Rust Server ConVars

Every console variable and command a Rust dedicated server lists, with the help text it prints and the value we read. This page covers the ones admins set most; every namespace has its own page with all of its rows. ConVars we have tested in depth link to their own page.

Recorded on Rust build 25582902, (find . over WebRCON on the Panelra Linux test server (Carbon installed), Steam branch main). Values are what that server returned, which is not always the default.

What a ConVar is

A ConVar (console variable) is a named setting inside the Rust dedicated server. Names are split into a namespace and a setting, such as server.hostname or decay.scale. Send the name on its own in the server console or over RCON and the server prints the current value; send the name followed by a value and it sets it. Some entries in the list are commands rather than variables: they run an action, such as server.readcfg, and hold no value.

Where to set them

There are three places, and they behave differently.

Startup arguments. Put a plus sign before the name on the RustDedicated command line, for example +server.port 28015. They are read when the process starts, so changing one means restarting the server. Panelra passes the identity, the game, query, Rust+ and RCON ports, and the RCON password this way, from the systemd unit it writes.

server.cfg. One name value per line, without the plus sign, in server/<identity>/cfg/server.cfg. The server reads it on start, and the server.readcfg command reloads it without a restart. Panelra generates this file from your dashboard settings and runs server.readcfg after a change.

RCON or the server console. Setting a value this way changes the running server at once, for ConVars that accept a change at runtime. Nothing is written to server.cfg, so a restart brings back whatever the file and the startup arguments say, and the next server.readcfg overwrites your change if the file sets the same ConVar.

Where writecfg fits

writecfg asks the server to save its current ConVar values to disk, which is how a value changed over RCON is meant to outlive a restart. It is not a replacement for server.cfg: whether a saved value wins over a line in server.cfg or a startup argument depends on the ConVar. Each ConVar that has its own page here says where the value actually persists, checked on a live server. On a Panelra server, set values you want to keep in the dashboard or under Custom ConVars, so they land in the regenerated server.cfg.

Before you rely on one

Some settings people expect are not ConVars in vanilla Rust at all. There is no server.password, for example: a join password needs an Oxide or Carbon plugin. And server.seed and server.worldsize only take effect when a map is generated, so changing them means a new map, which is a wipe. The tables here and on the namespace pages are what one real server listed, so a name missing from them was not listed by that server on that build.

Most used by server admins

The variables of the server, decay, fps, rcon, app, spawn, gc, antihack and craft namespaces, plus every ConVar we have tested in depth. Commands and the other namespaces are on the namespace pages.

476 entries

antihackAll antihack ConVars and commands

ConVarValueDescription
antihack.admincheatTrue
antihack.build_inside_check2
antihack.build_losradius0.01
antihack.build_losradius_sleepingbag0.3
antihack.build_terraincheckTrue
antihack.build_vehiclecheckTrue
antihack.check_mount_distance1
antihack.debuglevel1
antihack.enforcementlevel1
antihack.explosive_vehicle_parent_damage_deployablesFalseShould explosives parented to vehicles damage deployables
antihack.eye_clientframes2
antihack.eye_distance_parented_mounted_forgiveness2
antihack.eye_forgiveness0.4
antihack.eye_history_forgiveness0.1
antihack.eye_history_penalty100
antihack.eye_losradius0.158
antihack.eye_noclip_backtracking0.01
antihack.eye_noclip_cutoff0.06
antihack.eye_noclip_margin0.25
antihack.eye_penalty0
antihack.eye_protection4
antihack.eye_serverframes2
antihack.eye_terraincheckTrue
antihack.eye_vehiclecheckTrue
antihack.flyhack_extrusion2
antihack.flyhack_forgiveness_horizontal1.5
antihack.flyhack_forgiveness_horizontal_inertia10
antihack.flyhack_forgiveness_vertical1
antihack.flyhack_forgiveness_vertical_inertia7
antihack.flyhack_margin0.1
antihack.flyhack_maxsteps15
antihack.flyhack_penalty100
antihack.flyhack_protection3
antihack.flyhack_rejectTrue
antihack.flyhack_stepsize0.1
antihack.forcepositionTrue
antihack.hotbar_network_mode0
antihack.impact_effect_distance_forgiveness0.45
antihack.maxdeltatime1
antihack.maxdesync0.8
antihack.maxviolation100
antihack.melee_backtracking0.01
antihack.melee_clientframes2
antihack.melee_entity_bounds_radius0.05
antihack.melee_forgiveness0.5
antihack.melee_los_entity_realposTrue
antihack.melee_los_entity_realpos_distance1.3
antihack.melee_losforgiveness0.2
antihack.melee_penalty0
antihack.melee_protection5
antihack.melee_serverframes2
antihack.melee_terraincheckTrue
antihack.melee_vehiclecheckTrue
antihack.mesh_inside_check_distance50
antihack.modelstateTrue
antihack.noclip_backtracking0.01
antihack.noclip_margin0.16
antihack.noclip_margin_dismount0.22
antihack.noclip_maxsteps15
antihack.noclip_penalty0
antihack.noclip_protection3
antihack.noclip_rejectTrue
antihack.noclip_stepsize0.1
antihack.objectplacementTrue
antihack.parenthistoryTrue
antihack.projectile_anglechange60
antihack.projectile_backtracking0.01
antihack.projectile_clientframes2
antihack.projectile_damagedepth2
antihack.projectile_defaultcheckTrue
antihack.projectile_deployedcheckTrue
antihack.projectile_desync1
antihack.projectile_distance_forgiveness_minimum25
antihack.projectile_forgiveness0.5
antihack.projectile_impactspawndepth1
antihack.projectile_losforgiveness0.2
antihack.projectile_penalty0
antihack.projectile_positionoffsetTrue
antihack.projectile_protection6
antihack.projectile_serverframes2
antihack.projectile_terraincheckTrue
antihack.projectile_trajectory2
antihack.projectile_trajectory_update0.02
antihack.projectile_update_limit4
antihack.projectile_vehiclecheckTrue
antihack.projectile_velocitychange1.1
antihack.relaxationpause10
antihack.relaxationrate0.1
antihack.reportingFalse
antihack.rpc_timer_forgiveness1
antihack.rpcstallfade2.5
antihack.rpcstallmode1
antihack.rpcstallthreshold0.8
antihack.server_occlusion_admin_bypassFalse
antihack.server_occlusion_blocked_grid_threshold0
antihack.server_occlusion_cachingTrue
antihack.server_occlusion_disable_losFalse
antihack.server_occlusion_disable_sleeper_losFalse
antihack.server_occlusion_neighbour_threshold2
antihack.server_occlusion_save_gridTrue
antihack.server_occlusion_use_neighbour_thresholdsFalse
antihack.speedhack_forgiveness2
antihack.speedhack_forgiveness_inertia10
antihack.speedhack_penalty0
antihack.speedhack_protection3
antihack.speedhack_rejectTrue
antihack.speedhack_slopespeed10
antihack.speedhack_water_threshold0.4
antihack.stall_position_restrictionsTrue
antihack.strict_mount_checks1
antihack.terrain_check_geometryFalse
antihack.terrain_killTrue
antihack.terrain_padding0.3
antihack.terrain_penalty100
antihack.terrain_protection1
antihack.terrain_timeslice64
antihack.terrain_vehicle_seat_padding0.3
antihack.tick_buffer_noclip_threshold2
antihack.tick_buffer_preventionsTrue
antihack.tick_buffer_reject_threshold3
antihack.tick_buffer_server_lag_threshold0.3
antihack.tick_distance_forgiveness5
antihack.tick_max_distance1.1
antihack.tick_max_distance_falling4
antihack.tick_max_distance_parented3
antihack.tickhistoryforgiveness0.1
antihack.tickhistorytime0.5
antihack.use_legacy_mesh_inside_checkTrue
antihack.userlevel2

appAll app ConVars and commands

ConVarValueDescription
app.alarmcooldown30Cooldown time before alarms can send another notification (in seconds)
app.endpointhttps://companion-rust.facepunch.com/apiBase address for the Rust+ companion server API
app.listenip""(Generated) IP address the server listens on for incoming connections; leave empty to bind to all available network interfaces
app.logexceptionsTrue(Generated) When enabled, server-side C# exceptions are written to the server log file; disabling reduces log noise on servers with known non-critical exceptions
app.maxconnections500(Generated) Maximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message
app.maxconnectionsperip10(Generated) Maximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots
app.maxmessagesize1048576(Generated) Maximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks
app.notificationsTrueEnables sending push notifications
app.port28082(Generated) UDP port number the server listens on; default is 28015; must be open in firewall for players to connectApplies: After a restart
app.publicip""(Generated) Public IP address advertised to the Steam server browser; leave empty to auto-detect; set explicitly if behind NAT
app.queuelimit100Max number of queued messages - set to 0 to disable message processing
app.serveridn/a
app.updateTrueDisables updating entirely - emergency use only

craftAll craft ConVars and commands

ConVarValueDescription
craft.instantFalse(Generated) When enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in developmentApplies: Immediately (runtime)

decayAll decay ConVars and commands

ConVarValueDescription
decay.bracket_0_blockcount15Number of blocks in the 1st upkeep bracket
decay.bracket_0_costfraction0.1Blocks in the 1st upkeep bracket will cost this value per day to maintain
decay.bracket_0_doorcount15Number of doors in the 1st upkeep bracket
decay.bracket_0_doorfraction0.1Doors in the 1st upkeep bracket will cost this value per day to maintain
decay.bracket_1_blockcount50Number of blocks in the 2nd upkeep bracket
decay.bracket_1_costfraction0.15Blocks in the 2nd upkeep bracket will cost this value per day to maintain
decay.bracket_1_doorcount50Number of doors in the 2nd upkeep bracket
decay.bracket_1_doorfraction0.15Doors in the 2nd upkeep bracket will cost this value per day to maintain
decay.bracket_2_blockcount125The number of blocks in the 3rd upkeep bracket
decay.bracket_2_costfraction0.2Blocks in the 3rd upkeep bracket will cost this value per day to maintain
decay.bracket_2_doorcount125The number of doors in the 3rd upkeep bracket
decay.bracket_2_doorfraction0.2Doors in the 3rd upkeep bracket will cost this value per day to maintain
decay.bracket_3_costfraction0.333Blocks in the 4th upkeep bracket will cost this value per day to maintain
decay.bracket_3_doorfraction0.333Doors in the 4th upkeep bracket will cost this value per day to maintain
decay.build_twig_cost_multiplier1Can players upgrade building blocks to wood
decay.debugFalse(Generated) When enabled, logs decay tick details to the console including which entities took damage and how much
decay.delay_metal0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_override0When set to a value above 0 everything will decay with this delay
decay.delay_stone0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.duration_metal8How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_override0When set to a value above 0 everything will decay with this duration
decay.duration_stone5How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier12How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig1How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood3How long should this building grade take to decay when not protected by upkeep, in hours
decay.high_wall_upkeep0.2Upkeep scale for external walls and gates
decay.outside_test_range50Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
decay.scale1(Generated) Multiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decayApplies: Immediately (runtime)
decay.tick600(Generated) Interval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently
decay.upgrade_hqm_cost_multiplier1Can players upgrade building blocks to hqm
decay.upgrade_hqm_enabledTrueCan players upgrade building blocks to hqm
decay.upgrade_metal_cost_multiplier1Can players upgrade building blocks to metal
decay.upgrade_metal_enabledTrueCan players upgrade building blocks to metal
decay.upgrade_stone_cost_multiplier1Can players upgrade building blocks to stone
decay.upgrade_stone_enabledTrueCan players upgrade building blocks to stone
decay.upgrade_wood_cost_multiplier1Can players upgrade building blocks to wood
decay.upgrade_wood_enabledTrueCan players upgrade building blocks to wood
decay.upkeepTrueIs upkeep enabledApplies: Immediately (runtime)
decay.upkeep_grief_protection1440How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)
decay.upkeep_group_count_locksTrueShould players holding a code on one of the building's doors count towards the group size, whether it is the master code or the guest code
decay.upkeep_group_history_max256Maximum number of players a tool cupboard remembers in the group window, oldest are dropped first
decay.upkeep_group_max_multiplier3Upper limit on the group size upkeep multiplier
decay.upkeep_group_scalingTrueShould upkeep cost scale with the number of players authed on the tool cupboard
decay.upkeep_group_tier_0_increase0Each player in the 1st upkeep group tier increases upkeep cost by this fraction
decay.upkeep_group_tier_0_playercount4Number of players in the 1st (free) upkeep group tier
decay.upkeep_group_tier_1_increase0.02Each player in the 2nd upkeep group tier increases upkeep cost by this fraction
decay.upkeep_group_tier_1_playercount6Number of players in the 2nd (small group) upkeep group tier
decay.upkeep_group_tier_2_increase0.04Each player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited
decay.upkeep_group_window_hours24Players who authed within this many hours still count towards the group size, even if they have since deauthed
decay.upkeep_heal_scale1Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
decay.upkeep_inside_decay_scale0.1Scale at which objects decay when they are inside, default of 0.1
decay.upkeep_lock_min_users2If a code lock has <= this number of users it won't count its users towards group upkeep tax
decay.upkeep_period_minutes1440How many minutes does the upkeep cost last? default : 1440 (24 hours)
decay.use_door_upkeep_bracketsFalseShould doors have their own upkeep brackets separate from building blocks

fpsAll fps ConVars and commands

ConVarValueDescription
fps.limit256No help text printedApplies: Immediately (runtime)

gcAll gc ConVars and commands

ConVarValueDescription
gc.enabledTrue(Generated) When enabled, this system is globally active; disable to deactivate the system for the current session
gc.incremental_enabledTrue(Generated) Read-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime
gc.incremental_milliseconds3(Generated) Time slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames

rconAll rcon ConVars and commands

ConVarValueDescription
rcon.banduration300How long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds)
rcon.connectioncooldown1How long (in seconds) before we allow another rcon connection from the same address (default: 1 second)
rcon.ip""IP Address to listen for RCON connections
rcon.logfailedattemptsTrueLog failed attempts and attempts from banned IP addresses (default: true)
rcon.maxconnections500Total number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes
rcon.maxconnectionsperip5Total number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes
rcon.maxpasswordfailures5How many password failures before banning an RCON client's IP (default: 5)
rcon.permanentbanfailedipsFalsePermanently ban IPs that trigger too many failed attempts (default: false)
rcon.port28016Port to listen for RCON connectionsApplies: After a restart
rcon.printFalseIf true, RCON commands will be printed in the console
rcon.webTrueIf set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATEDApplies: After a restart

serverAll server ConVars and commands

ConVarValueDescription
server.allowsortingTrueSet to false to disable the storage adaptor sorting functionality
server.allowvineswingingTrue(Generated) When true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement
server.anticheatidn/a(Generated) Easy Anti-Cheat product ID used to authenticate this server with EAC services
server.anticheatkeyn/a(Generated) Easy Anti-Cheat product key used alongside anticheatid for EAC server authentication
server.anticheatlog200(Generated) Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output
server.anticheattokenTrue(Generated) When true clients must provide a valid EAC token to connect; disable only for testing or modded environments
server.arrowarmor1(Generated) Global multiplier for armour effectiveness against arrow and bow damage; 1.0 = default
server.arrowdamage1(Generated) Global multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage
server.artificialtemperaturegrowablerange4
server.authtimeout60(Generated) Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected
server.autouploadmapTrueAutomatically upload procedurally generated maps so that players download them (faster) instead of re-generating them
server.autouploadmapimagesTrueAutomatically upload an image of the map, used to show the map in the server browser
server.bag_quota_item_amountTrue
server.bansserverendpoint""HTTP API endpoint for centralized banning (see wiki)
server.bansserverfailuremode0Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki)
server.bansservertimeout5Timeout (in seconds) for centralized banning web server requests
server.bleedingarmor1(Generated) Global multiplier for armour effectiveness against bleeding damage; 1.0 = default
server.bleedingdamage1(Generated) Global multiplier for all bleeding damage over time; 1.0 = default
server.branch""(Generated) Server branch tag used by the server browser to identify modded or experimental variants; leave empty for vanilla
server.bulletarmor1(Generated) Global multiplier for armour effectiveness against bullet damage; 1.0 = default
server.bulletdamage1(Generated) Global multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage
server.bypassiteminputrestrictionFalseAllows items to be moved into containers that block item input
server.canequipbackpacksinairFalseAllows backpack equipping while not grounded
server.ceilinglightgrowablerange3(Generated) Radius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirement
server.ceilinglightheightoffset3(Generated) Vertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it
server.censorplayerlistFalseCensors the Steam player list to make player tracking more difficult
server.cinematicFalse
server.combatlogdelay10(Generated) Seconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight
server.combatlogsize30(Generated) Number of recent combat events retained in each player's combat log, viewable with combatlog
server.compassenabledTrueWill the in-game compass show at the top of the screen
server.composterupdateinterval300(Generated) How often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes)
server.compressionFalse(Generated) Enables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time
server.conveyormovefrequency5How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement
server.corpsedespawn300(Generated) Seconds before a player corpse is removed from the world; default is 300 seconds (5 minutes)Applies: Immediately (runtime)
server.corpsesTrue(Generated) Whether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly
server.crawlingenabledTrueDo players go into the crawling wounded state
server.crawlingmaximumhealth12Maximum initial health given when a player dies and moves to crawling wounded state
server.crawlingminimumhealth7Minimum initial health given when a player dies and moves to crawling wounded state
server.creamseparationhours4Hours milk has to spend in a refrigerated container before it can be skimmed. Items already chilled won't notice a change until their next network update
server.cycletime500(Generated) Duration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes
server.debrisdespawn30(Generated) Seconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds
server.deepseafogofwarTrueShould the deep sea map be covered by fog of war
server.defaultblueprintresearchcost10How much scrap is required to research default blueprints
server.descriptionA Rust Server(Generated) Short description of the server shown to players in the server browserApplies: Immediately (runtime)
server.destroytaskbatchcount128UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task
server.drawpuzzleresetsFalse(Generated) When enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets
server.dropitemsTrue(Generated) Whether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death
server.eac_gameplay_dataTrueWhether or not to send additional analytics to EAC
server.emojiownershipcheckTrueWhether emoji ownership is checked server side. Could be performance draining in high chat volumes
server.encryption2(Generated) Network encryption mode; 2 = enabled (recommended), 0 = disabled
server.enforcepipechecksonbuildingblockchangesTrueWhether to check for illegal industrial pipes when changing building block states (roof bunkers)
server.entitybatchsize100(Generated) Number of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing
server.entitybatchtime1(Generated) Time in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed
server.entityrate16(Generated) How many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects
server.eraNonenone,primitive,medieval,frontier,rust
server.eventsTrue(Generated) Enables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits
server.explosive_testing_modeFalseLower damage of explosives to 1 and allow them to be triggered multiple times
server.farmchickenlocalavoidanceTrueWhether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip
server.favoritesendpoint""Domain name to save when players favorite your server. The port can be omitted if using the default port or a SRV DNS record is created.
server.filefolderoverride""(Generated) Override the root storage folder for server files; leave empty to use the default server/identity path
server.filerequestbytesburst4194304Burst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to match
server.filerequestbytespersecond2097152Bytes per second of requested file data (sign textures, photos, cassette audio, sculpts) sent to each client; requests beyond this are deferred, not dropped. Replicated so clients throttle their own requests to match
server.filerequestdebugFalsePrint file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time
server.filerequestqueuelength256Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue)
server.fogofwarFalseShould the in-game map be covered by a fog of war
server.fogofwarrevealsize256How much area around the player is revealed when using fog of war. Must be a multiple of 32
server.foodspoilingTrueWhether to run the food spoiling system
server.foodspoilingbudgetms0.05(Generated) Maximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates
server.funwaterdamagethreshold0.8
server.funwaterwetnessgain0.05
server.gamemode""(Generated) Short name of the game mode to activate on this server (e.g. 'softcore', 'hardcore'); applies convar overrides defined by that game mode's prefab
server.hardcorefirearmammunitioncraftingmultiplier1Multiplies crafting cost of firearm ammunition
server.headerimage""(Generated) URL of the banner/header image shown at the top of this server's page in the server browserApplies: Immediately (runtime)
server.hideplayermapdirectionFalseShould hte player see their direction on the map
server.hideplayeronmapFalseShould the player see their position on the map
server.homingmissiletargetshabFalseIf true hot air balloons can be shot down with homing missiles
server.hopperanimationbudgetms0.1How long per frame to spend animating items moving into the hopper (will be instant if <= 0)
server.hostnameRust Server(Generated) Server name displayed in the server browserApplies: Immediately (runtime)
server.http_connection_limit32(Generated) Maximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests
server.identityn/a(Generated) Unique identifier for this server instance; determines the subfolder used for saves, configs and map data
server.idlekick30(Generated) Minutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick
server.idlekickadmins0(Generated) Minutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode
server.idlekickmode1(Generated) Controls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins
server.incapacitatedrecoverchance0.1Base chance of recovery after incapacitated wounded state
server.industrialallowquickmoveTrueEnables a faster way to move items around during conveyor transfers. Should be on unless there's a issue
server.industrialcrafterfrequency5How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting
server.industrialframebudgetms0.5How long per frame to spend on industrial jobs
server.industrialtransferstricttimelimitsTrueWhen enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance
server.ip0.0.0.0(Generated) IP address the server binds to; leave empty to bind to all interfaces
server.ipqueriespermin30(Generated) Maximum number of Steam server browser queries allowed per minute from a single IP address
server.itemdespawn300(Generated) Seconds before items dropped on the ground despawn; default is 300 seconds (5 minutes)Applies: Immediately (runtime)
server.itemdespawn_container_max_multiplier24(Generated) Upper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours
server.itemdespawn_container_scale2(Generated) Multiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime
server.itemdespawn_quick30(Generated) Fast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds
server.levelProcedural Map(Generated) Map level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name
server.leveltransferTrue(Generated) When true the server sends the map file to clients so they can load it without re-generating it locally
server.levelurln/a(Generated) URL to download a custom map file from; if set the server will fetch and load this map instead of generating one
server.log_invalid_packet_lengthsFalseLogs network packets rejected for being empty or not byte-aligned
server.logoimage""(Generated) URL of the logo image shown for this server in the server browser
server.long_distance_soundsTrue(Generated) When enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers
server.lowprioritybuoyancyrange30If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system
server.mapenabledTrueCan players use the in-game map
server.max_explosive_protection0.75
server.max_sleeping_bags15
server.maxclientinfosize1048576(Generated) Maximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected
server.maxconnectionsperip5(Generated) Maximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1 - 1000)Applies: Immediately (runtime)
server.maxdecryptqueuebytes524288000(Generated) Maximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached
server.maxdecryptqueuelength5000(Generated) Maximum number of encrypted packets that can wait in the decryption queue before being dropped
server.maxdecryptthreadwait100(Generated) Maximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1 - 1000)
server.maxfoodspoiltimediffforitemstack180Maximum difference (in seconds) that two items with spoil timers can have and still be stackable
server.maximummapmarkers5How many markers each player can place
server.maximumpings5How many pings can be placed by each player
server.maxitemstacksmovedpertickindustrial12How many stacks a single conveyor can move in a single tick
server.maxmainthreadwait100(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.maxpacketsize_command100000(Generated) Maximum byte size of a single console command packet from a client; oversized packets are rejected
server.maxpacketsize_globalentities1000(Generated) Maximum byte size of a single global-entities network packet; oversized packets are dropped
server.maxpacketsize_globaltrees100(Generated) Maximum byte size of a single global-trees network packet; oversized packets are dropped
server.maxpacketsize_voicedata8096Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped
server.maxpacketspersecond1500(Generated) Global cap on total network packets per second the server will accept across all connected clients combined
server.maxpacketspersecond_command100(Generated) Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server
server.maxpacketspersecond_rpc200(Generated) Maximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions
server.maxpacketspersecond_rpc_signal30(Generated) Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions
server.maxpacketspersecond_syncvar200(Generated) Maximum sync-var (replicated variable) update packets per second accepted from each client
server.maxpacketspersecond_tick300(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.maxpacketspersecond_voice100(Generated) Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player
server.maxpacketspersecond_world1(Generated) Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam
server.maxplayers100(Generated) Maximum number of players allowed on the server at the same timeApplies: Immediately (runtime)
server.maxreadqueuebytes524288000(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.maxreadqueuelength5000(Generated) Maximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion
server.maxreadthreadwait100(Generated) Maximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1 - 1000)
server.maxreceivetime20(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.maxunack4(Generated) Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client
server.maxwritequeuebytes524288000(Generated) Maximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped
server.maxwritequeuelength5000(Generated) Maximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full
server.maxwritethreadwait100(Generated) Maximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1 - 1000)
server.meleearmor1(Generated) Global multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee
server.meleedamage1(Generated) Global multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage
server.metabolismtick1(Generated) Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates
server.modifiertickrate1(Generated) Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth
server.monumentpuzzleresetradiationTrueAllows radiation to flood monuments to force puzzles to reset
server.monumentpuzzleresetradiationamount3(Generated) Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase
server.monumentpuzzleresetradiationmaxradiusincrease20Clamp radiation multiplier to this amount of meters, -1 = ignored
server.monumentpuzzleresetradiationoverrideFalseForce enable radiation in monument puzzles to confirm they work
server.monumentpuzzleresetradiationplayeremptytime120How long does a monument puzzle need to be empty with full rads before it can reset
server.monumentpuzzleresetradiationpreresettime300How long before the reset happens do we start applying radiation
server.monumentpuzzleresetradiationradiusmultiplier1.5(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.monumentpuzzleresetwarningsTrue(Generated) When enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins
server.motd""
server.netcacheTrue(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.netcachesize0(Generated) Maximum byte size of the network entity cache; 0 means no hard limit
server.netlogFalse(Generated) Enables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues
server.nonplanterdeathchancepertick0.005(Generated) Probability (0 - 1) per growth tick that a plant growing outside a planter box will die; default 0.005 means a 0.5% chance each tick
server.normalisedfoodspoiltimestackthreshold0.9If two spoiled food items are both above this threshold then we will allow them to be stacked
server.npcammolootmultiplier1All ammo drops from NPC loot will be multiplied by this
server.npccorpsedespawn600Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes)
server.occlusiongatherbatchplayercount16UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task
server.officialFalse(Generated) Marks this as an official Facepunch server; only set by Facepunch - do not enable on community servers
server.oilrig_radiation_alarm_threshold0(Generated) Radiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present
server.oilrig_radiation_amount_scale1(Generated) Multiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second
server.oilrig_radiation_time_scale1(Generated) Multiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration
server.optimalplanterqualitysaturation0.6(Generated) Soil saturation level (0 - 1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6
server.ovencookbudgetms0.25(Generated) Maximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers
server.packetlog_enabledFalse(Generated) Enables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime
server.paintballoverallsdamage1How much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage)
server.paintballstandarddamage1How much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on)
server.parachuterepacktime8How long it takes to pick up a used parachute in seconds
server.parallelnetworkqueuebatchsize16UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks
server.pauseindustrialduringsaveTrueShould industrial be paused during autosaves
server.pauseunlootedpuzzlesTrue(Generated) When enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas
server.ping_region_code_override""(Generated) Override the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection
server.pingduration10How long a ping should last
server.plantlightdetectionTrue(Generated) Enables plant light detection - growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly
server.planttick60
server.planttickscale1(Generated) Multiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth
server.player_state_cache_size10000(Generated) Size of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players
server.playerserverfallTrue(Generated) When true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damage
server.playertimeout60(Generated) Seconds of network inactivity before a connected player is timed out and disconnected
server.port28015(Generated) UDP port the server listens on for player connections
server.premiumFalseRequire a premium status account to connect to this server
server.premiumrecheckinterval300How often to do premium status rechecks
server.premiumrecheckmaxbatchsize100Maximum number of players to recheck at a time
server.premiumrecheckminseconds300Minimum time to recheck premium status for already connected players (in seconds)
server.premiumverifyendpointhttps://rust-api.facepunch.com/api/premium/verifyEndpoint to use to check if players have premium status
server.printreportstoconsoleTrueShould F7 reports from players be printed to console
server.pveFalse(Generated) Enables PvE mode - players cannot damage other players; they can still be killed by NPCs and the environmentApplies: Immediately (runtime)
server.pvebulletdamagemultiplier1(Generated) Additional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage
server.pvp_ttk_bullet1How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.pvp_ttk_global1How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.pvp_ttk_melee1How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.pvpbulletdamagemultiplier1(Generated) Additional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage
server.queriespersecond2000(Generated) Maximum number of Steam server browser queries the server will respond to per second before rate-limiting
server.queryport28017(Generated) UDP port used for Steam server browser queries; uses the game port if set to 0
server.radiationTrue(Generated) Enables radiation zones at monuments; disabling removes all radiation hazards from the map
server.randomize_seedFalse(Generated) Setting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each time
server.rejoin_delay300(Generated) Seconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes)
server.reportsserverendpoint""HTTP API endpoint for receiving F7 reports
server.reportsserverendpointkey""If set, this key will be included with any reports sent via reportsServerEndpoint (for validation)
server.repositionattachmentsonreskinTrueReposition attachments like storage adaptors if they have moved on reskins
server.respawnatdeathpositionFalseIf a player presses the respawn button, respawn at their death location (for trailer filming)
server.respawnresetrange50(Generated) Radius in metres around a player's death point - any sleeping bag or bed within this range is put on a respawn cooldown to prevent spawn-camping
server.respawntimeadditionbag0Bags will increase their respawn time by this much
server.respawntimeadditionbed0Beds will increase their respawn time by this much
server.respawnwithloadoutFalseWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
server.rewounddelay60(Generated) Minimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again
server.rpclog_enabledFalse(Generated) Enables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called
server.rust_relay_send_queue0(Generated) Prints the current server decryption queue depth
server.saltn/a(Generated) Secondary salt value mixed into procedural world generation; used to vary monument and road placement
server.savebackupcount2(Generated) Number of rolling save-file backups to keep; each autosave rotates the oldest backup outApplies: Immediately (runtime)
server.savecachesize4564279(Generated) Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit
server.saveframebudget5MS per frame to spend warming up entity save caches
server.saveinterval600(Generated) How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes)Applies: Immediately (runtime)
server.schematime1800(Generated) How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds
server.seedn/a(Generated) Seed value used for procedural world generation; changing this produces a completely different map layoutApplies: On a new map (wipe)
server.server_idn/a(Generated) Persistent unique identifier for this server instance, used when recording demos and for analytics attribution
server.showholstereditemsTrue(Generated) When enabled, weapons and tools holstered on a player's back are visible on their character model to other players
server.skipdeathscreenfadeFalseSkip death screen fade
server.snapshottaskbatchcount64UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task
server.spawnvinetreesTrue(Generated) When true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map
server.sprinklereyeheightoffset3(Generated) Vertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant
server.sprinklerradius3
server.stabilityTrue(Generated) Enables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyedApplies: Immediately (runtime)
server.statbackupFalse(Generated) Enables automatic backups of server statistics data
server.statsFalse(Generated) Enables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered
server.strictauth_eacFalse(Generated) When true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable
server.strictauth_steamFalse(Generated) When true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable
server.tags""Comma-separated server browser tag values (see wiki)Applies: Immediately (runtime)
server.tickrate30(Generated) Number of server simulation ticks per second; higher values improve responsiveness but increase CPU usage
server.tutorialenabledFalseControls whether the tutorial is enabled on this server
server.updatebatch512(Generated) Number of entities processed per network update batch; lower values spread the load across more frames but increase total overhead
server.updatebatchspawn1024(Generated) Number of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load
server.upgrade_keeps_healthTrueWhen a deployable is upgraded in place (e.g. stacking sandbags) the new tier keeps the damaged health fraction of the one it replaced instead of spawning at full health
server.url""(Generated) Server website URL displayed in the server browser; leave empty to show no linkApplies: Immediately (runtime)
server.uselegacyworkbenchinteractionFalseOpens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods.
server.useminimumplantconditionTrue(Generated) When enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying
server.useperplayerrequiredsystemconfigFalse(Generated) Enables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players
server.useplayerupdatejobs3Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default
server.useserverwiderequiredsystemconfigFalse(Generated) Enables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements
server.watercontainersleavewaterbehindFalseWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss
server.waterwellnpcsalesrefreshfrequency1How often (in hours) the water well NPC's update their sell orders
server.waterwheelworkbudgetms0.1How long per frame to spend on updating water wheel power generation and water info
server.workbenchtaxrate10How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost
server.workbenchtaxrate20How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost
server.workbenchtaxrate30How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost
server.worldsize4000(Generated) Width and height of the procedurally generated world in metres; larger values create a bigger map with more resourcesApplies: On a new map (wipe)
server.woundedmaxfoodandwaterbonus0.25Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level
server.woundedmaxoverfedchance1Wounded/incapacitated recovery chance for a player carrying a full extra bar of calories above the normal cap, scaled down by how overfed they actually are
server.woundedrecoverchance0.2Base chance of recovery after crawling wounded state
server.woundingenabledTrueCan players be wounded after receiving fatal damage

spawnAll spawn ConVars and commands

ConVarValueDescription
spawn.loot_population_test0If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing
spawn.max_density1(Generated) Maximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts
spawn.max_rate1(Generated) Maximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increasesApplies: Immediately (runtime)
spawn.min_density0.5(Generated) Minimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts
spawn.min_rate0.5(Generated) Minimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is lowApplies: Immediately (runtime)
spawn.player_base100(Generated) Base player count used when computing population spawn rates; below this value player_scale group rates are not yet applied
spawn.player_scale2(Generated) Multiplier applied to group spawn rates based on current player count relative to player_base; higher values cause more group spawns as the server fills up
spawn.population_cap_rate300When scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this
spawn.respawn_groupsTrue(Generated) When enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared
spawn.respawn_individualsTrue(Generated) When enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed
spawn.respawn_populationsTrue(Generated) When enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested
spawn.tick_individuals300(Generated) Interval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities
spawn.tick_populations60(Generated) Interval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load

All namespaces

2419 entries in 255 namespaces. Each namespace page lists every variable and command in it; namespaces with only a few entries share one page.

Not in the list

Names that guides and configs still use but the server above does not list as ConVars.

  • antihack.enabledRust has no antihack.enabled switch. What the antihack namespace contains on build 25582902, its recorded values, and how it differs from EAC.
  • gc.bufferSome Rust performance guides still set gc.buffer, but current Rust servers do not list it. What the gc namespace has and what to do with old configs.
  • rcon.passwordrcon.password is a Rust startup parameter, not a console variable. Where to set it, why server.cfg cannot hold it, and the rules that disable RCON.
  • server.passwordVanilla Rust has no server.password, so a line in server.cfg does nothing. Why, how rcon.password differs, and what to use to lock a server instead.

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