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 | |
|---|---|---|---|---|---|---|
server.lowprioritybuoyancyrange |
If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system | server | variable | 30 |
Admin | |
server.mapenabled |
Can players use the in-game map | server | variable | True |
Admin | |
server.maxclientinfosize |
(Generated) Maximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected | server | variable | 1048576 |
Admin | |
server.maxconnectionsperip |
(Generated) Maximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1–1000) | server | variable | 5 |
Admin | |
server.maxdecryptqueuebytes |
(Generated) Maximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached | server | variable | 524288000 |
Admin | |
server.maxdecryptqueuelength |
(Generated) Maximum number of encrypted packets that can wait in the decryption queue before being dropped | server | variable | 5000 |
Admin | |
server.maxdecryptthreadwait |
(Generated) Maximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1–1000) | server | variable | 100 |
Admin | |
server.max_explosive_protection |
server | variable | 0.75 |
Admin | ||
server.maxfoodspoiltimediffforitemstack |
Maximum difference (in seconds) that two items with spoil timers can have and still be stackable | server | variable | 180 |
Admin | |
server.maximummapmarkers |
How many markers each player can place | server | variable | 5 |
Admin | |
server.maximumpings |
How many pings can be placed by each player | server | variable | 5 |
Admin | |
server.maxitemstacksmovedpertickindustrial |
How many stacks a single conveyor can move in a single tick | server | variable | 12 |
Admin | |
server.maxmainthreadwait |
(Generated) Maximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1–1000) | server | variable | 100 |
Admin | |
server.maxpacketsize_command |
(Generated) Maximum byte size of a single console command packet from a client; oversized packets are rejected | server | variable | 100000 |
Admin | |
server.maxpacketsize_globalentities |
(Generated) Maximum byte size of a single global-entities network packet; oversized packets are dropped | server | variable | 1000 |
Admin | |
server.maxpacketsize_globaltrees |
(Generated) Maximum byte size of a single global-trees network packet; oversized packets are dropped | server | variable | 100 |
Admin | |
server.maxpacketsize_voicedata |
Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped | server | variable | 8096 |
Admin | |
server.maxpacketspersecond |
(Generated) Global cap on total network packets per second the server will accept across all connected clients combined | server | variable | 1500 |
Admin | |
server.maxpacketspersecond_command |
(Generated) Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server | server | variable | 100 |
Admin | |
server.maxpacketspersecond_rpc |
(Generated) Maximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions | server | variable | 200 |
Admin | |
server.maxpacketspersecond_rpc_signal |
(Generated) Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions | server | variable | 50 |
Admin | |
server.maxpacketspersecond_syncvar |
(Generated) Maximum sync-var (replicated variable) update packets per second accepted from each client | server | variable | 200 |
Admin | |
server.maxpacketspersecond_tick |
(Generated) Maximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed | server | variable | 300 |
Admin | |
server.maxpacketspersecond_voice |
(Generated) Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player | server | variable | 100 |
Admin | |
server.maxpacketspersecond_world |
(Generated) Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam | server | variable | 1 |
Admin | |
server.maxplayers |
(Generated) Maximum number of players allowed on the server at the same time | server | variable | Admin | ||
server.maxreadqueuebytes |
(Generated) Maximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets | server | variable | 524288000 |
Admin | |
server.maxreadqueuelength |
(Generated) Maximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion | server | variable | 5000 |
Admin | |
server.maxreadthreadwait |
(Generated) Maximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1–1000) | server | variable | 100 |
Admin | |
server.maxreceivetime |
(Generated) Maximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10–1000) | server | variable | 20 |
Admin | |
server.max_sleeping_bags |
server | variable | 15 |
Admin | ||
server.maxunack |
(Generated) Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client | server | variable | 4 |
Admin | |
server.maxwritequeuebytes |
(Generated) Maximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped | server | variable | 524288000 |
Admin | |
server.maxwritequeuelength |
(Generated) Maximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full | server | variable | 5000 |
Admin | |
server.maxwritethreadwait |
(Generated) Maximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1–1000) | server | variable | 100 |
Admin | |
server.meleearmor |
(Generated) Global multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee | server | variable | 1 |
Admin | |
server.meleedamage |
(Generated) Global multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage | server | variable | 1 |
Admin | |
server.metabolismtick |
(Generated) Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates | server | variable | 1 |
Admin | |
server.modifiertickrate |
(Generated) Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth | server | variable | 1 |
Admin | |
server.monumentpuzzleresetradiation |
Allows radiation to flood monuments to force puzzles to reset | server | variable | True |
Admin | |
server.monumentpuzzleresetradiationamount |
(Generated) Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase | server | variable | 3 |
Admin | |
server.monumentpuzzleresetradiationmaxradiusincrease |
Clamp radiation multiplier to this amount of meters, -1 = ignored | server | variable | 20 |
Admin | |
server.monumentpuzzleresetradiationoverride |
Force enable radiation in monument puzzles to confirm they work | server | variable | False |
Admin | |
server.monumentpuzzleresetradiationplayeremptytime |
How long does a monument puzzle need to be empty with full rads before it can reset | server | variable | 120 |
Admin | |
server.monumentpuzzleresetradiationpreresettime |
How long before the reset happens do we start applying radiation | server | variable | 300 |
Admin | |
server.monumentpuzzleresetradiationradiusmultiplier |
(Generated) Multiplier applied to a monument's normal radiation radius when the puzzle-reset radiation cloud is active; default 1.5x expands the zone beyond its usual boundary | server | variable | 1.5 |
Admin | |
server.monumentpuzzleresetwarnings |
(Generated) When enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins | server | variable | True |
Admin | |
server.motd |
server | variable | Admin | |||
server.netcache |
(Generated) Enables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth | server | variable | True |
Admin | |
server.netcachesize |
(Generated) Maximum byte size of the network entity cache; 0 means no hard limit | server | variable | 0 |
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.