debug ConVars

Every variable and command in the debug namespace that a Rust dedicated server lists, 81 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.

81 entries

Variables 12

ConVarValueDescription
debug.bag_respawn_parentingTrueWhether to parent players immediately on spawning to a boat if the bag is on a boat
debug.callbacksFalse(Generated) When enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains
debug.checkparentingtriggersTrue(Generated) When enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs
debug.checktriggersFalse(Generated) When enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes
debug.debugclippingchecksFalseShows debug info for what objects are causing clipping checks to fail.
debug.debugdismountsFalse
debug.disableconditionFalseDo not damage any items
debug.disablelootnavobstaclesindeepseaTrue(Generated) When true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas
debug.logTrue(Generated) When enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output
debug.printmissionspeakinfoFalse(Generated) When enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire
debug.puzzleresettimemultiplier1(Generated) Multiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower
debug.tutorial_start_cooldown60(Generated) Minimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam

Commands 69

CommandDescription
debug.addmonumentblockergrace<minutes> (optional: <range>) - Adds the given number of minutes to the decay grace period timer of the monument blocker closest to you, making it start decaying that much sooner. Negative values rewind the timer
debug.applybuildingblockrandomisation(Generated) Sets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visuals
debug.applypuzzleresettime(Generated) Applies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testing
debug.bench_ioSpawn lots of IO entities to lag the server
debug.breakheldBreak the current held object
debug.breakheld_almostAlmost break the current held object
debug.breakitemBreak all the items in your inventory whose name match the passed string
debug.breakshieldBreaks the currently held shield
debug.clearplayermodifiers(Generated) Removes all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing
debug.cleartutorialforplayerIf a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)
debug.completemission(Generated) Completes all incomplete objectives in the calling player active mission, triggering the mission completion flow
debug.completemissionstage
debug.completetutorial(Generated) Immediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression
debug.console_print_color(Generated) Prints a message to the server console using the specified ConsoleColor index; useful for testing coloured console output
debug.console_spam(Generated) Logs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speed
debug.conveyorstrictmodereport(Generated) Prints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow
debug.deleteentitiesbyshortname<shortname> (optional: <radius>) - Delete entities with the given short prefab name
debug.deleteentitybyidDelete entities by id. Supports multiple arguments
debug.drink(Generated) Adds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanics
debug.dropworlditems(Generated) Drops a specified number of the given item short name as world entities from just in front of the calling player; useful for item physics testing
debug.eat(Generated) Adds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanics
debug.emptytankermoduleemptyTankerModule - Clears the contents of the tanker module(s) of the modular car you're looking at
debug.enable_player_movement(Generated) Sends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanics
debug.fillmountsfillmounts <radius> - Spawns and mounts a player on every mount point in radius
debug.filltankermodulefillTankerModule <item> - Fills the tanker module(s) of the modular car you're looking at with the given liquid (e.g. water, water.salt, crude.oil)
debug.findgapFind how large of a gap there is. <maxDistance> <stepsize> <maxSize> <layer>
debug.flushgroupTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.foodspoilingdeducttimehoursDeducts the given number of hours from all spoilable food on the server
debug.foodspoilinginventoryhoursApplies the given number of hours to all food in the players inventory
debug.foodspoilingspoilallSpoils all food on the server
debug.forcechickensspawnegg(Generated) Forces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic
debug.healTo disable revival if player is downed, pass in --no-recover as the first argument.
debug.hurt(Generated) Deals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactions
debug.invisMake admin invisible
debug.print_topologiesPrints out the topologies at your position
debug.printgrouplayer(Generated) Prints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment
debug.printgroups(Generated) Logs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment
debug.printmonumentblockerPrints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100)
debug.printqueues(Generated) Prints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time
debug.puzzleresetReset all puzzles. Optionally provide a number to only reset puzzles within a radius.
debug.puzzleresetinfo(Generated) Prints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status
debug.quittutorial
debug.refillvitalsRefills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.
debug.refillvitalsallRefills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.
debug.refrigeratedinventoryhoursAdds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waiting
debug.removeoverlappingstaticspawnpoints(Generated) Scans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points
debug.renderinfo(Generated) Generates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame
debug.repair_inventoryRepair all items in inventory
debug.resetsleepingbagtimers(Generated) Resets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags
debug.respawnvinetreesinradius(Generated) Respawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players
debug.setdamage(Generated) Deals enough bullet damage to bring the calling player or a named target to the specified health value
debug.setfood(Generated) Sets the calling player or a named target player calorie level to the specified value directly
debug.sethealth(Generated) Sets the calling player or a named target player health to the specified value; useful for testing low-health or death scenarios
debug.setmaxhealth(Generated) Overrides the maximum health of the calling player or a named target; pass 0 to reset to the default value
debug.setradiation(Generated) Sets the calling player or a named target player radiation level to the specified value directly
debug.setthrowable0 = can't throw, 1 = can throw & melee, 2 = only throwable
debug.setunloadablecarfillpercent(Generated) Sets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore level
debug.setwater(Generated) Sets the calling player or a named target player hydration level to the specified value directly
debug.spawn_all_deployablesSpawns one of every deployable in a grid
debug.spawnovenstresstest(Generated) Spawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system
debug.spawnparachutetester(Generated) Spawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied
debug.stall(Generated) Stalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems
debug.starttutorial
debug.test_custom_vitals(Generated) Sends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering
debug.testerrorLogs a test error and exception for testing error display.
debug.testtutorialcinematic(Generated) Triggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it
debug.tutorialstatus(Generated) Prints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state
debug.vineswinginghighlight(Generated) Sends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement
debug.vineswingingreport(Generated) Prints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable

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