room ConVars

Every variable and command in the room namespace that a Rust dedicated server lists, 25 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.

25 entries

Variables 12

ConVarValueDescription
room.draw_liveFalseContinuously draw the room partition around every player, refreshing as the base changes. Needs room.occlusion on (1 = shadow mode draws without hiding anything). Editor/dev tool - it redraws for everyone connected, so do not leave it on.
room.draw_live_normalsTrueDraw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic)
room.draw_live_range30Radius of the room.draw_live overlay, in metres
room.draw_networkgroups_liveFalseContinuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on.
room.occlusion0Server-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce
room.occlusion_admin_bypassTrueAdmins and developers bypass interior occlusion and see everything
room.occlusion_deployables1What interior occlusion hides inside a room: 0 = nothing (building blocks only), 1 = static entities (boxes, workbenches, beds), 2 = also IO entities (wires and pipes can be dragged to an entity that is not on your client)
room.occlusion_door_immediateTrueKill switch for the whole synchronous pre-open pass: repartition and deliver the rooms behind a door the moment it opens, instead of leaving it to the normal budgeted queue. Only players within room.occlusion_door_immediate_range are flushed; further ones enqueue as usual. Off skips the repartition entirely, not just the flush.
room.occlusion_door_immediate_range30How close a player must be to a door for its rooms to be sent immediately when it opens, in metres. 0 = no limit, flush every viewer of the door.
room.occlusion_linger5How long a room must have been out of sight before it is dropped from a player's client, in seconds. Stops a door being opened and shut, or a walk past a doorway, from destroying and re-sending a whole room. 0 = drop immediately.
room.occlusion_nearby_range32Rooms within this many metres of a player are always sent, whether or not they can see into them. Leaving the radius starts the room.occlusion_linger countdown rather than dropping it at once. 0 = only ever send what is actually visible.
room.occlusion_range250How far from a player interior occlusion looks for rooms to hide things in, in metres. Must comfortably exceed network range; rooms beyond it fail open.

Commands 13

CommandDescription
room.draw_facesDraws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40].
room.draw_networkgroupsDraws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40].
room.draw_portalsDraws the portals of the building you are looking at (green = open, red = closed)
room.draw_roomsDraws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders.
room.draw_visibleDraws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red)
room.exportbaseEditor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to 'capture'. To capture a base from a live server, copypaste it into an editor server first.
room.exportpastesEditor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped.
room.occlusionstatsPrints interior occlusion's shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden
room.printfacesPrints the closest-face link of every edge on the building block you are looking at. Pass --ddraw to also draw the links.
room.printhiddenPrints which interior rooms a player can currently see into, i.e. which room network groups they hold. Defaults to yourself.
room.printportalsPrints every portal of the building you are looking at (rooms joined, filler, open state)
room.printroomsPrints the room partition of the building you are looking at
room.printvisiblePrints the room a player is standing in and every room they can see into. Defaults to yourself.

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