Rust Console Commands

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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.

3,590 commands
CommandDescriptionCategoryTypeDefaultPermission
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
hitnotify.notification_level hitnotify variable 1
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
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
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
indirect_instancing.cull_terrain Disable to skip terrain culling. (Currently disabled by default due to accuracy issues) indirect_instancing variable False
indirect_instancing.damage_bitscan_job Disable to perform scanning the damage bitmap synchronously on the main thread indirect_instancing variable True
indirect_instancing.debug Show on-screen debug info about the indirect instancing system indirect_instancing variable False
indirect_instancing.debug_motion Make the debug overlay highlight all moving instances with a yellow ball indirect_instancing variable False
indirect_instancing.debug_raycast Make the debug overlay include information about the object directly in front indirect_instancing variable True
indirect_instancing.enabled Enable/disable the indirect instancing system indirect_instancing variable False
indirect_instancing.fallback Disable to forcefully stop the fallback renderer from updating and submitting graphics commands indirect_instancing variable True
indirect_instancing.merge_damage Disable to skip merging/optimising damaged buffer regions before updating them on the GPU. indirect_instancing variable True
indirect_instancing.monsters Disable to never use multi-draw and never update monster meshes indirect_instancing variable True
indirect_instancing.motion_list Disable to skip updating the motion list indirect_instancing variable True
indirect_instancing.multi_draw Disable to never use multi-draw and never update monster meshes indirect_instancing variable True
indirect_instancing.non_monsters Disable to forcefully prevent per-mesh draw calls from being submitted indirect_instancing variable True
indirect_instancing.remove_null_transforms Enable to run an additional pass to remove null entries from the transform memory. indirect_instancing variable True
indirect_instancing.remove_queue Disable to skip processing the remove queue indirect_instancing variable True
indirect_instancing.render Disable to forcefully prevent the instancing system from submitting any graphics commands indirect_instancing variable True
indirect_instancing.reorder_commands Disable to prevent reordering the contents of the command args buffer indirect_instancing variable True
indirect_instancing.reorder_instances_job Disable to prevent reordering the contents of the instance data buffer indirect_instancing variable True
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
indirect_instancing.schedule_mode_aggregation How to schedule culling result aggregation jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid indirect_instancing variable 0
indirect_instancing.schedule_mode_all Set scheduling behavior for all jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid indirect_instancing variable 0
indirect_instancing.schedule_mode_frustum How to schedule frustum culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid indirect_instancing variable 0
indirect_instancing.schedule_mode_lod How to schedule distance/LOD culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid indirect_instancing variable 0
indirect_instancing.schedule_mode_reordering How to schedule reordering jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated indirect_instancing variable 0
indirect_instancing.schedule_mode_streaming How to schedule texture streaming jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid indirect_instancing variable 0
indirect_instancing.schedule_mode_terrain How to schedule terrain culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid indirect_instancing variable 0
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
indirect_instancing.single_draw Disable to forcefully prevent per-mesh draw calls from being submitted indirect_instancing variable True
indirect_instancing.streaming Disable to completely skip calculating and applying streaming texture mip levels indirect_instancing variable True
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
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
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
indirect_instancing.streaming_use_all_instances Disable to only consider culling survivors for mip level calculations indirect_instancing variable True
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.