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Rust Admin & Console Commands List for 2021

by Sharmila Ganguly
15th October 2021
in Games, News
0
Rust

Rust supports a huge list of Admin and Console Commands to make the user experience even better. If you are hosting a private server, you can use this list of admin and console commands to customize the experience. There are two kinds of commands in Rust: admin commands and console commands. Admin commands let you display admin powers like kicking a player, or adding one. While admin commands let you be an admin, console commands are available for both admins and players. We have listed the most important admin and console commands available for Rust in 2021. Keep reading.

You can use rust admin or server commands if you are the admin of a server. You can use them in four different ways:
1) You can use the in-game console. Press F1 to bring up RUST’s in-game console while you are in-game.
2) If you are a server admin, you will have access to a command line console running the server.
3) You can use third party RCON platforms like rcon.io or battlemetrics.
4) There are third-party applications that can help you manage your server.

Rust has managed to evolve drastically in a good way since the early access phase itself. With the regular addition of new content via updates, Rust’s developers have managed to keep the word “boring” out of its description. It is a survival game with major elements of combat and appeals to most of the gaming community. Being an old release, Rust’s player base did become a bit inactive. However, the pandemic has managed to trigger a lot of traffic into old releases as well. Although the public servers can be fun to play in, private servers can be hosted among friends and hence, can be way more exciting. So, here’s the promised list of admin and console commands for Rust.

Rust

Rust Admin and Console Commands in 2021

COMMANDS NAMEVALUEDESCRIPTION
aimanager.ai_htn_animal_tick_budget4Defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume.
aimanager.ai_htn_player_junkpile_tick_budget4Defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.
aimanager.ai_htn_player_tick_budget4Defines the maximum amount of milliseconds ticking htn player agents are allowed to consume.
server.woundedrecoverchance0.2Base chance of recovery after crawling wounded state
server.incapacitatedrecoverchance0.1Base chance of recovery after incapacitated wounded state
ai.npc_htn_player_base_damage_modifier1.15Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.
decay.bracket_0_blockcount15Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
decay.bracket_1_blockcount50Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain
decay.bracket_2_blockcount125Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain
decay.bracket_3_blockcount200Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain
decay.bracket_0_costfraction0.1blocks within bracket 0 will cost this fraction per upkeep period to maintain
decay.bracket_1_costfraction0.15blocks within bracket 1 will cost this fraction per upkeep period to maintain
decay.bracket_2_costfraction0.2blocks within bracket 2 will cost this fraction per upkeep period to maintain
decay.bracket_3_costfraction0.333blocks within bracket 3 will cost this fraction per upkeep period to maintain
server.censorplayerlist1Censors the Steam player list to make player tracking more difficult
app.alarmcooldown30Cooldown time before alarms can send another notification (in seconds)
coverpointvolume.cover_point_sample_step_size6cover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height2defines the height of the steps we do vertically for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).
aimanager.nav_obstacles_carve_state nav_obstacles_carve_state2defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve. (2)
vehicle.carsdroploot1Determines whether modular cars drop storage items when destroyed.
vehicle.carwrecks1Determines whether modular cars turn into wrecks when destroyed, or just immediately gib.
app.update1Disables updating entirely – emergency use only
clothlod.clothloddist20distance cloth will simulate until
debug.disableconditionDo not damage any items
app.notifications1Enables sending push notifications
server.bansserverfailuremode0Failure mode for centralized banning, set to 1 to reject players from joining if it’s down
physics.gravity1Gravity multiplier
basesubmarine.oxygenminutes10How long a submarine can stay underwater until players start taking damage from low oxygen
motorrowboat.deepwaterdecayminutes120How long before a boat loses all its health while in deep water
motorrowboat.outsidedecayminutes180How long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
hotairballoon.outsidedecayminutes180How long before a HAB loses all its health while outside
baseridableanimal.decayminutes180How long before a horse dies unattended
minicopter.insidedecayminutes2880How long before a minicopter loses all its health while indoors
minicopter.outsidedecayminutes480How long before a minicopter loses all its health while outside
basesubmarine.deepwaterdecayminutes120How long before a submarine loses all its health while in deep water
basesubmarine.outsidedecayminutes180How long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
decay.delay_metal0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_stone0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood0How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
decay.duration_metal8How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_stone5How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier12How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig1How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood3How long should this building grade take to decay when not protected by upkeep, in hours
sentry.hostileduration120how long until something is considered hostile after it attacked
samsite.staticrepairseconds1200how long until static sam sites auto repair
modularcar.outsidedecayminutes216How many minutes before a ModularCar loses all its health while outside
decay.upkeep_grief_protection1440 (24 hours)How many minutes can the upkeep cost last after the cupboard was destroyed?
decay.upkeep_period_minutes1440 (24 hours)How many minutes does the upkeep cost last?
hackablelockedcrate.requiredhackseconds900How many seconds for the crate to unlock
npcautoturret.sleeperhostiledelay1200How many seconds until a sleeping player is considered hostile
hackablelockedcrate.decayseconds7200How many seconds until the crate is destroyed without any hack attempts
global.admintime-1If > 1 the time of day (hour) will be forced to this.
aimanager.ai_dormant1If ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won’t simulate as well.
aimanager.ai_htn_use_agency_tick1If ai_htn_use_agency_tick is true, the ai manager’s agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it’s false, each agent registers with the invoke system individually, with no frame-budget restrictions.
aimanager.ai_to_player_distance_wakeup_range160If an agent is beyond this distance to a player, it’s flagged for becoming dormant.
ai.animal_ignore_food1If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
ai.nav_carve_use_building_optimizationIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.
ai.npc_cover_use_path_distance1If 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_enable1If npc_enable is set to false then npcs won’t spawn.
ai.npc_families_no_hurt1If npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.
ai.npc_ignore_chairs1If npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs.
ai.npc_only_hurt_active_target_in_safezone1If 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.
ai.npc_use_new_aim_system1If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.
ai.npc_use_thrown_weapons1If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.
aimanager.nav_disableIf set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to move
aimanager.setdestination_navmesh_failsafeIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.
rcon.web1If set to true, use websocket rcon. If set to false use legacy, source engine rcon.
aimanager.nav_wait1If true we’ll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.
rcon.printIf true, rcon commands etc will be printed in the console
vehicle.cinematictrainsIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately.
decay.upkeep1Is upkeep enabled
app.queuelimit100Max number of queued messages – set to 0 to disable message processing
decay.outside_test_range50Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
server.crawlingmaximumhealth12Maximum initial health given when a player dies and moves to crawling wounded state
server.woundedmaxfoodandwaterbonus0.25Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level
server.crawlingminimumhealth7Minimum initial health given when a player dies and moves to crawling wounded state
halloween.scarecrow_beancan_vs_player_dmg_modifier0.1Modified damage from beancan explosion vs players
halloween.scarecrow_body_dmg_modifier0.25Modifier to how much damage scarecrows take to the body.
ai.npc_alertness_drain_rate0.01npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
ai.npc_alertness_zero_detection_mod0.5npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero.
ai.npc_cover_compromised_cooldown10npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it’s cleared again for selection.
ai.npc_cover_path_vs_straight_dist_max_diff2npc_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.
ai.npc_door_trigger_size1.5npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it
ai.npc_htn_player_frustration_threshold3npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic.
ai.npc_junkpile_a_spawn_chance0.1npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a.
ai.npc_junkpile_dist_aggro_gate8npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.
ai.npc_junkpile_g_spawn_chance0.1npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g.
ai.npc_max_junkpile_count30npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)
ai.npc_max_population_military_tunnels3npc_max_population_military_tunnels defines the size of the npc population at military tunnels.
ai.npc_patrol_point_cooldown5npc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again
ai.npc_respawn_delay_max_military_tunnels1920npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.
ai.npc_respawn_delay_min_military_tunnels480npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.
ai.npc_spawn_per_tick_max_military_tunnels1npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels.
ai.npc_spawn_per_tick_min_military_tunnels1npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels.
ai.npc_speed_crouch_run0.25npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1.
ai.npc_speed_crouch_walk0.1npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
ai.npc_speed_run0.4npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1.
ai.npc_speed_sprint1npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1.
ai.npc_speed_walk0.18npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1.
ai.npc_valid_aim_cone0.8npc_valid_aim_cone defines how close their aim needs to be on target in order to fire.
ai.npc_valid_mounted_aim_cone0.92npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted.
hotairballoon.population1Population active on the server
minicopter.population0Population active on the server
modularcar.population3Population active on the server
motorrowboat.population1Population active on the server
rhib.rhibpopulation0Population active on the server
scraptransporthelicopter.population0Population active on the server
bear.population2Population active on the server, per square km
boar.population5Population active on the server, per square km
halloween.murdererpopulation0Population active on the server, per square km
halloween.scarecrowpopulation0Population active on the server, per square km
horse.population0Population active on the server, per square km
ridablehorse.population2Population active on the server, per square km
stag.population3Population active on the server, per square km
wolf.population2Population active on the server, per square km
zombie.population0Population active on the server, per square km
chicken.population3Population active on the server, per square km (3)
server.printeyesPrint the current player eyes.
server.printposPrint the current player position.
server.printrotPrint the current player rotation.
inventory.lighttogglePrints all saved inventory loadouts
server.playerlistposPrints the position of all players on the server
world.rendermapRenders a high resolution PNG of the current map
world.rendertunnelsRenders a PNG of the current map’s tunnel network
workshop.print_approved_skinsRenders a PNG of the current map’s underwater labs, for a specific floor
debug.puzzleresetreset all puzzles
player.resetstateResets the PlayerState of the given player
debug.puzzleprefabrespawnrespawn all puzzles from their prefabs
inventory.saveloadoutSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
decay.upkeep_inside_decay_scale0.1Scale at which objects decay when they are inside, default of
decay.upkeep_heal_scale1Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
halloween.scarecrows_throw_beancans1Scarecrows can throw beancans
physics.sendeffects1Send effects to clients when physics objects collide
global.saySends a message in chat
ai.animalsenseloadbalancerupdateinterval0.2Set the update interval for animal senses that updates the knowledge gathering of animals.
ai.npcsenseloadbalancerupdateinterval0.2Set the update interval for npc senses that updates the knowledge gathering of npcs.
ai.aimanagerloadbalancerupdateinterval2Set the update interval for the agency of dormant and active animals and npcs.
ai.ailoadbalancerupdateinterval0.25Set the update interval for the behaviour ai of animals and npcs.
ai.defaultloadbalancerupdateinterval2.5Set the update interval for the default load balancer, currently used for cover point generation.
global.usersinrangeShow user info for players on server in range of the player.
global.sleepingusersShow user info for players on server.
global.usersShow user info for players on server.
global.sleepingusersinrangeShow user info for sleeping players on server in range of the player.
ai.npc_spawn_on_cargo_ship1Spawn NPCs on the Cargo Ship.
halloween.scarecrow_chase_stopping_distance0.5Stopping distance for destinations set while chasing a target
debug.flushgroupTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
sentry.targetalltarget everyone regardless of authorization
samsite.alltargettargetmode, 1 = all air vehicles, 0 = only hot air ballons and helicopters
physics.steps16The amount of physics steps per second
physics.droppedmode2The collision detection mode that dropped items and corpses should use (2)
physics.solveriterationcount3The default solver iteration count permitted for any rigid bodies. Must be positive
halloween.scarecrow_throw_beancan_global_delay8 (seconds)The delay globally on a server between each time a scarecrow throws a beancan
ai.nav_carve_height2The height of the carve volume.
aimanager.pathfindingiterationsperframe100The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.
ai.nav_carve_min_building_blocks_to_apply_optimization25The minimum number of building blocks a building needs to consist of for this optimization to be applied.
ai.nav_carve_min_base_size2The minimum size we allow a carving volume to be.
ai.npc_gun_noise_silencer_modifier0.15The modifier by which a silencer reduce the noise that a gun makes when shot.
ai.npc_deliberate_miss_offset_multiplier1.25The offset with which the NPC will maximum miss the target.
ai.npc_deliberate_hit_randomizer0.85The 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).
ai.npc_cover_info_tick_rate_multiplier20The 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
ai.npc_reasoning_system_tick_rate_multiplier1The 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
ai.npc_sensory_system_tick_rate_multiplier5The 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
ai.nav_carve_size_multiplier4The 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.
physics.minsteps8The slowest physics steps will operate
ai.npc_alertness_to_aim_modifier0.5This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again.
ai.npc_max_roam_multiplier3This 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.
server.bansservertimeout5Timeout (in seconds) for centralized banning web server requests
global.steamnetdebug0Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 8 = max)
global.steamsendbuffer524288Upper limit of buffered pending bytes to be sent
decay.delay_override0When set to a value above 0 everything will decay with this delay
decay.duration_override0When set to a value above 0 everything will decay with this duration
boombox.serverurllistA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc

The above is a huge list of the most commonly used admin and console commands in Rust. You can make use of them to control your experience on Rust servers. We hope this list of commands could help you. For more useful lists like this, stay tuned to Androidgram.

 

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Sharmila Ganguly

Sharmila Ganguly

I love to play video games and write about them. Food helps with my patience. I am a fan of comedy, and I am funny too (sometimes just angry).

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