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
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.