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 | |
|---|---|---|---|---|---|---|
texture.streaming |
Enable automatic streaming of texture mipmap levels based on their distance from all active cameras. | texture | variable | False |
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texture.streaming_active |
(Debug) QualitySettings.streamingMipmapsActive | texture | variable | True |
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texture.streamingbudgetoverride |
texture | variable | 0 |
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texture.use_dynamic_memory_budget_adjustments |
(Debug) Toggles dynamic memory budget adjustments. Enabled by default. Only disable for debugging purposes! | texture | variable | True |
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ticklogging.tick_uploader_lifetime |
ticklogging | variable | 60 |
Admin | ||
tigerfsm.chargerange |
The range at which the tiger will charge instead of fleeing if aimed at | tigerfsm | variable | 20 |
Admin | |
tiger.population |
Population active on the server, per square km | tiger | variable | 0.5 |
Admin | |
tigersneaktelegraphgrowl.minangle |
Minimum angle for the tiger to growl when stalking a player | tigersneaktelegraphgrowl | variable | 60 |
Admin | |
tigersneaktelegraphgrowl.mintimebetweengrowls |
Time between growls when stalking a player | tigersneaktelegraphgrowl | variable | 5 |
Admin | |
time.cl_maxstepsperframe |
The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down | time | variable | 2 |
Admin | |
time.cl_steps |
Desired physics ticks per second on clients | time | variable | 32 |
Admin | |
time.missiontimerscale |
time | variable | 1 |
Admin | ||
time.pausewhileloading |
time | variable | True |
Admin | ||
time.sv_maxstepsperframe |
The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down | time | variable | 2 |
Admin | |
time.sv_steps |
Desired physics ticks per second on the server | time | variable | 16 |
Admin | |
time.timescale |
time | variable | 1 |
Admin | ||
tincanalarm.wiredistanceculling |
Enable/disable the wire distance culling | tincanalarm | client | |||
toolgun.classiceffects |
toolgun | variable | False |
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traincar.decayminutes |
How long before a train car despawns | traincar | variable | 30 |
Admin | |
traincar.killofftracktrains |
Should train cars that are not spawned near train tracks be killed instantly (default = true) | traincar | variable | True |
Admin | |
traincar.population |
Population active on the server | traincar | variable | 2.3 |
Admin | |
traincar.trainturretinaccuratepervelocity |
Chance to miss per m/s of velocity for turrets shooting players on moving trains | traincar | variable | 0.1 |
Admin | |
traincarunloadable.decayminutesafterunload |
How long before an unloadable train car despawns afer being unloaded | traincarunloadable | variable | 10 |
Admin | |
traincar.wagons_per_engine |
Ratio of wagons to train engines that spawn | traincar | variable | 2 |
Admin | |
traincouplingcontroller.max_couple_speed |
Maximum difference in velocity for train cars to couple | traincouplingcontroller | variable | 9 |
Admin | |
translate.overrideculture |
translate | variable | ||||
translate.printcultureinfo |
translate | client | ||||
travellingvendor.alive_time_seconds |
(Generated) Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes) | travellingvendor | variable | 1800 |
Admin | |
travellingvendor.attempt_pullovers |
(Generated) When enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route | travellingvendor | variable | True |
Admin | |
travellingvendor.max_speed |
travellingvendor | variable | 5 |
Admin | ||
travellingvendor.should_destroy_buildings |
(Generated) When enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path | travellingvendor | variable | False |
Admin | |
travellingvendor.should_spawn |
(Generated) When enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning | travellingvendor | variable | True |
Admin | |
travellingvendor.spawn |
(Generated) Spawns a Travelling Vendor at the calling player's position on the nearest ring road; registered as travellingvendor.spawn | travellingvendor | server | Admin | ||
travellingvendor.startevent |
(Generated) Spawns a Travelling Vendor event instance; registered as travellingvendor.startevent | travellingvendor | server | Admin | ||
tree.global_broadcast |
(Generated) When enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network | tree | variable | False |
Admin | |
treemanager.cellsize |
Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512. | treemanager | variable | 100 |
Admin | |
treemanager.enabletreestreaming |
(Generated) When enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth | treemanager | variable | True |
Admin | |
treemanager.playerbudgetms |
(Generated) Per-frame CPU budget in milliseconds allocated to sending tree streaming data per player | treemanager | variable | 0.01 |
Admin | |
treemanager.updatebudgetms |
(Generated) Total per-frame CPU budget in milliseconds for the tree streaming update system | treemanager | variable | 1 |
Admin | |
treemanager.uselazyserialization |
Instead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens. | treemanager | variable | True |
Admin | |
tree.meshes |
(Generated) Maximum number of full-resolution tree mesh LODs rendered at any one time; reducing this lowers GPU cost when many trees are visible | tree | variable | 100 |
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tree.quality |
(Generated) Controls tree rendering quality (0-100); lower values switch trees to lower-polygon LODs sooner, improving GPU performance when many trees are visible | tree | variable | 100 |
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tree.simplified_collider |
(Generated) When enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy | tree | variable | False |
Admin | |
triggerbase.clearexcludelayers |
(Generated) Removes the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers | triggerbase | server | Admin | ||
triggerbase.setexcludelayers |
(Generated) Applies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections | triggerbase | server | Admin | ||
triggerbase.useexcludelayers |
(Generated) When enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers | triggerbase | variable | False |
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triggerboatmagnet.boatmagnetsenabled |
(Generated) When enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position | triggerboatmagnet | variable | True |
Admin | |
triggerparent.allowtriggersleeping |
Allow triggers to sleep if both they and their contents are stationary (TickMode 1 only) | triggerparent | variable | True |
Admin | |
triggerparentdelayedexit.disable_delayed_exit |
Makes TriggerParentDelayedExit act as a TriggerParent again | triggerparentdelayedexit | variable | False |
Admin | |
triggerparent.sleeping_trigger_mask_epsilon |
world units a trigger can move in WS before it is woken | triggerparent | variable | 0.001 |
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.