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 | |
|---|---|---|---|---|---|---|
store.refresh |
(Generated) Forces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend | store | client | |||
store.refreshstore |
store | client | ||||
store.removeallfeaturing |
store | client | ||||
stringlights.refreshlines |
stringlights | client | ||||
strobelight.forceoff |
strobelight | variable | False |
|||
supply.call |
(Generated) Calls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing | supply | server | Admin | ||
supply.drop |
(Generated) Spawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop | supply | server | Admin | ||
sv stats |
Returns stats for the connected players alongside their Steam64ID and name. Time connected, kills, deaths, suicides | Admin | None | Yes | ||
system.auto_cpu_affinity |
Automatically set CPU affinity to recommended cores (eg. 3D V-cache cores) | system | variable | True |
||
system.cpu_affinity |
(Generated) Sets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5) | system | client | |||
system.cpu_priority |
(Generated) Sets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX | system | client | |||
techtreedialog.multi_unlock_delay |
Delay between unlocks for the tech tree multi-unlock animation | techtreedialog | variable | 0.1 |
||
telephonemanager.maxcalllength |
(Generated) Maximum duration in seconds a telephone call can remain active before it is automatically terminated | telephonemanager | variable | 120 |
Admin | |
telephonemanager.maxconcurrentcalls |
(Generated) Maximum number of simultaneous active telephone calls allowed on the server at any time | telephonemanager | variable | 10 |
Admin | |
telephonemanager.printallphones |
(Generated) Prints a table of all registered telephone entities showing their number, directory name, and world position | telephonemanager | server | Admin | ||
teleport playerName/Steam64ID <playerName/Steam64ID> |
Teleport to the given player. If 2 players are inputted then this teleports the first player to the second (Use steam64ID for more accurate usage) | Admin | None | Yes | ||
teleport2marker |
Teleport to the marker you've set on the map | Admin | None | Yes | ||
teleport2me playerName/Steam64ID |
Teleport the given player to your position (Use steam64ID for more accurate usage) | Admin | None | Yes | ||
teleport2owneditem playerName/Steam64ID |
Teleport to an item the inputted player has placed (Use steam64ID for more accurate usage) | Admin | None | Yes | ||
teleportany entity |
Teleport to any entity type on the server | Admin | None | Yes | ||
teleportlos |
Teleports to the closest thing in the player's Line Of Sight (LOS) | Admin | None | Yes | ||
teleportpos "x, y, z" |
Teleport to this coordinate | Admin | None | Yes | ||
terrain.alwaysdepthprepass |
Profiling only: run the terrain depth prepass every frame over the full terrain, using the main args buffer instead of the hole-culled depth prepass buffers. Normally the prepass only runs when holes are visible and only covers the near LOD. | terrain | variable | False |
||
terrain.culling |
Terrain cell shadow aware camera culling | terrain | variable | True |
||
terrain.debug |
(Generated) Shows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values | terrain | client | |||
terrain.geometryclipmaps |
Use geometry clipmaps terrain renderer | terrain | variable | True |
||
terrain.quality |
(Generated) Controls terrain rendering quality (0-100) including heightmap resolution and detail mesh density; lower values improve performance significantly on large maps | terrain | variable | 100 |
||
territory.clear |
Clear all territory ownership | territory | server | Admin | ||
territory.createfaction |
Create a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0> | territory | server | Admin | ||
territory.destroy |
Remove the territory grid entirely | territory | server | Admin | ||
territory.factions |
List created factions and their colours | territory | server | Admin | ||
territory.fill |
Fill every hex cell: territory.fill <faction name|none> | territory | server | Admin | ||
territory.hexsize |
Hex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership | territory | variable | 50 |
Admin | |
territory.offsetx |
Shifts the whole territory grid east/west in metres. Painted cells move with it | territory | variable | 0 |
Admin | |
territory.offsetz |
Shifts the whole territory grid north/south in metres. Painted cells move with it | territory | variable | 0 |
Admin | |
territory.preview |
Preview every territory grid tile on the map, owned or not. Requires the grid to exist on the server | territory | variable | False |
||
territory.setat |
Set the hex cell containing a world position: territory.setat <x> <z> <faction name|none> | territory | server | Admin | ||
territory.setcell |
Set a hex cell by index: territory.setcell <cell> <faction name|none> | territory | server | Admin | ||
territory.sethere |
Set the hex cell at your position: territory.sethere <faction name|none> | territory | server | Admin | ||
territory.state |
Returns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdings | territory | server | Admin | ||
texture.add_all_cameras |
(Debug) QualitySettings.streamingMipmapsAddAllCameras | texture | variable | False |
||
texture.discard_unused_mips |
(Debug) Texture.streamingTextureDiscardUnusedMips | texture | variable | False |
||
texture.force_load_all |
(Debug) Texture.streamingTextureForceLoadAll | texture | variable | False |
||
texture.max_file_io_requests |
(Debug) QualitySettings.streamingMipmapsMaxFileIORequests | texture | variable | 1024 |
||
texture.max_level_reduction |
(Debug) QualitySettings.streamingMipmapsMaxLevelReduction | texture | variable | 7 |
||
texture.memory_budget |
(Debug) QualitySettings.streamingMipmapsMemoryBudget | texture | variable | 5120 |
||
texture.memory_budget_factor |
How much of the available VRAM should be used for texture memory. Default is 1 (all of VRAM). Only increase this if you often encounter blurry textures. | texture | variable | 1 |
||
texture.memory_vram_factor |
What percentage (0 - 1) of the VRAM you want to attempt to use for texture memory. Optimal memory budget will be set based on this value. Default is 1, Max: 2, Min: 0.5 | texture | variable | 40 |
||
texture.renderers_per_frame |
(Debug) QualitySettings.streamingMipmapsRenderersPerFrame | texture | variable | 128 |
||
texture.stats |
Get statistics about texture memory and the texture streaming system. | texture | client |
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.