spawn ConVars
Every variable and command in the spawn namespace that a Rust dedicated server lists, 31 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.
31 entries
Variables 13
| 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 |
Commands 18
| Command | Description |
|---|---|
| spawn.cargoshipdockingtest | (Generated) Spawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harbors |
| spawn.cargoshipevent | (Generated) Spawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler |
| spawn.ch47event | (Generated) Triggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300) |
| spawn.delete_all_populations | (Generated) Deletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes |
| spawn.delete_populations | (Generated) Deletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups |
| spawn.dump_map | (Generated) Generates a debug spawn map for a named population, simulating up to the given number of spawn attempts and reporting how many would succeed; used to diagnose spawn point coverage |
| spawn.fill_groups | Fills all spawn groups to their maximum count without waiting for the normal tick interval |
| spawn.fill_individuals | (Generated) Immediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay |
| spawn.fill_populations | (Generated) Immediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period |
| spawn.ore_map | Renders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones) |
| spawn.report | (Generated) Prints a spawn handler report listing all populations, their current count, target count, and fill percentage; pass true for detailed mode or a name filter as a second argument |
| spawn.reset_groups | Clears all spawn groups of already spawned entities, then re-fills them |
| spawn.respawnloot_all | Respawns loot in all loot containers currently on the server |
| spawn.respawnloot_lookingat | Respawns loot in the loot container currently being looked at |
| spawn.respawnloot_radius | Respawns loot in all loot containers within the given radius |
| spawn.scalars | (Generated) Prints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable output |
| spawn.simulate_loot | <iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawned |
| spawn.svshielddummy | (Generated) Server-side handler that spawns a dummy player entity at the given position and direction loaded with the Shields loadout, optionally holstering the shield; triggered by spawn.shielddummy |
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