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
| ConVar | Value | Description |
|---|---|---|
| antihack.admincheat | True | |
| antihack.build_inside_check | 2 | |
| antihack.build_losradius | 0.01 | |
| antihack.build_losradius_sleepingbag | 0.3 | |
| antihack.build_terraincheck | True | |
| antihack.build_vehiclecheck | True | |
| antihack.check_mount_distance | 1 | |
| antihack.debuglevel | 1 | |
| antihack.enforcementlevel | 1 | |
| antihack.explosive_vehicle_parent_damage_deployables | False | Should explosives parented to vehicles damage deployables |
| antihack.eye_clientframes | 2 | |
| antihack.eye_distance_parented_mounted_forgiveness | 2 | |
| antihack.eye_forgiveness | 0.4 | |
| antihack.eye_history_forgiveness | 0.1 | |
| antihack.eye_history_penalty | 100 | |
| antihack.eye_losradius | 0.158 | |
| antihack.eye_noclip_backtracking | 0.01 | |
| antihack.eye_noclip_cutoff | 0.06 | |
| antihack.eye_noclip_margin | 0.25 | |
| antihack.eye_penalty | 0 | |
| antihack.eye_protection | 4 | |
| antihack.eye_serverframes | 2 | |
| antihack.eye_terraincheck | True | |
| antihack.eye_vehiclecheck | True | |
| antihack.flyhack_extrusion | 2 | |
| antihack.flyhack_forgiveness_horizontal | 1.5 | |
| antihack.flyhack_forgiveness_horizontal_inertia | 10 | |
| antihack.flyhack_forgiveness_vertical | 1 | |
| antihack.flyhack_forgiveness_vertical_inertia | 7 | |
| antihack.flyhack_margin | 0.1 | |
| antihack.flyhack_maxsteps | 15 | |
| antihack.flyhack_penalty | 100 | |
| antihack.flyhack_protection | 3 | |
| antihack.flyhack_reject | True | |
| antihack.flyhack_stepsize | 0.1 | |
| antihack.forceposition | True | |
| antihack.hotbar_network_mode | 0 | |
| antihack.impact_effect_distance_forgiveness | 0.45 | |
| antihack.maxdeltatime | 1 | |
| antihack.maxdesync | 0.8 | |
| antihack.maxviolation | 100 | |
| antihack.melee_backtracking | 0.01 | |
| antihack.melee_clientframes | 2 | |
| antihack.melee_entity_bounds_radius | 0.05 | |
| antihack.melee_forgiveness | 0.5 | |
| antihack.melee_los_entity_realpos | True | |
| antihack.melee_los_entity_realpos_distance | 1.3 | |
| antihack.melee_losforgiveness | 0.2 | |
| antihack.melee_penalty | 0 | |
| antihack.melee_protection | 5 | |
| antihack.melee_serverframes | 2 | |
| antihack.melee_terraincheck | True | |
| antihack.melee_vehiclecheck | True | |
| antihack.mesh_inside_check_distance | 50 | |
| antihack.modelstate | True | |
| antihack.noclip_backtracking | 0.01 | |
| antihack.noclip_margin | 0.16 | |
| antihack.noclip_margin_dismount | 0.22 | |
| antihack.noclip_maxsteps | 15 | |
| antihack.noclip_penalty | 0 | |
| antihack.noclip_protection | 3 | |
| antihack.noclip_reject | True | |
| antihack.noclip_stepsize | 0.1 | |
| antihack.objectplacement | True | |
| antihack.parenthistory | True | |
| antihack.projectile_anglechange | 60 | |
| antihack.projectile_backtracking | 0.01 | |
| antihack.projectile_clientframes | 2 | |
| antihack.projectile_damagedepth | 2 | |
| antihack.projectile_defaultcheck | True | |
| antihack.projectile_deployedcheck | True | |
| antihack.projectile_desync | 1 | |
| antihack.projectile_distance_forgiveness_minimum | 25 | |
| antihack.projectile_forgiveness | 0.5 | |
| antihack.projectile_impactspawndepth | 1 | |
| antihack.projectile_losforgiveness | 0.2 | |
| antihack.projectile_penalty | 0 | |
| antihack.projectile_positionoffset | True | |
| antihack.projectile_protection | 6 | |
| antihack.projectile_serverframes | 2 | |
| antihack.projectile_terraincheck | True | |
| antihack.projectile_trajectory | 2 | |
| antihack.projectile_trajectory_update | 0.02 | |
| antihack.projectile_update_limit | 4 | |
| antihack.projectile_vehiclecheck | True | |
| antihack.projectile_velocitychange | 1.1 | |
| antihack.relaxationpause | 10 | |
| antihack.relaxationrate | 0.1 | |
| antihack.reporting | False | |
| antihack.rpc_timer_forgiveness | 1 | |
| antihack.rpcstallfade | 2.5 | |
| antihack.rpcstallmode | 1 | |
| antihack.rpcstallthreshold | 0.8 | |
| antihack.server_occlusion_admin_bypass | False | |
| antihack.server_occlusion_blocked_grid_threshold | 0 | |
| antihack.server_occlusion_caching | True | |
| antihack.server_occlusion_disable_los | False | |
| antihack.server_occlusion_disable_sleeper_los | False | |
| antihack.server_occlusion_neighbour_threshold | 2 | |
| antihack.server_occlusion_save_grid | True | |
| antihack.server_occlusion_use_neighbour_thresholds | False | |
| antihack.speedhack_forgiveness | 2 | |
| antihack.speedhack_forgiveness_inertia | 10 | |
| antihack.speedhack_penalty | 0 | |
| antihack.speedhack_protection | 3 | |
| antihack.speedhack_reject | True | |
| antihack.speedhack_slopespeed | 10 | |
| antihack.speedhack_water_threshold | 0.4 | |
| antihack.stall_position_restrictions | True | |
| antihack.strict_mount_checks | 1 | |
| antihack.terrain_check_geometry | False | |
| antihack.terrain_kill | True | |
| antihack.terrain_padding | 0.3 | |
| antihack.terrain_penalty | 100 | |
| antihack.terrain_protection | 1 | |
| antihack.terrain_timeslice | 64 | |
| antihack.terrain_vehicle_seat_padding | 0.3 | |
| antihack.tick_buffer_noclip_threshold | 2 | |
| antihack.tick_buffer_preventions | True | |
| antihack.tick_buffer_reject_threshold | 3 | |
| antihack.tick_buffer_server_lag_threshold | 0.3 | |
| antihack.tick_distance_forgiveness | 5 | |
| antihack.tick_max_distance | 1.1 | |
| antihack.tick_max_distance_falling | 4 | |
| antihack.tick_max_distance_parented | 3 | |
| antihack.tickhistoryforgiveness | 0.1 | |
| antihack.tickhistorytime | 0.5 | |
| antihack.use_legacy_mesh_inside_check | True | |
| antihack.userlevel | 2 |
appAll app ConVars and commands
| ConVar | Value | Description |
|---|---|---|
| app.alarmcooldown | 30 | Cooldown time before alarms can send another notification (in seconds) |
| app.endpoint | https://companion-rust.facepunch.com/api | Base 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.logexceptions | True | (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.maxconnections | 500 | (Generated) Maximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message |
| app.maxconnectionsperip | 10 | (Generated) Maximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots |
| app.maxmessagesize | 1048576 | (Generated) Maximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks |
| app.notifications | True | Enables sending push notifications |
| app.port | 28082 | (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.queuelimit | 100 | Max number of queued messages - set to 0 to disable message processing |
| app.serverid | n/a | |
| app.update | True | Disables updating entirely - emergency use only |
craftAll craft ConVars and commands
| ConVar | Value | Description |
|---|---|---|
| craft.instant | False | (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
| ConVar | Value | Description |
|---|---|---|
| decay.bracket_0_blockcount | 15 | Number of blocks in the 1st upkeep bracket |
| decay.bracket_0_costfraction | 0.1 | Blocks in the 1st upkeep bracket will cost this value per day to maintain |
| decay.bracket_0_doorcount | 15 | Number of doors in the 1st upkeep bracket |
| decay.bracket_0_doorfraction | 0.1 | Doors in the 1st upkeep bracket will cost this value per day to maintain |
| decay.bracket_1_blockcount | 50 | Number of blocks in the 2nd upkeep bracket |
| decay.bracket_1_costfraction | 0.15 | Blocks in the 2nd upkeep bracket will cost this value per day to maintain |
| decay.bracket_1_doorcount | 50 | Number of doors in the 2nd upkeep bracket |
| decay.bracket_1_doorfraction | 0.15 | Doors in the 2nd upkeep bracket will cost this value per day to maintain |
| decay.bracket_2_blockcount | 125 | The number of blocks in the 3rd upkeep bracket |
| decay.bracket_2_costfraction | 0.2 | Blocks in the 3rd upkeep bracket will cost this value per day to maintain |
| decay.bracket_2_doorcount | 125 | The number of doors in the 3rd upkeep bracket |
| decay.bracket_2_doorfraction | 0.2 | Doors in the 3rd upkeep bracket will cost this value per day to maintain |
| decay.bracket_3_costfraction | 0.333 | Blocks in the 4th upkeep bracket will cost this value per day to maintain |
| decay.bracket_3_doorfraction | 0.333 | Doors in the 4th upkeep bracket will cost this value per day to maintain |
| decay.build_twig_cost_multiplier | 1 | Can players upgrade building blocks to wood |
| decay.debug | False | (Generated) When enabled, logs decay tick details to the console including which entities took damage and how much |
| decay.delay_metal | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
| decay.delay_override | 0 | When set to a value above 0 everything will decay with this delay |
| decay.delay_stone | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
| decay.delay_toptier | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
| decay.delay_twig | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
| decay.delay_wood | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
| decay.duration_metal | 8 | How long should this building grade take to decay when not protected by upkeep, in hours |
| decay.duration_override | 0 | When set to a value above 0 everything will decay with this duration |
| decay.duration_stone | 5 | How long should this building grade take to decay when not protected by upkeep, in hours |
| decay.duration_toptier | 12 | How long should this building grade take to decay when not protected by upkeep, in hours |
| decay.duration_twig | 1 | How long should this building grade take to decay when not protected by upkeep, in hours |
| decay.duration_wood | 3 | How long should this building grade take to decay when not protected by upkeep, in hours |
| decay.high_wall_upkeep | 0.2 | Upkeep scale for external walls and gates |
| decay.outside_test_range | 50 | Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings |
| decay.scale | 1 | (Generated) Multiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decayApplies: Immediately (runtime) |
| decay.tick | 600 | (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_multiplier | 1 | Can players upgrade building blocks to hqm |
| decay.upgrade_hqm_enabled | True | Can players upgrade building blocks to hqm |
| decay.upgrade_metal_cost_multiplier | 1 | Can players upgrade building blocks to metal |
| decay.upgrade_metal_enabled | True | Can players upgrade building blocks to metal |
| decay.upgrade_stone_cost_multiplier | 1 | Can players upgrade building blocks to stone |
| decay.upgrade_stone_enabled | True | Can players upgrade building blocks to stone |
| decay.upgrade_wood_cost_multiplier | 1 | Can players upgrade building blocks to wood |
| decay.upgrade_wood_enabled | True | Can players upgrade building blocks to wood |
| decay.upkeep | True | Is upkeep enabledApplies: Immediately (runtime) |
| decay.upkeep_grief_protection | 1440 | How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours) |
| decay.upkeep_group_count_locks | True | Should 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_max | 256 | Maximum number of players a tool cupboard remembers in the group window, oldest are dropped first |
| decay.upkeep_group_max_multiplier | 3 | Upper limit on the group size upkeep multiplier |
| decay.upkeep_group_scaling | True | Should upkeep cost scale with the number of players authed on the tool cupboard |
| decay.upkeep_group_tier_0_increase | 0 | Each player in the 1st upkeep group tier increases upkeep cost by this fraction |
| decay.upkeep_group_tier_0_playercount | 4 | Number of players in the 1st (free) upkeep group tier |
| decay.upkeep_group_tier_1_increase | 0.02 | Each player in the 2nd upkeep group tier increases upkeep cost by this fraction |
| decay.upkeep_group_tier_1_playercount | 6 | Number of players in the 2nd (small group) upkeep group tier |
| decay.upkeep_group_tier_2_increase | 0.04 | Each player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited |
| decay.upkeep_group_window_hours | 24 | Players who authed within this many hours still count towards the group size, even if they have since deauthed |
| decay.upkeep_heal_scale | 1 | Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay |
| decay.upkeep_inside_decay_scale | 0.1 | Scale at which objects decay when they are inside, default of 0.1 |
| decay.upkeep_lock_min_users | 2 | If a code lock has <= this number of users it won't count its users towards group upkeep tax |
| decay.upkeep_period_minutes | 1440 | How many minutes does the upkeep cost last? default : 1440 (24 hours) |
| decay.use_door_upkeep_brackets | False | Should doors have their own upkeep brackets separate from building blocks |
fpsAll fps ConVars and commands
| ConVar | Value | Description |
|---|---|---|
| fps.limit | 256 | No help text printedApplies: Immediately (runtime) |
gcAll gc ConVars and commands
| ConVar | Value | Description |
|---|---|---|
| gc.enabled | True | (Generated) When enabled, this system is globally active; disable to deactivate the system for the current session |
| gc.incremental_enabled | True | (Generated) Read-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime |
| gc.incremental_milliseconds | 3 | (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
| ConVar | Value | Description |
|---|---|---|
| rcon.banduration | 300 | How long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds) |
| rcon.connectioncooldown | 1 | How 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.logfailedattempts | True | Log failed attempts and attempts from banned IP addresses (default: true) |
| rcon.maxconnections | 500 | Total number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes |
| rcon.maxconnectionsperip | 5 | Total number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes |
| rcon.maxpasswordfailures | 5 | How many password failures before banning an RCON client's IP (default: 5) |
| rcon.permanentbanfailedips | False | Permanently ban IPs that trigger too many failed attempts (default: false) |
| rcon.port | 28016 | Port to listen for RCON connectionsApplies: After a restart |
| rcon.print | False | If true, RCON commands will be printed in the console |
| rcon.web | True | If 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
| ConVar | Value | Description |
|---|---|---|
| server.allowsorting | True | Set to false to disable the storage adaptor sorting functionality |
| server.allowvineswinging | True | (Generated) When true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement |
| server.anticheatid | n/a | (Generated) Easy Anti-Cheat product ID used to authenticate this server with EAC services |
| server.anticheatkey | n/a | (Generated) Easy Anti-Cheat product key used alongside anticheatid for EAC server authentication |
| server.anticheatlog | 200 | (Generated) Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output |
| server.anticheattoken | True | (Generated) When true clients must provide a valid EAC token to connect; disable only for testing or modded environments |
| server.arrowarmor | 1 | (Generated) Global multiplier for armour effectiveness against arrow and bow damage; 1.0 = default |
| server.arrowdamage | 1 | (Generated) Global multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage |
| server.artificialtemperaturegrowablerange | 4 | |
| server.authtimeout | 60 | (Generated) Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected |
| server.autouploadmap | True | Automatically upload procedurally generated maps so that players download them (faster) instead of re-generating them |
| server.autouploadmapimages | True | Automatically upload an image of the map, used to show the map in the server browser |
| server.bag_quota_item_amount | True | |
| server.bansserverendpoint | "" | HTTP API endpoint for centralized banning (see wiki) |
| server.bansserverfailuremode | 0 | Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki) |
| server.bansservertimeout | 5 | Timeout (in seconds) for centralized banning web server requests |
| server.bleedingarmor | 1 | (Generated) Global multiplier for armour effectiveness against bleeding damage; 1.0 = default |
| server.bleedingdamage | 1 | (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.bulletarmor | 1 | (Generated) Global multiplier for armour effectiveness against bullet damage; 1.0 = default |
| server.bulletdamage | 1 | (Generated) Global multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage |
| server.bypassiteminputrestriction | False | Allows items to be moved into containers that block item input |
| server.canequipbackpacksinair | False | Allows backpack equipping while not grounded |
| server.ceilinglightgrowablerange | 3 | (Generated) Radius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirement |
| server.ceilinglightheightoffset | 3 | (Generated) Vertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it |
| server.censorplayerlist | False | Censors the Steam player list to make player tracking more difficult |
| server.cinematic | False | |
| server.combatlogdelay | 10 | (Generated) Seconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight |
| server.combatlogsize | 30 | (Generated) Number of recent combat events retained in each player's combat log, viewable with combatlog |
| server.compassenabled | True | Will the in-game compass show at the top of the screen |
| server.composterupdateinterval | 300 | (Generated) How often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes) |
| server.compression | False | (Generated) Enables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time |
| server.conveyormovefrequency | 5 | How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement |
| server.corpsedespawn | 300 | (Generated) Seconds before a player corpse is removed from the world; default is 300 seconds (5 minutes)Applies: Immediately (runtime) |
| server.corpses | True | (Generated) Whether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly |
| server.crawlingenabled | True | Do players go into the crawling wounded state |
| server.crawlingmaximumhealth | 12 | Maximum initial health given when a player dies and moves to crawling wounded state |
| server.crawlingminimumhealth | 7 | Minimum initial health given when a player dies and moves to crawling wounded state |
| server.creamseparationhours | 4 | Hours 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.cycletime | 500 | (Generated) Duration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes |
| server.debrisdespawn | 30 | (Generated) Seconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds |
| server.deepseafogofwar | True | Should the deep sea map be covered by fog of war |
| server.defaultblueprintresearchcost | 10 | How much scrap is required to research default blueprints |
| server.description | A Rust Server | (Generated) Short description of the server shown to players in the server browserApplies: Immediately (runtime) |
| server.destroytaskbatchcount | 128 | UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task |
| server.drawpuzzleresets | False | (Generated) When enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets |
| server.dropitems | True | (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_data | True | Whether or not to send additional analytics to EAC |
| server.emojiownershipcheck | True | Whether emoji ownership is checked server side. Could be performance draining in high chat volumes |
| server.encryption | 2 | (Generated) Network encryption mode; 2 = enabled (recommended), 0 = disabled |
| server.enforcepipechecksonbuildingblockchanges | True | Whether to check for illegal industrial pipes when changing building block states (roof bunkers) |
| server.entitybatchsize | 100 | (Generated) Number of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing |
| server.entitybatchtime | 1 | (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.entityrate | 16 | (Generated) How many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects |
| server.era | None | none,primitive,medieval,frontier,rust |
| server.events | True | (Generated) Enables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits |
| server.explosive_testing_mode | False | Lower damage of explosives to 1 and allow them to be triggered multiple times |
| server.farmchickenlocalavoidance | True | Whether 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.filerequestbytesburst | 4194304 | Burst 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.filerequestbytespersecond | 2097152 | Bytes 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.filerequestdebug | False | Print file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time |
| server.filerequestqueuelength | 256 | Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue) |
| server.fogofwar | False | Should the in-game map be covered by a fog of war |
| server.fogofwarrevealsize | 256 | How much area around the player is revealed when using fog of war. Must be a multiple of 32 |
| server.foodspoiling | True | Whether to run the food spoiling system |
| server.foodspoilingbudgetms | 0.05 | (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.funwaterdamagethreshold | 0.8 | |
| server.funwaterwetnessgain | 0.05 | |
| 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.hardcorefirearmammunitioncraftingmultiplier | 1 | Multiplies 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.hideplayermapdirection | False | Should hte player see their direction on the map |
| server.hideplayeronmap | False | Should the player see their position on the map |
| server.homingmissiletargetshab | False | If true hot air balloons can be shot down with homing missiles |
| server.hopperanimationbudgetms | 0.1 | How long per frame to spend animating items moving into the hopper (will be instant if <= 0) |
| server.hostname | Rust Server | (Generated) Server name displayed in the server browserApplies: Immediately (runtime) |
| server.http_connection_limit | 32 | (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.identity | n/a | (Generated) Unique identifier for this server instance; determines the subfolder used for saves, configs and map data |
| server.idlekick | 30 | (Generated) Minutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick |
| server.idlekickadmins | 0 | (Generated) Minutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode |
| server.idlekickmode | 1 | (Generated) Controls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins |
| server.incapacitatedrecoverchance | 0.1 | Base chance of recovery after incapacitated wounded state |
| server.industrialallowquickmove | True | Enables a faster way to move items around during conveyor transfers. Should be on unless there's a issue |
| server.industrialcrafterfrequency | 5 | How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting |
| server.industrialframebudgetms | 0.5 | How long per frame to spend on industrial jobs |
| server.industrialtransferstricttimelimits | True | When enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance |
| server.ip | 0.0.0.0 | (Generated) IP address the server binds to; leave empty to bind to all interfaces |
| server.ipqueriespermin | 30 | (Generated) Maximum number of Steam server browser queries allowed per minute from a single IP address |
| server.itemdespawn | 300 | (Generated) Seconds before items dropped on the ground despawn; default is 300 seconds (5 minutes)Applies: Immediately (runtime) |
| server.itemdespawn_container_max_multiplier | 24 | (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_scale | 2 | (Generated) Multiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime |
| server.itemdespawn_quick | 30 | (Generated) Fast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds |
| server.level | Procedural Map | (Generated) Map level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name |
| server.leveltransfer | True | (Generated) When true the server sends the map file to clients so they can load it without re-generating it locally |
| server.levelurl | n/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_lengths | False | Logs 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_sounds | True | (Generated) When enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers |
| server.lowprioritybuoyancyrange | 30 | If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system |
| server.mapenabled | True | Can players use the in-game map |
| server.max_explosive_protection | 0.75 | |
| server.max_sleeping_bags | 15 | |
| server.maxclientinfosize | 1048576 | (Generated) Maximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected |
| server.maxconnectionsperip | 5 | (Generated) Maximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1 - 1000)Applies: Immediately (runtime) |
| server.maxdecryptqueuebytes | 524288000 | (Generated) Maximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached |
| server.maxdecryptqueuelength | 5000 | (Generated) Maximum number of encrypted packets that can wait in the decryption queue before being dropped |
| server.maxdecryptthreadwait | 100 | (Generated) Maximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1 - 1000) |
| server.maxfoodspoiltimediffforitemstack | 180 | Maximum difference (in seconds) that two items with spoil timers can have and still be stackable |
| server.maximummapmarkers | 5 | How many markers each player can place |
| server.maximumpings | 5 | How many pings can be placed by each player |
| server.maxitemstacksmovedpertickindustrial | 12 | How many stacks a single conveyor can move in a single tick |
| server.maxmainthreadwait | 100 | (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_command | 100000 | (Generated) Maximum byte size of a single console command packet from a client; oversized packets are rejected |
| server.maxpacketsize_globalentities | 1000 | (Generated) Maximum byte size of a single global-entities network packet; oversized packets are dropped |
| server.maxpacketsize_globaltrees | 100 | (Generated) Maximum byte size of a single global-trees network packet; oversized packets are dropped |
| server.maxpacketsize_voicedata | 8096 | Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped |
| server.maxpacketspersecond | 1500 | (Generated) Global cap on total network packets per second the server will accept across all connected clients combined |
| server.maxpacketspersecond_command | 100 | (Generated) Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server |
| server.maxpacketspersecond_rpc | 200 | (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_signal | 30 | (Generated) Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions |
| server.maxpacketspersecond_syncvar | 200 | (Generated) Maximum sync-var (replicated variable) update packets per second accepted from each client |
| server.maxpacketspersecond_tick | 300 | (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_voice | 100 | (Generated) Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player |
| server.maxpacketspersecond_world | 1 | (Generated) Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam |
| server.maxplayers | 100 | (Generated) Maximum number of players allowed on the server at the same timeApplies: Immediately (runtime) |
| server.maxreadqueuebytes | 524288000 | (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.maxreadqueuelength | 5000 | (Generated) Maximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion |
| server.maxreadthreadwait | 100 | (Generated) Maximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1 - 1000) |
| server.maxreceivetime | 20 | (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.maxunack | 4 | (Generated) Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client |
| server.maxwritequeuebytes | 524288000 | (Generated) Maximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped |
| server.maxwritequeuelength | 5000 | (Generated) Maximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full |
| server.maxwritethreadwait | 100 | (Generated) Maximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1 - 1000) |
| server.meleearmor | 1 | (Generated) Global multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee |
| server.meleedamage | 1 | (Generated) Global multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage |
| server.metabolismtick | 1 | (Generated) Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates |
| server.modifiertickrate | 1 | (Generated) Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth |
| server.monumentpuzzleresetradiation | True | Allows radiation to flood monuments to force puzzles to reset |
| server.monumentpuzzleresetradiationamount | 3 | (Generated) Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase |
| server.monumentpuzzleresetradiationmaxradiusincrease | 20 | Clamp radiation multiplier to this amount of meters, -1 = ignored |
| server.monumentpuzzleresetradiationoverride | False | Force enable radiation in monument puzzles to confirm they work |
| server.monumentpuzzleresetradiationplayeremptytime | 120 | How long does a monument puzzle need to be empty with full rads before it can reset |
| server.monumentpuzzleresetradiationpreresettime | 300 | How long before the reset happens do we start applying radiation |
| server.monumentpuzzleresetradiationradiusmultiplier | 1.5 | (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.monumentpuzzleresetwarnings | True | (Generated) When enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins |
| server.motd | "" | |
| server.netcache | True | (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.netcachesize | 0 | (Generated) Maximum byte size of the network entity cache; 0 means no hard limit |
| server.netlog | False | (Generated) Enables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues |
| server.nonplanterdeathchancepertick | 0.005 | (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.normalisedfoodspoiltimestackthreshold | 0.9 | If two spoiled food items are both above this threshold then we will allow them to be stacked |
| server.npcammolootmultiplier | 1 | All ammo drops from NPC loot will be multiplied by this |
| server.npccorpsedespawn | 600 | Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes) |
| server.occlusiongatherbatchplayercount | 16 | UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task |
| server.official | False | (Generated) Marks this as an official Facepunch server; only set by Facepunch - do not enable on community servers |
| server.oilrig_radiation_alarm_threshold | 0 | (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_scale | 1 | (Generated) Multiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second |
| server.oilrig_radiation_time_scale | 1 | (Generated) Multiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration |
| server.optimalplanterqualitysaturation | 0.6 | (Generated) Soil saturation level (0 - 1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6 |
| server.ovencookbudgetms | 0.25 | (Generated) Maximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers |
| server.packetlog_enabled | False | (Generated) Enables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime |
| server.paintballoverallsdamage | 1 | How 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.paintballstandarddamage | 1 | How much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on) |
| server.parachuterepacktime | 8 | How long it takes to pick up a used parachute in seconds |
| server.parallelnetworkqueuebatchsize | 16 | UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks |
| server.pauseindustrialduringsave | True | Should industrial be paused during autosaves |
| server.pauseunlootedpuzzles | True | (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.pingduration | 10 | How long a ping should last |
| server.plantlightdetection | True | (Generated) Enables plant light detection - growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly |
| server.planttick | 60 | |
| server.planttickscale | 1 | (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_size | 10000 | (Generated) Size of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players |
| server.playerserverfall | True | (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.playertimeout | 60 | (Generated) Seconds of network inactivity before a connected player is timed out and disconnected |
| server.port | 28015 | (Generated) UDP port the server listens on for player connections |
| server.premium | False | Require a premium status account to connect to this server |
| server.premiumrecheckinterval | 300 | How often to do premium status rechecks |
| server.premiumrecheckmaxbatchsize | 100 | Maximum number of players to recheck at a time |
| server.premiumrecheckminseconds | 300 | Minimum time to recheck premium status for already connected players (in seconds) |
| server.premiumverifyendpoint | https://rust-api.facepunch.com/api/premium/verify | Endpoint to use to check if players have premium status |
| server.printreportstoconsole | True | Should F7 reports from players be printed to console |
| server.pve | False | (Generated) Enables PvE mode - players cannot damage other players; they can still be killed by NPCs and the environmentApplies: Immediately (runtime) |
| server.pvebulletdamagemultiplier | 1 | (Generated) Additional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage |
| server.pvp_ttk_bullet | 1 | How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long |
| server.pvp_ttk_global | 1 | How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long |
| server.pvp_ttk_melee | 1 | How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long |
| server.pvpbulletdamagemultiplier | 1 | (Generated) Additional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage |
| server.queriespersecond | 2000 | (Generated) Maximum number of Steam server browser queries the server will respond to per second before rate-limiting |
| server.queryport | 28017 | (Generated) UDP port used for Steam server browser queries; uses the game port if set to 0 |
| server.radiation | True | (Generated) Enables radiation zones at monuments; disabling removes all radiation hazards from the map |
| server.randomize_seed | False | (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_delay | 300 | (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.repositionattachmentsonreskin | True | Reposition attachments like storage adaptors if they have moved on reskins |
| server.respawnatdeathposition | False | If a player presses the respawn button, respawn at their death location (for trailer filming) |
| server.respawnresetrange | 50 | (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.respawntimeadditionbag | 0 | Bags will increase their respawn time by this much |
| server.respawntimeadditionbed | 0 | Beds will increase their respawn time by this much |
| server.respawnwithloadout | False | When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout) |
| server.rewounddelay | 60 | (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_enabled | False | (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_queue | 0 | (Generated) Prints the current server decryption queue depth |
| server.salt | n/a | (Generated) Secondary salt value mixed into procedural world generation; used to vary monument and road placement |
| server.savebackupcount | 2 | (Generated) Number of rolling save-file backups to keep; each autosave rotates the oldest backup outApplies: Immediately (runtime) |
| server.savecachesize | 4564279 | (Generated) Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit |
| server.saveframebudget | 5 | MS per frame to spend warming up entity save caches |
| server.saveinterval | 600 | (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.schematime | 1800 | (Generated) How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds |
| server.seed | n/a | (Generated) Seed value used for procedural world generation; changing this produces a completely different map layoutApplies: On a new map (wipe) |
| server.server_id | n/a | (Generated) Persistent unique identifier for this server instance, used when recording demos and for analytics attribution |
| server.showholstereditems | True | (Generated) When enabled, weapons and tools holstered on a player's back are visible on their character model to other players |
| server.skipdeathscreenfade | False | Skip death screen fade |
| server.snapshottaskbatchcount | 64 | UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task |
| server.spawnvinetrees | True | (Generated) When true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map |
| server.sprinklereyeheightoffset | 3 | (Generated) Vertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant |
| server.sprinklerradius | 3 | |
| server.stability | True | (Generated) Enables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyedApplies: Immediately (runtime) |
| server.statbackup | False | (Generated) Enables automatic backups of server statistics data |
| server.stats | False | (Generated) Enables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered |
| server.strictauth_eac | False | (Generated) When true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable |
| server.strictauth_steam | False | (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.tickrate | 30 | (Generated) Number of server simulation ticks per second; higher values improve responsiveness but increase CPU usage |
| server.tutorialenabled | False | Controls whether the tutorial is enabled on this server |
| server.updatebatch | 512 | (Generated) Number of entities processed per network update batch; lower values spread the load across more frames but increase total overhead |
| server.updatebatchspawn | 1024 | (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_health | True | When 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.uselegacyworkbenchinteraction | False | Opens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods. |
| server.useminimumplantcondition | True | (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.useperplayerrequiredsystemconfig | False | (Generated) Enables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players |
| server.useplayerupdatejobs | 3 | Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default |
| server.useserverwiderequiredsystemconfig | False | (Generated) Enables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements |
| server.watercontainersleavewaterbehind | False | When transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss |
| server.waterwellnpcsalesrefreshfrequency | 1 | How often (in hours) the water well NPC's update their sell orders |
| server.waterwheelworkbudgetms | 0.1 | How long per frame to spend on updating water wheel power generation and water info |
| server.workbenchtaxrate1 | 0 | How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost |
| server.workbenchtaxrate2 | 0 | How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost |
| server.workbenchtaxrate3 | 0 | How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost |
| server.worldsize | 4000 | (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.woundedmaxfoodandwaterbonus | 0.25 | Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water level |
| server.woundedmaxoverfedchance | 1 | Wounded/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.woundedrecoverchance | 0.2 | Base chance of recovery after crawling wounded state |
| server.woundingenabled | True | Can players be wounded after receiving fatal damage |
spawnAll spawn ConVars and commands
| ConVar | Value | Description |
|---|---|---|
| spawn.loot_population_test | 0 | If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing |
| spawn.max_density | 1 | (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_rate | 1 | (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_density | 0.5 | (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_rate | 0.5 | (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_base | 100 | (Generated) Base player count used when computing population spawn rates; below this value player_scale group rates are not yet applied |
| spawn.player_scale | 2 | (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_rate | 300 | When 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_groups | True | (Generated) When enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared |
| spawn.respawn_individuals | True | (Generated) When enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed |
| spawn.respawn_populations | True | (Generated) When enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested |
| spawn.tick_individuals | 300 | (Generated) Interval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities |
| spawn.tick_populations | 60 | (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.
- adventcalendar 2
- ai 106
- aibrainsenses 3
- aiinformationzone 1
- aimanager 12
- aimountedweaponcontroller 3
- airfieldairdropterminal 2
- airfieldcallchinookterminal 2
- aithinkmanager 3
- analytics 18
- antihack 129
- apartment 22
- app 19
- autoturret 3
- ballistagun 1
- baseboat 6
- basefirework 1
- basefishingrod 3
- basemetaldetector 3
- basemission 5
- basemountable 1
- basenavigator 5
- basepet 3
- baseplayer 4
- basesculpture 6
- basesiegeweapon 1
- basesubmarine 3
- batching 1
- batteringram 1
- batteringramhead 1
- bear 1
- beehive 3
- beeswarmai 7
- beeswarmmaster 3
- bigwheelgame 1
- bike 6
- blackjackmachine 1
- boar 1
- boatai 8
- boatbuildingblock 3
- boatbuildingblockdecay 2
- boatbuildingstation 8
- boombox 3
- bot 4
- bradley 4
- bradleyapc 12
- buoyancy 1
- burieditems 4
- camerarenderer 18
- camerarenderermanager 1
- cannon 2
- cargoship 13
- cassette 3
- catapult 2
- cctv 2
- ch47helicopteraicontroller 1
- chat 14
- chicken 1
- cinematicentity 1
- clan 20
- clawmarkspawner 1
- clothlod 1
- codelock 2
- commandblock 3
- commands 2
- communityentity 3
- console 3
- construct 1
- construction 1
- convartimedprefabspawner 5
- copypaste 8
- coverpointvolume 2
- cow 1
- crabs 1
- craft 5
- creative 11
- crocodile 1
- cui 3
- dartsgame 19
- data 1
- ddraw 1
- debug 81
- decay 61
- decayentity 2
- deepsea 55
- demo 6
- drone 5
- droppeditem 3
- dungeonnavmesh 1
- dynamicnavmesh 1
- egghuntevent 1
- electricbattery 2
- entity 19
- env 12
- events 4
- eventschedule 2
- eventschedulewipeoffset 1
- excavatorsignalcomputer 2
- farmableanimal 1
- fishing 5
- fps 1
- frankensteinbrain 1
- frankensteinpet 1
- frog 1
- gamemode 2
- gamemodesoftcore 7
- gamephysics 1
- gc 6
- global 174
- growableentity 3
- guntrap 1
- hackablelockedcrate 2
- halloween 8
- halloweendungeon 2
- handcuffs 3
- harmony 2
- hbhfsensor 1
- heli 15
- hexagongridgenerator 1
- hierarchy 3
- hotairballoon 4
- inventory 31
- ioentity 13
- itemmanager 1
- jellyfish 1
- junkpile 3
- junkpilewater 4
- legacyshelter 1
- livestock 119
- log 1
- manifest 2
- marchingcubesmanager 3
- megaphone 1
- memsnap 3
- meta 1
- metaldetectorflag 1
- metaldetectorsource 5
- minicopter 1
- mlrs 1
- modularcar 2
- monumentnavmesh 1
- motorrowboat 4
- mountedweapon 6
- navstress 16
- net 8
- networkprofiler 1
- nexus 23
- note 1
- npc 8
- npcautoturret 2
- npcvendingmachine 13
- panther 1
- parachute 2
- party 3
- patrolhelicopterai 3
- petbrain 5
- physics 21
- physicstumblingentity 7
- ping 6
- planterbox 1
- planterboxstatic 2
- player 38
- playerboat 35
- playerhelicopter 2
- playerinventory 2
- polarbear 1
- pool 14
- pooltable 5
- powergrid 22
- profile 39
- rabbit 1
- radiation 3
- rcon 17
- reclaimmanager 1
- relationshipmanager 22
- relay 21
- render 3
- rentableshop 9
- reports 1
- rhib 1
- ridablehorse 10
- room 25
- rustnav 31
- sail 1
- samsite 2
- santasleigh 3
- satellite 61
- scraptransporthelicopter 1
- seaturtle 2
- sensecomponent 2
- sentry 6
- server 290
- serverocclusion 2
- sheep 1
- shield 1
- signage 1
- simpleshark 2
- sleepingbag 3
- slotmachine 1
- smallengine 1
- snakehazard 1
- snowmobile 3
- softcore 15
- solarpanel 1
- spawn 31
- squirrel 1
- stability 10
- stag 1
- stash 1
- steam 1
- storagecontainer 3
- supply 2
- system 2
- telephonemanager 3
- territory 12
- ticklogging 1
- tiger 1
- tigerfsm 1
- tigersneaktelegraphgrowl 2
- time 7
- traincar 5
- traincarunloadable 1
- traincouplingcontroller 1
- travellingvendor 7
- tree 2
- treemanager 5
- triggerbase 3
- triggerboatmagnet 1
- triggerparent 3
- triggerparentdelayedexit 1
- tugboat 3
- tutorialisland 4
- unsafe 3
- vddraw 1
- vehicle 31
- vendingmachine 5
- vinemountable 1
- vis 8
- voice 2
- watercatcher 3
- watertreatmentflowratebroadcast 3
- watertreatmentwatercatcher 1
- watertreatmentwatertank 5
- waypointrace 2
- weather 71
- wildlifehazard 6
- wipetimer 9
- wolf2 1
- workbench 3
- workshop 1
- world 8
- xmas 5
- xmasdungeon 3
- ziplinelaunchpoint 2
- zombie 1
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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