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 Admin and Console Commands in 2021
COMMANDS NAME | VALUE | DESCRIPTION |
---|---|---|
aimanager.ai_htn_animal_tick_budget | 4 | Defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. |
aimanager.ai_htn_player_junkpile_tick_budget | 4 | Defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. |
aimanager.ai_htn_player_tick_budget | 4 | Defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. |
server.woundedrecoverchance | 0.2 | Base chance of recovery after crawling wounded state |
server.incapacitatedrecoverchance | 0.1 | Base chance of recovery after incapacitated wounded state |
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. |
decay.bracket_0_blockcount | 15 | Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain |
decay.bracket_1_blockcount | 50 | Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain |
decay.bracket_2_blockcount | 125 | Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain |
decay.bracket_3_blockcount | 200 | Between 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_costfraction | 0.1 | blocks within bracket 0 will cost this fraction per upkeep period to maintain |
decay.bracket_1_costfraction | 0.15 | blocks within bracket 1 will cost this fraction per upkeep period to maintain |
decay.bracket_2_costfraction | 0.2 | blocks within bracket 2 will cost this fraction per upkeep period to maintain |
decay.bracket_3_costfraction | 0.333 | blocks within bracket 3 will cost this fraction per upkeep period to maintain |
server.censorplayerlist | 1 | Censors the Steam player list to make player tracking more difficult |
app.alarmcooldown | 30 | Cooldown time before alarms can send another notification (in seconds) |
coverpointvolume.cover_point_sample_step_size | 6 | cover_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_height | 2 | defines 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_state | 2 | defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve. (2) |
vehicle.carsdroploot | 1 | Determines whether modular cars drop storage items when destroyed. |
vehicle.carwrecks | 1 | Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. |
app.update | 1 | Disables updating entirely – emergency use only |
clothlod.clothloddist | 20 | distance cloth will simulate until |
debug.disablecondition | Do not damage any items | |
app.notifications | 1 | Enables sending push notifications |
server.bansserverfailuremode | 0 | Failure mode for centralized banning, set to 1 to reject players from joining if it’s down |
physics.gravity | 1 | Gravity multiplier |
basesubmarine.oxygenminutes | 10 | How long a submarine can stay underwater until players start taking damage from low oxygen |
motorrowboat.deepwaterdecayminutes | 120 | How long before a boat loses all its health while in deep water |
motorrowboat.outsidedecayminutes | 180 | How long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used |
hotairballoon.outsidedecayminutes | 180 | How long before a HAB loses all its health while outside |
baseridableanimal.decayminutes | 180 | How long before a horse dies unattended |
minicopter.insidedecayminutes | 2880 | How long before a minicopter loses all its health while indoors |
minicopter.outsidedecayminutes | 480 | How long before a minicopter loses all its health while outside |
basesubmarine.deepwaterdecayminutes | 120 | How long before a submarine loses all its health while in deep water |
basesubmarine.outsidedecayminutes | 180 | How long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used |
decay.delay_metal | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
decay.delay_stone | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
decay.delay_toptier | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
decay.delay_twig | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
decay.delay_wood | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours (0) |
decay.duration_metal | 8 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.duration_stone | 5 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.duration_toptier | 12 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.duration_twig | 1 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.duration_wood | 3 | How long should this building grade take to decay when not protected by upkeep, in hours |
sentry.hostileduration | 120 | how long until something is considered hostile after it attacked |
samsite.staticrepairseconds | 1200 | how long until static sam sites auto repair |
modularcar.outsidedecayminutes | 216 | How many minutes before a ModularCar loses all its health while outside |
decay.upkeep_grief_protection | 1440 (24 hours) | How many minutes can the upkeep cost last after the cupboard was destroyed? |
decay.upkeep_period_minutes | 1440 (24 hours) | How many minutes does the upkeep cost last? |
hackablelockedcrate.requiredhackseconds | 900 | How many seconds for the crate to unlock |
npcautoturret.sleeperhostiledelay | 1200 | How many seconds until a sleeping player is considered hostile |
hackablelockedcrate.decayseconds | 7200 | How many seconds until the crate is destroyed without any hack attempts |
global.admintime | -1 | If > 1 the time of day (hour) will be forced to this. |
aimanager.ai_dormant | 1 | If 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_tick | 1 | If 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_range | 160 | If an agent is beyond this distance to a player, it’s flagged for becoming dormant. |
ai.animal_ignore_food | 1 | If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). |
ai.nav_carve_use_building_optimization | If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. | |
ai.npc_cover_use_path_distance | 1 | 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_enable | 1 | If npc_enable is set to false then npcs won’t spawn. |
ai.npc_families_no_hurt | 1 | If npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other. |
ai.npc_ignore_chairs | 1 | If npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs. |
ai.npc_only_hurt_active_target_in_safezone | 1 | 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. |
ai.npc_use_new_aim_system | 1 | If 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_weapons | 1 | If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. |
aimanager.nav_disable | If set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to move | |
aimanager.setdestination_navmesh_failsafe | If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called. | |
rcon.web | 1 | If set to true, use websocket rcon. If set to false use legacy, source engine rcon. |
aimanager.nav_wait | 1 | If 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.print | If true, rcon commands etc will be printed in the console | |
vehicle.cinematictrains | If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. | |
decay.upkeep | 1 | Is upkeep enabled |
app.queuelimit | 100 | Max number of queued messages – set to 0 to disable message processing |
decay.outside_test_range | 50 | Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings |
server.crawlingmaximumhealth | 12 | Maximum initial health given when a player dies and moves to crawling wounded state |
server.woundedmaxfoodandwaterbonus | 0.25 | Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level |
server.crawlingminimumhealth | 7 | Minimum initial health given when a player dies and moves to crawling wounded state |
halloween.scarecrow_beancan_vs_player_dmg_modifier | 0.1 | Modified damage from beancan explosion vs players |
halloween.scarecrow_body_dmg_modifier | 0.25 | Modifier to how much damage scarecrows take to the body. |
ai.npc_alertness_drain_rate | 0.01 | npc_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_mod | 0.5 | npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. |
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. |
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. |
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 |
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. |
ai.npc_junkpile_a_spawn_chance | 0.1 | npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a. |
ai.npc_junkpile_dist_aggro_gate | 8 | npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. |
ai.npc_junkpile_g_spawn_chance | 0.1 | npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g. |
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) |
ai.npc_max_population_military_tunnels | 3 | npc_max_population_military_tunnels defines the size of the npc population at military tunnels. |
ai.npc_patrol_point_cooldown | 5 | npc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again |
ai.npc_respawn_delay_max_military_tunnels | 1920 | npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. |
ai.npc_respawn_delay_min_military_tunnels | 480 | npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. |
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. |
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. |
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. |
ai.npc_speed_crouch_walk | 0.1 | npc_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_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. |
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. |
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. |
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. |
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. |
hotairballoon.population | 1 | Population active on the server |
minicopter.population | 0 | Population active on the server |
modularcar.population | 3 | Population active on the server |
motorrowboat.population | 1 | Population active on the server |
rhib.rhibpopulation | 0 | Population active on the server |
scraptransporthelicopter.population | 0 | Population active on the server |
bear.population | 2 | Population active on the server, per square km |
boar.population | 5 | Population active on the server, per square km |
halloween.murdererpopulation | 0 | Population active on the server, per square km |
halloween.scarecrowpopulation | 0 | Population active on the server, per square km |
horse.population | 0 | Population active on the server, per square km |
ridablehorse.population | 2 | Population active on the server, per square km |
stag.population | 3 | Population active on the server, per square km |
wolf.population | 2 | Population active on the server, per square km |
zombie.population | 0 | Population active on the server, per square km |
chicken.population | 3 | Population active on the server, per square km (3) |
server.printeyes | Print the current player eyes. | |
server.printpos | Print the current player position. | |
server.printrot | Print the current player rotation. | |
inventory.lighttoggle | Prints all saved inventory loadouts | |
server.playerlistpos | Prints the position of all players on the server | |
world.rendermap | Renders a high resolution PNG of the current map | |
world.rendertunnels | Renders a PNG of the current map’s tunnel network | |
workshop.print_approved_skins | Renders a PNG of the current map’s underwater labs, for a specific floor | |
debug.puzzlereset | reset all puzzles | |
player.resetstate | Resets the PlayerState of the given player | |
debug.puzzleprefabrespawn | respawn all puzzles from their prefabs | |
inventory.saveloadout | Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname | |
decay.upkeep_inside_decay_scale | 0.1 | Scale at which objects decay when they are inside, default of |
decay.upkeep_heal_scale | 1 | Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay |
halloween.scarecrows_throw_beancans | 1 | Scarecrows can throw beancans |
physics.sendeffects | 1 | Send effects to clients when physics objects collide |
global.say | Sends a message in chat | |
ai.animalsenseloadbalancerupdateinterval | 0.2 | Set the update interval for animal senses that updates the knowledge gathering of animals. |
ai.npcsenseloadbalancerupdateinterval | 0.2 | Set the update interval for npc senses that updates the knowledge gathering of npcs. |
ai.aimanagerloadbalancerupdateinterval | 2 | Set the update interval for the agency of dormant and active animals and npcs. |
ai.ailoadbalancerupdateinterval | 0.25 | Set the update interval for the behaviour ai of animals and npcs. |
ai.defaultloadbalancerupdateinterval | 2.5 | Set the update interval for the default load balancer, currently used for cover point generation. |
global.usersinrange | Show user info for players on server in range of the player. | |
global.sleepingusers | Show user info for players on server. | |
global.users | Show user info for players on server. | |
global.sleepingusersinrange | Show user info for sleeping players on server in range of the player. | |
ai.npc_spawn_on_cargo_ship | 1 | Spawn NPCs on the Cargo Ship. |
halloween.scarecrow_chase_stopping_distance | 0.5 | Stopping distance for destinations set while chasing a target |
debug.flushgroup | Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again | |
sentry.targetall | target everyone regardless of authorization | |
samsite.alltarget | targetmode, 1 = all air vehicles, 0 = only hot air ballons and helicopters | |
physics.steps | 16 | The amount of physics steps per second |
physics.droppedmode | 2 | The collision detection mode that dropped items and corpses should use (2) |
physics.solveriterationcount | 3 | The default solver iteration count permitted for any rigid bodies. Must be positive |
halloween.scarecrow_throw_beancan_global_delay | 8 (seconds) | The delay globally on a server between each time a scarecrow throws a beancan |
ai.nav_carve_height | 2 | The height of the carve volume. |
aimanager.pathfindingiterationsperframe | 100 | The 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_optimization | 25 | The minimum number of building blocks a building needs to consist of for this optimization to be applied. |
ai.nav_carve_min_base_size | 2 | The minimum size we allow a carving volume to be. |
ai.npc_gun_noise_silencer_modifier | 0.15 | The modifier by which a silencer reduce the noise that a gun makes when shot. |
ai.npc_deliberate_miss_offset_multiplier | 1.25 | The offset with which the NPC will maximum miss the target. |
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). |
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 |
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 |
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 |
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. |
physics.minsteps | 8 | The slowest physics steps will operate |
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. |
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. |
server.bansservertimeout | 5 | Timeout (in seconds) for centralized banning web server requests |
global.steamnetdebug | 0 | Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 8 = max) |
global.steamsendbuffer | 524288 | Upper limit of buffered pending bytes to be sent |
decay.delay_override | 0 | When set to a value above 0 everything will decay with this delay |
decay.duration_override | 0 | When set to a value above 0 everything will decay with this duration |
boombox.serverurllist | A 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.