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
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.