ai ConVars
Every variable and command in the ai namespace that a Rust dedicated server lists, 106 in all, with the help text it printed and the value we read. How to set them is on the ConVar overview.
Recorded on Rust build 25582902, . Values are what that server returned, which is not always the default.
106 entries
Variables 86
| ConVar | Value | Description |
|---|---|---|
| ai.accuratevisiondistance | True | (Generated) When enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance |
| ai.aimedatangle | 10 | The angle under which the AI will think it's being aimed at at by a player |
| ai.animal_ignore_food | True | If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true) |
| ai.batch_navmesh_pathfollowing | True | Run RustNav movement, steering and corridor queries in the transform job. |
| ai.batch_navmesh_transforms | True | Batch RustNav agent transform updates using jobs. Disable to apply each update immediately. |
| ai.critters_frametime | 0.2 | Target frame time in seconds for the Critters budget |
| ai.critters_startle_distance | 0.5 | How close can a player get before a critter gets startled and runs away |
| ai.debugmovedraw | True | Whether ai.selectnpc and ai.movenpc draw their DDraw markers - turn it off to keep the view clean while commanding NPCs. |
| ai.debugmovegait | run | Gait ai.movenpc uses when called without one - set it to walk to keep commanded NPCs at walking speed. One of: sneak, walk, jog, run, sprint, fullsprint |
| ai.debugmovespacing | 2 | Gap in metres between the destinations ai.movenpc hands out when more than one NPC is selected, so they don't all path to the same point. |
| ai.defaultinterpolationdelay | 0.1 | (Generated) Default network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections |
| ai.designingenabled | False | |
| ai.effectaiweapons | False | (Generated) When enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely |
| ai.frametime | 5 | (Generated) Target frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame |
| ai.fsm_frametime | 1 | Target frame time in seconds for the default FSMComponent budget |
| ai.groups | True | (Generated) When enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals |
| ai.ignoreplayers | False | (Generated) When enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference |
| ai.logissues | False | (Generated) When enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors |
| ai.move | True | (Generated) When enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running |
| ai.nav_carve_height | 2 | The height of the carve volume. (default: 2) |
| ai.nav_carve_min_base_size | 2 | The minimum size we allow a carving volume to be. (default: 2) |
| ai.nav_carve_min_building_blocks_to_apply_optimization | 25 | The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25) |
| ai.nav_carve_size_multiplier | 4 | The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4) |
| ai.nav_carve_use_building_optimization | False | If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false) |
| ai.navthink | True | (Generated) When enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running |
| ai.npc_alertness_drain_rate | 0.01 | npc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01) |
| ai.npc_alertness_to_aim_modifier | 0.5 | This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33) |
| ai.npc_alertness_zero_detection_mod | 0.5 | npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5) |
| ai.npc_check_spawner_is_on_navmesh | True | (Generated) When enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations |
| ai.npc_cover_compromised_cooldown | 10 | npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10) |
| ai.npc_cover_info_tick_rate_multiplier | 20 | The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20) |
| ai.npc_cover_path_vs_straight_dist_max_diff | 2 | npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2) |
| ai.npc_cover_use_path_distance | True | If npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance. |
| ai.npc_deliberate_hit_randomizer | 0.85 | The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f) |
| ai.npc_deliberate_miss_offset_multiplier | 1.25 | The offset with which the NPC will maximum miss the target. (default: 1.25) |
| ai.npc_deliberate_miss_to_hit_alignment_time | 1.5 | The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) |
| ai.npc_door_trigger_size | 1.5 | npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5) |
| ai.npc_enable | True | If npc_enable is set to false then npcs won't spawn. (default: true) |
| ai.npc_families_no_hurt | True | If npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true) |
| ai.npc_gun_noise_silencer_modifier | 0.15 | The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15) |
| ai.npc_htn_player_base_damage_modifier | 1.15 | Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f) |
| ai.npc_htn_player_frustration_threshold | 3 | npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3) |
| ai.npc_ignore_chairs | True | If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true) |
| ai.npc_junkpile_dist_aggro_gate | 8 | npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8) |
| ai.npc_junkpilespawn_chance | 0.07 | defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1) |
| ai.npc_max_junkpile_count | 30 | npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30) |
| ai.npc_max_population_military_tunnels | 3 | npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3) |
| ai.npc_max_roam_multiplier | 3 | This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3) |
| ai.npc_only_hurt_active_target_in_safezone | True | If npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true) |
| ai.npc_patrol_point_cooldown | 5 | npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5) |
| ai.npc_reasoning_system_tick_rate_multiplier | 1 | The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1) |
| ai.npc_respawn_delay_max_military_tunnels | 1920 | npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920) |
| ai.npc_respawn_delay_min_military_tunnels | 480 | npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480) |
| ai.npc_sensory_system_tick_rate_multiplier | 5 | The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5) |
| ai.npc_spawn_on_cargo_ship | True | Spawn NPCs on the Cargo Ship. (default: true) |
| ai.npc_spawn_on_deep_sea_islands | True | Spawn NPCs on deep sea islands (default: false) |
| ai.npc_spawn_on_junkpile | True | Spawn NPCs on junkpiles (default: true) |
| ai.npc_spawn_per_tick_max_military_tunnels | 1 | npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1) |
| ai.npc_spawn_per_tick_min_military_tunnels | 1 | npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1) |
| ai.npc_speed_crouch_run | 0.25 | npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25) |
| ai.npc_speed_crouch_walk | 0.1 | npc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1) |
| ai.npc_speed_run | 0.4 | npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4) |
| ai.npc_speed_sprint | 1 | npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0) |
| ai.npc_speed_walk | 0.18 | npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18) |
| ai.npc_use_new_aim_system | True | If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true) |
| ai.npc_use_thrown_weapons | True | If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true) |
| ai.npc_valid_aim_cone | 0.8 | npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8) |
| ai.npc_valid_mounted_aim_cone | 0.92 | npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92) |
| ai.npcbarksenabled | False | |
| ai.npchealthmultiplier | 1 | (Generated) Global health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs |
| ai.npcswimming | True | (Generated) When enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies |
| ai.ocean_critters_movement_frametime | 0.2 | Target frame time in seconds for the Ocean Critters swimming movement budget |
| ai.ocean_patrol_path_iterations | 100000 | (Generated) Maximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost |
| ai.scientist_spawners_enabled | True | Do any kind of scientists spawn on the map (default: true) |
| ai.sensetime | 1 | (Generated) How frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react |
| ai.setdestinationsamplenavmesh | True | (Generated) When enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh |
| ai.showstateflashduration | 1.5 | How long (in seconds) a value that has just moved stays coloured in the ai.showState read-out; 0 stops it colouring at all |
| ai.sleepwake | True | (Generated) When enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times |
| ai.smokegrenadenpcradius | 4 | (Generated) Radius in metres within which a thrown smoke grenade suppresses NPC vision and targeting |
| ai.spliceupdates | True | (Generated) When enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick |
| ai.think | True | (Generated) When enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place |
| ai.tickrate | 5 | (Generated) Number of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost |
| ai.usecalculatepath | True | (Generated) When enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only |
| ai.usegrid | True | (Generated) When enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues |
| ai.usesetdestinationfallback | True | (Generated) When enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target |
| ai.watchedangle | 50 | The angle under which the AI will think it's being watched by another entity |
Commands 20
| Command | Description |
|---|---|
| ai.addignoreplayer | Add a player (or command user if no player is specified) to the AIs ignore list. |
| ai.aizonestats | (Generated) Prints the total count of registered AIInformationZone instances on the server |
| ai.brainstats | (Generated) Prints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server |
| ai.clearignoredplayers | Remove all players from the AIs ignore list. |
| ai.deselectnpc | Removes the NPC you are looking at from your selection and hands it back to its normal AI. |
| ai.killanimals | (Generated) Kills all animal NPCs and animal NPC2 entities currently on the server |
| ai.killscientists | (Generated) Kills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server |
| ai.movenpc | Orders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait. |
| ai.printignoredplayers | Print a lost of all the players in the AI ignore list. |
| ai.printorkilloffnavscientists | Print a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument. |
| ai.releasenpc | Releases every NPC selected with ai.selectnpc and hands them back to their normal AI. |
| ai.removeignoreplayer | Remove a player (or command user if no player is specified) from the AIs ignore list. |
| ai.selectnpc | Adds the NPC you are looking at to your selection so ai.movenpc can order it around. |
| ai.selectnpclookatserver | (Generated) Editor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy |
| ai.selectnpcsinrange | Adds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange. |
| ai.setnpcreactiontime | The time it takes for a NPC to fully notice a player standing right in front of them, in seconds. |
| ai.showdistributions | (Generated) Editor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour |
| ai.showstate | |
| ai.sleepwakestats | (Generated) Prints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities |
| ai.wakesleepingai | (Generated) Wakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken |
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