any graphics commands | indirect_instancing | variable | True |
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indirect_instancing.reorder_commands |
Disable to prevent reordering the contents of the command args buffer | indirect_instancing | variable | True |
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indirect_instancing.reorder_instances_job |
Disable to prevent reordering the contents of the instance data buffer | indirect_instancing | variable | True |
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indirect_instancing.reorganise |
Disable to prevent reordering the contents of the command and instance data buffers | indirect_instancing | variable | True |
||
indirect_instancing.schedule_jobs |
Disable to forcefully prevent the instancing system from scheduling any jobs | indirect_instancing | variable | True |
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indirect_instancing.schedule_mode_aggregation |
How to schedule culling result aggregation jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_all |
Set scheduling behavior for all jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_frustum |
How to schedule frustum culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_lod |
How to schedule distance/LOD culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_reordering |
How to schedule reordering jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_streaming |
How to schedule texture streaming jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_terrain |
How to schedule terrain culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_transforms |
How to schedule transform jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated | indirect_instancing | variable | 0 |
||
indirect_instancing.shadows |
Disable before joining a server to force all instanced objects to not have shadows | indirect_instancing | variable | True |
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indirect_instancing.single_draw |
Disable to forcefully prevent per-mesh draw calls from being submitted | indirect_instancing | variable | True |
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indirect_instancing.streaming |
Disable to completely skip calculating and applying streaming texture mip levels | indirect_instancing | variable | True |
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indirect_instancing.streaming_fallback_fixed_distance |
If non-zero, this will enforce a fixed distance for all mip level calculations in the fallback renderer. | indirect_instancing | variable | 0 |
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indirect_instancing.streaming_force_mip_level |
If != -1, this will force a fixed mip level as a result of all mip level calculations. It skips the actual calculation. | indirect_instancing | variable | -1 |
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indirect_instancing.streaming_instancing_fixed_distance |
If non-zero, this will enforce a fixed distance for all mip level calculations in the instancing renderer. | indirect_instancing | variable | 0 |
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indirect_instancing.streaming_use_all_instances |
Disable to only consider culling survivors for mip level calculations | indirect_instancing | variable | True |
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indirect_instancing.streaming_use_mesh_uv_distribution_metrics |
Disable to force all mesh UV distributions metrics to be 1 | indirect_instancing | variable | True |
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.