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 | |
|---|---|---|---|---|---|---|
basenavigator.basenavmovementframeinterval |
How many frames between base navigation movement updates | basenavigator | variable | 2 |
Admin | |
basenavigator.maxstepupdistance |
The max step-up height difference for pet base navigation | basenavigator | variable | 1.7 |
Admin | |
basenavigator.navtypedistance |
basenavigator | variable | 1 |
Admin | ||
basenavigator.navtypeheightoffset |
basenavigator | variable | 0.5 |
Admin | ||
basenavigator.stucktriggerduration |
How long we are not moving for before trigger the stuck event | basenavigator | variable | 10 |
Admin | |
basepet.movementupdatebudgetms |
basepet | variable | 1 |
Admin | ||
basepet.onlyqueuebasenavmovements |
basepet | variable | True |
Admin | ||
basepet.queuedmovementsallowed |
basepet | variable | True |
Admin | ||
baseplayer.allowrelationshipserverocclusion |
(Generated) When enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restarts | baseplayer | variable | True |
Admin | |
baseplayer.botcolliderframebudgetms |
(Generated) Per-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders | baseplayer | variable | 0.05 |
Admin | |
baseplayer.filterspectatemapteamid |
When spectating and global.toggleSpectateTeamInfo is set to true on the server, this will filter which team is displayed on the map. 0 = show all | baseplayer | variable | -1 |
||
baseplayer.lifestoryframebudgetms |
baseplayer | variable | 0.25 |
Admin | ||
baseplayer.lootpaneloverride |
(Generated) When set to a non-empty string, admin players open the specified loot panel instead of the server-requested panel on RPC_OpenLootPanel | baseplayer | variable | |||
baseplayer.relationshipupdatequeueframebudgetms |
(Generated) Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue | baseplayer | variable | 0.05 |
Admin | |
baseplayer.showserverrestartwarning |
Will show a translated server restart warning on the player screen. | baseplayer | client | |||
baseragdoll.debug_vis |
(Generated) When enabled, draws debug visualisations for ragdoll physics state including bone positions and velocities | baseragdoll | variable | False |
||
baseridableanimal.decayminutes |
How long before a horse dies unattended | baseridableanimal | variable | 180 |
Admin | |
baseridableanimal.dungtimescale |
baseridableanimal | variable | 1 |
Admin | ||
baseridableanimal.framebudgetms |
baseridableanimal | variable | 1 |
Admin | ||
basesculpture.applyrandomshapes |
basesculpture | server | Admin | |||
basesculpture.carveradius |
basesculpture | variable | 3 |
|||
basesculpture.listsavedsculptures |
basesculpture | server | Admin | |||
basesculpture.loadsculpture |
basesculpture | server | Admin | |||
basesculpture.logmeshstats |
(Generated) When enabled, logs mesh vertex and triangle count statistics when a sculpture mesh is applied or modified | basesculpture | variable | False |
||
basesculpture.printcrc |
basesculpture | server | Admin | |||
basesculpture.savesculpture |
basesculpture | server | Admin | |||
basesculpture.setcensorsegments |
basesculpture | client | ||||
basesculpture.useconvexcolliders |
Use convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modifications | basesculpture | variable | False |
Admin | |
basesiegeweapon.outsidedecayminutes |
How many minutes before a siege weapon loses all its health while outside | basesiegeweapon | variable | 600 |
Admin | |
basesubmarine.deepwaterdecayminutes |
How long before a submarine loses all its health while in deep water | basesubmarine | variable | 120 |
Admin | |
basesubmarine.outsidedecayminutes |
How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used | basesubmarine | variable | 180 |
Admin | |
basesubmarine.oxygenminutes |
How long a submarine can stay underwater until players start taking damage from low oxygen | basesubmarine | variable | 10 |
Admin | |
batching.batch_industrial_pipes |
(Generated) When enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change state | batching | variable | False |
||
batching.enabled |
(Generated) Enables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overhead | batching | variable | True |
||
batching.print_memory_batching |
(Generated) Prints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations | batching | client | |||
batching.print_memory_batching_detailed |
(Generated) Prints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count | batching | client | |||
batching.print_memory_industrial |
(Generated) Prints memory usage specifically for industrial pipe batching, separate from general mesh batching | batching | client | |||
batching.print_renderers |
(Generated) Prints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together | batching | client | |||
batching.refresh_renderers |
(Generated) Forces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes | batching | client | |||
batching.renderer_capacity |
(Generated) Maximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory use | batching | variable | 30000 |
||
batching.renderers |
batching | variable | True |
|||
batching.renderer_submeshes |
(Generated) Maximum number of sub-meshes a renderer can have to be eligible for batching; complex multi-material meshes above this threshold are excluded | batching | variable | 2 |
||
batching.renderer_threading |
(Generated) Enables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU cores | batching | variable | True |
||
batching.renderer_vertices |
(Generated) Maximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batching | batching | variable | 1000 |
||
batching.verbose |
(Generated) Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console | batching | variable | 0 |
||
batteringramhead.hurt |
(Generated) Deals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only | batteringramhead | server | Admin | ||
batteringram.maxbuildingblockgrade |
(Generated) Maximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone) | batteringram | variable | 2 |
Admin | |
bear.population |
Population active on the server, per square km | bear | variable | 2 |
Admin | |
beehive.updatehiveinterval |
How long before a Beehive will update | beehive | variable | 120 |
Admin | |
beehive.updatehivestatsinterval |
How long before the Beehive will perform temperature and inside checks | beehive | variable | 120 |
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.