Dev & Admin Tools
Dev & Admin Tools / Server ConVar List
Rust Server ConVar List
Every server console variable in the current Rust build, with its type and default value. Click one to copy a ready line for server/<identity>/cfg/server.cfg or your startup command, then change the value to what you want.
Current build 25823813 · Oct 10, 2026 / Next wipe (staging) 25852825 · Oct 11, 2026
1,685 convars
| ConVar | Type | Default | Description |
|---|---|---|---|
| int | 0 | No description in the game files. | |
| int | 0 | No description in the game files. | |
| bool | true | When enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance | |
| float | 10 | The angle under which the AI will think it's being aimed at at by a player | |
| bool | true | If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true) | |
| bool | true | Removed next wipeRun RustNav movement, steering and corridor queries in the transform job. | |
| bool | true | Removed next wipeBatch RustNav agent transform updates using jobs. Disable to apply each update immediately. | |
| float | 0.2 | Target frame time in seconds for the Critters budget | |
| float | 0.5 | How close can a player get before a critter gets startled and runs away | |
| int | 0 | Next wipeSeeds every Gen2 NPC's random numbers from this and the order it spawned in, so a run repeats. 0 seeds each one at random | |
| bool | true | Whether ai.selectnpc and ai.movenpc draw their DDraw markers - turn it off to keep the view clean while commanding NPCs.Saved | |
| string | "run" | Gait ai.movenpc uses when called without one - set it to walk to keep commanded NPCs at walking speed. One of: sneak, walk, jog, run, sprint, fullsprintSaved | |
| float | 2 | Gap in metres between the destinations ai.movenpc hands out when more than one NPC is selected, so they don't all path to the same point.Saved | |
| float | 0.1 | Default network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections | |
| bool | false | No description in the game files.SavedReplicated | |
| bool | false | When enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely | |
| float | 5 | Target frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame | |
| float | 1 | Removed next wipeTarget frame time in seconds for the default FSMComponent budget | |
| float | 2 | Next wipeFrame time budget in milliseconds for wild animal FSM ticks, on top of what the scientists left unused | |
| float | 0.2 | Next wipeFrame time budget in milliseconds for livestock FSM ticks, on top of what the scientists and animals left unused | |
| float | 0.5 | Next wipeFrame time budget in milliseconds for scientist FSM ticks. Whatever they leave unused rolls down to the animals, then the livestock | |
| bool | true | When enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals | |
| bool | false | When enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference | |
| bool | false | When enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors | |
| bool | true | When enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running | |
| float | 2 | The height of the carve volume. (default: 2) | |
| float | 2 | The minimum size we allow a carving volume to be. (default: 2) | |
| int | 25 | The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25) | |
| float | 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. (default: 4) | |
| bool | false | If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false) | |
| bool | true | When enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running | |
| float | 0.01 | npc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01) | |
| float | 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. (default: 0.33) | |
| float | 0.5 | npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5) | |
| bool | true | When enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations | |
| float | 10 | npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10) | |
| float | 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 (Default: 20) | |
| float | 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. (default: 2) | |
| bool | true | 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. | |
| float | 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). (default: 0.85f) | |
| float | 1.25 | The offset with which the NPC will maximum miss the target. (default: 1.25) | |
| float | 1.5 | The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) | |
| float | 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 (default: 1.5) | |
| bool | true | If npc_enable is set to false then npcs won't spawn. (default: true) | |
| bool | true | If npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true) | |
| float | 0.15 | The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15) | |
| float | 1.15 | Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f) | |
| int | 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. (default: 3) | |
| bool | true | If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true) | |
| float | 8 | npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8) | |
| float | 0.07 | defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1) | |
| int | 30 | npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30) | |
| int | 3 | npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3) | |
| float | 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. (default: 3) | |
| bool | true | 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. (default: true) | |
| float | 5 | npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5) | |
| float | 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 (Default: 1) | |
| float | 1920 | npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920) | |
| float | 480 | npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480) | |
| float | 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 (Default: 5) | |
| bool | true | Spawn NPCs on the Cargo Ship. (default: true) | |
| bool | true | Spawn NPCs on deep sea islands (default: false) | |
| bool | true | Spawn NPCs on junkpiles (default: true) | |
| int | 1 | npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1) | |
| int | 1 | npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1) | |
| float | 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. (Default: 0.25) | |
| float | 0.1 | npc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1) | |
| float | 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. (Default: 0.4) | |
| float | 1 | npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0) | |
| float | 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. (Default: 0.18) | |
| bool | true | If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true) | |
| bool | true | If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true) | |
| float | 0.8 | npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8) | |
| float | 0.92 | npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92) | |
| bool | false | No description in the game files.SavedReplicated | |
| float | 1 | Global health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs | |
| bool | true | When enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies | |
| float | 0.2 | Target frame time in seconds for the Ocean Critters swimming movement budget | |
| int | 100000 | Maximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost | |
| bool | true | Do any kind of scientists spawn on the map (default: true) | |
| float | 1 | How frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react | |
| bool | true | When enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh | |
| float | 1.5 | How long (in seconds) a value that has just moved stays coloured in the ai.showState read-out; 0 stops it colouring at all | |
| bool | true | When enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times | |
| float | 4 | Radius in metres within which a thrown smoke grenade suppresses NPC vision and targeting | |
| bool | true | When enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick | |
| bool | true | When enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place | |
| float | 5 | Number of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost | |
| bool | true | When enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only | |
| bool | true | When enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues | |
| bool | true | When enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target | |
| float | 50 | The angle under which the AI will think it's being watched by another entity | |
| float | 0.2 | Interval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions | |
| float | 0.5 | Interval in seconds between line-of-sight update ticks for all NPC types tracking known player positions | |
| float | 0.5 | Interval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings | |
| bool | false | No description in the game files. | |
| bool | true | 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. | |
| int | 30 | ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30) | |
| float | 4 | ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms) | |
| float | 4 | ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms) | |
| float | 4 | ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms) | |
| bool | true | 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. (default: true) | |
| float | 160 | If an agent is beyond this distance to a player, it's flagged for becoming dormant. | |
| bool | false | If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move | |
| int | 2 | nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. | |
| bool | true | 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. | |
| int | engine | 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. | |
| bool | false | If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called. | |
| float | 3 | Removed next wipeNo description in the game files. | |
| float | 0.125 | Removed next wipeNo description in the game files. | |
| float | 3 | Removed next wipeNo description in the game files. | |
| float | 2Next wipe: 0.2 | No description in the game files. | |
| float | 2 | No description in the game files. | |
| float | 1 | No description in the game files. | |
| string | empty | Azure blob container url for use with client secret authenticationSaved | |
| string | empty | Azure blob container url + SAS token, enables a more efficient upload methodSaved | |
| string | "X-API-KEY" | Header key of secret when uploading analyticsSaved | |
| string | empty | Header secret value when uploading analyticsSaved | |
| string | empty | Azure client id for authenticationSaved | |
| string | empty | Azure client secret for authenticationSaved | |
| string | empty | Azure tenant id for authenticationSaved | |
| bool | false | Executes entire flow without actually sending out anything | |
| bool | false | Toggle whether gameplay analytics is collectedSaved | |
| bool | true | Toggle whether gameplay rpc logging is collectedSaved | |
| bool | false | Toggle whether gameplay tick analytics is collectedSaved | |
| bool | false | No description in the game files. | |
| bool | true | Toggle to turn off server performance collectionSaved | |
| string | "https://gw.facepunch.com/analytics/rust/server" | No description in the game files. | |
| bool | true | No description in the game files. | |
| int | 2 | No description in the game files. | |
| float | 0.01 | No description in the game files. | |
| float | 0.3 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | No description in the game files. | |
| int | 1 | No description in the game files. | |
| int | 1 | No description in the game files. | |
| int | 1 | No description in the game files. | |
| bool | false | Should explosives parented to vehicles damage deployables | |
| float | 2 | No description in the game files. | |
| float | 2 | No description in the game files. | |
| float | 0.4 | No description in the game files. | |
| float | 0.1 | No description in the game files. | |
| float | 100 | No description in the game files. | |
| float | 0.158 | No description in the game files. | |
| float | 0.01 | No description in the game files. | |
| float | 0.06 | No description in the game files. | |
| float | 0.25 | No description in the game files. | |
| float | 0 | No description in the game files. | |
| int | 4 | No description in the game files. | |
| float | 2 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 2 | No description in the game files. | |
| float | 1.5 | No description in the game files. | |
| float | 10 | No description in the game files. | |
| float | 1 | No description in the game files. | |
| float | 7 | No description in the game files. | |
| float | 0.1 | No description in the game files. | |
| int | 15 | No description in the game files. | |
| float | 100 | No description in the game files. | |
| int | 3 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 0.1 | No description in the game files. | |
| bool | true | No description in the game files. | |
| int | 0 | No description in the game files. | |
| float | 0.45 | No description in the game files. | |
| float | 1 | No description in the game files. | |
| float | 0.8 | No description in the game files. | |
| float | 100 | No description in the game files. | |
| float | 0.01 | No description in the game files. | |
| float | 2 | No description in the game files. | |
| float | 0.05 | No description in the game files. | |
| float | 0.5 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 1.3 | No description in the game files. | |
| float | 0.2 | No description in the game files. | |
| float | 0 | No description in the game files. | |
| int | 5 | No description in the game files. | |
| float | 2 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 50 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 0.01 | No description in the game files.SavedReplicated | |
| float | 0.16 | No description in the game files. | |
| float | 0.22 | No description in the game files.SavedReplicated | |
| int | 15 | No description in the game files. | |
| float | 0 | No description in the game files. | |
| int | 3 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 0.1 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 60 | No description in the game files. | |
| float | 0.01 | No description in the game files. | |
| float | 2 | No description in the game files. | |
| int | 2 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 1 | No description in the game files. | |
| float | 25 | No description in the game files. | |
| float | 0.5 | No description in the game files. | |
| int | 1 | No description in the game files. | |
| float | 0.2 | No description in the game files. | |
| float | 0 | No description in the game files. | |
| bool | true | No description in the game files. | |
| int | 6 | No description in the game files. | |
| float | 2 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 2 | No description in the game files. | |
| float | 0.02 | No description in the game files. | |
| int | 4 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 1.1 | No description in the game files. | |
| float | 10 | No description in the game files. | |
| float | 0.1 | No description in the game files. | |
| bool | false | No description in the game files. | |
| float | 1 | No description in the game files. | |
| float | 2.5 | No description in the game files. | |
| int | 1 | No description in the game files. | |
| float | 0.8 | No description in the game files. | |
| bool | false | No description in the game files. | |
| int | 0 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files. | |
| int | 2 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | false | No description in the game files. | |
| float | 2 | No description in the game files. | |
| float | 10 | No description in the game files. | |
| float | 0 | No description in the game files. | |
| int | 3 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 10 | No description in the game files. | |
| float | 0.4 | No description in the game files. | |
| bool | true | No description in the game files. | |
| int | 1 | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 0.3 | No description in the game files. | |
| float | 100 | No description in the game files. | |
| int | 1 | No description in the game files. | |
| int | 64 | No description in the game files. | |
| float | 0.3 | No description in the game files. | |
| float | 2 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 3 | No description in the game files. | |
| float | 0.3 | No description in the game files. | |
| float | 5 | No description in the game files. | |
| float | 1.1 | No description in the game files. | |
| float | 4 | No description in the game files. | |
| float | 3 | No description in the game files. | |
| float | 0.1 | No description in the game files. | |
| float | 0.5 | No description in the game files. | |
| bool | true | No description in the game files. | |
| int | 2 | No description in the game files. | |
| bool | false | Should admins be able to bypass apartment authorization checks?SavedReplicated | |
| bool | true | Should admins be able to noclip in apartments? | |
| bool | true | Should combat be allowed inside apartment rooms outside of the break-in period?SavedReplicated | |
| float | 86400 | How long should we wait before evicting a player from their apartment if they don't pay rent?SavedReplicated | |
| float | 4 | How many hours of scrap upkeep does the apartments spawn with (so players don't see 'Eviction' vital right after renting an apartment | |
| bool | true | Should an invisible blocker prevent guests from entering apartments that they don't have access to?SavedReplicated | |
| float | 30 | How long a player needs to hold the break in interaction on an apartment door with a master keySavedReplicated | |
| float | 300 | How long a player stays authorized on an apartment room after breaking in with a master key | |
| int | 1000 | How much scrap the apartment security NPC charges for a master keySavedReplicated | |
| float | 300 | How long should the apartment security NPC keep the door open for after being paid? | |
| float | 0 | Should the rent scale based on the items you have stored inside your apartment? | |
| float | 30 | Cooldown time before alarms can send another notification (in seconds) | |
| string | "https://companion-rust.facepunch.com/api" | Base address for the Rust+ companion server API | |
| string | empty | IP address the server listens on for incoming connections; leave empty to bind to all available network interfaces | |
| bool | true | When enabled, server-side C# exceptions are written to the server log file; disabling reduces log noise on servers with known non-critical exceptions | |
| int | 500 | Maximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message | |
| int | 10 | Maximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots | |
| int | 1048576 | Maximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks | |
| bool | true | Enables sending push notifications | |
| int | 0 | UDP port number the server listens on; default is 28015; must be open in firewall for players to connect | |
| string | empty | Public IP address advertised to the Steam server browser; leave empty to auto-detect; set explicitly if behind NAT | |
| int | 100 | Max number of queued messages - set to 0 to disable message processing | |
| string | empty | No description in the game files.SavedReplicated | |
| bool | true | Disables updating entirely - emergency use only | |
| float | 0.1 | How many milliseconds to spend on ammo updating per frame | |
| float | 0.5 | How many milliseconds to spend on target scanning per frame | |
| float | 1 | How many milliseconds to spend on a tick per frame | |
| bool | false | When enabled, logs debug information about AI ejection events when passengers are removed from boat seats | |
| bool | true | When enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapses | |
| float | 1 | No description in the game files. | |
| bool | true | When enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testing | |
| int | 25 | No description in the game files. | |
| bool | false | When enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedback | |
| bool | false | When enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logic | |
| bool | false | When enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite response | |
| float | 1 | Interval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches | |
| float | 1 | Minimum distance in metres the player must move before a new long-range detection check is triggered | |
| float | 0.25 | Interval in seconds between nearest-detectable-object distance checks performed by the metal detector | |
| float | 3 | Minimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueueSaved | |
| bool | true | When enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server | |
| float | 0.1 | How long per frame (ms) to spend processing updateMissionValidStateWorkQueueSaved | |
| float | 3 | Minimum time (s) between starting runs of updateMissionValidStateWorkQueueSaved | |
| bool | false | Toggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently) | |
| int | 2 | How many frames between base navigation movement updates | |
| float | 1.7 | The max step-up height difference for pet base navigation | |
| float | 1 | No description in the game files. | |
| float | 0.5 | No description in the game files. | |
| float | 10 | How long we are not moving for before trigger the stuck event | |
| float | 1 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | Removed next wipeWhen enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restartsSaved | |
| float | 0.05 | Per-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders | |
| float | 0.25 | No description in the game files. | |
| float | 0.05 | Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue | |
| bool | false | Use convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modificationsSavedReplicated | |
| float | 600 | How many minutes before a siege weapon loses all its health while outside | |
| float | 120 | How long before a submarine loses all its health while in deep water | |
| float | 180 | How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used | |
| float | 10 | How long a submarine can stay underwater until players start taking damage from low oxygen | |
| int | 0 | Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console | |
| int | 2 | Maximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone) | |
| float | 2 | Population active on the server, per square km | |
| float | 120 | How long before a Beehive will update | |
| float | 120 | How long before the Beehive will perform temperature and inside checks | |
| int | 2 | How much the Nucleus's XP should be increased per honeycomb generated | |
| float | 15 | Range to leave current target alone (should be higher than search) | |
| bool | false | No description in the game files. | |
| float | 5.5 | How far away fire has to be to set the swarm on fire | |
| float | 150 | How long a swarm will stick around without a target | |
| float | 10 | Range to find new targets | |
| float | 0.1 | How many milliseconds to spend on thinking per frame | |
| float | 0.6 | How much water a player needs to be in to be ignored | |
| int | 3 | How many child swarms a master swarm will create | |
| float | 150 | How long a master swarm will stick around without a target | |
| float | 60 | How long before a master swarm will create a child | |
| float | 45 | No description in the game files. | |
| bool | true | Can bike crashes cause damage or death to the rider? | |
| float | 1 | Motorbike population in monuments | |
| float | 1440 | How long before a bike loses all its health while outside | |
| float | 1 | Pedal bike population in monuments | |
| float | 1 | Pedal bike population active on the server (roadside spawns) | |
| float | 10 | Amount of collision damage on a bike required to ragdoll the player | |
| int | 500 | Maximum initial bet per round | |
| float | 5 | Population active on the server, per square km | |
| bool | false | When enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boats | |
| float | 0.8 | How often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance. | |
| float | 0.3 | How long per frame to spend on boat aiSaved | |
| bool | false | When enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding state | |
| float | 750 | Distance players need to be to start syncing mounted seats | |
| float | 0.9 | Maximum speed as a fraction of the boat's top speed that AI-controlled boats will use; default 0.9; saved and shown in admin UISaved | |
| bool | false | When enabled, logs verbose boat AI decision-making output to the server console each AI tick | |
| float | 30 | Number of seconds a boat AI will wait without player interaction before entering sleep mode; default 30s | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | When enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity | |
| float | 30 | Multiplied by the base BuildingBlockDecay duration | |
| float | 1 | Multiplied by the base BuildingBlockDecay duration | |
| float | 150 | No description in the game files. | |
| int | 2 | No description in the game files. | |
| float | 5 | No description in the game files.SavedReplicated | |
| float | 0 | No description in the game files. | |
| bool | false | No description in the game files. | |
| int | 1 | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files. | |
| int | 30 | How many hops a speaker or boombox will traverse to find a connectionSaved | |
| string | empty | A list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etcSavedReplicated | |
| bool | true | When false, prevents the Bradley APC from spawning or respawning on the server | |
| float | 60 | Number of minutes after the Bradley APC is destroyed before it respawns at its patrol path; default is 60 minutes | |
| float | 1 | Random variance multiplier applied to respawnDelayMinutes; a value of 1.0 means the actual delay is randomly chosen between 0 and respawnDelayMinutes | |
| float | 50 | No description in the game files. | |
| float | 0.5 | No description in the game files. | |
| float | 0.4 | No description in the game files. | |
| float | 1 | No description in the game files. | |
| float | 1 | No description in the game files. | |
| bool | false | No description in the game files. | |
| float | 180 | No description in the game files. | |
| float | 60 | No description in the game files. | |
| float | 60 | No description in the game files. | |
| float | 60 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | When enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency | |
| int | 100 | Metal detector loot weight is 100. | |
| float | 0.85 | [0.0 to 1.0] | |
| float | 86400 | Time in seconds before an item expires. | |
| int | 32 | No description in the game files. | |
| float | 5 | Per-frame CPU budget in milliseconds for completing pending companion server camera renders | |
| bool | true | Enable developer-specific permissions for camera access (less restricted) | |
| bool | true | When enabled, the companion server camera rendering system is active and processes camera render requests from the companion app | |
| int | 5 | Maximum age in frames for a known collider entity entry in the companion server camera cache before it is evicted | |
| int | 100 | Maximum distance in metres from the companion server camera at which entity colliders are tracked for rendering | |
| float | 250 | Far clipping plane distance in metres for companion server camera renders; default 250 | |
| int | 180 | Height in pixels of the companion server camera render output; default 180 | |
| int | 1218656529 | Physics layer mask used for raycasting in companion server camera depth sampling; defaults to solid, water, and player movement layers | |
| int | 100000 | Maximum number of raycasts per frame used for companion server camera depth sampling | |
| int | 25 | Maximum number of camera render tasks that can complete per frame for companion server cameras | |
| float | 0 | Near clipping plane distance for companion server camera renders; 0 = use default | |
| int | 30 | Maximum distance in metres at which player entities are included in companion server camera renders | |
| int | 10 | Maximum distance in metres at which player name labels are included in companion server camera render output | |
| float | 0.5 | Maximum per-axis camera rotation jitter, in sample cells, applied to each companion server camera render so a stationary camera still returns a natural scatter of ray samples instead of a rigid grid; 0 disables | |
| float | 0.05 | Interval in seconds between successive companion server camera render dispatches; default 0.05s (20 Hz) | |
| int | 3000 | Number of raycast samples taken per companion server camera render pass for depth reconstruction | |
| float | 65 | Vertical field of view in degrees for companion server camera renders; default 65 | |
| int | 320 | Width in pixels of the companion server camera render output; default 320 | |
| bool | false | Allows mounting cannons outside of boats for testing. | |
| bool | true | No description in the game files. | |
| float | 480 | No description in the game files. | |
| bool | false | No description in the game files. | |
| float | 10 | No description in the game files. | |
| float | 50 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 10 | No description in the game files. | |
| int | 3 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 5 | No description in the game files.SavedReplicated | |
| float | 300 | No description in the game files. | |
| float | 0.05 | No description in the game files.Saved | |
| bool | true | When enabled, this system is globally active; disable to deactivate the system for the current session | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| int | 1000 | Number of messages to keep in memory for chat history | |
| bool | false | No description in the game files.SavedReplicated | |
| float | 100 | Maximum distance in metres within which local chat messages are visible to nearby players; messages from beyond this range are not received | |
| bool | true | When enabled, all chat messages are written to the server log file in addition to being broadcast to players | |
| float | 3 | Population active on the server, per square km | |
| bool | true | If enabled then players will need to be near a Clan Table to make changes to clansSavedReplicated | |
| bool | true | Enables the clan system if set to true (must be set at boot, requires restart) | |
| int | 100 | Maximum number of members each clan can have (local backend only!) | |
| int | 50 | How much score players earn for destroying bradley | |
| int | 50 | How much score players earn for destroying patrol heli | |
| int | 3 | How much score players earn for running the water treatment plant, per consumed item | |
| int | 5 | How much score players earn for hacking crates | |
| int | 5 | How much score players earn for inserting a heavy fuse into powerplant | |
| int | 25 | How much score players earn for launching a satellite | |
| int | 5 | How much score players earn for looting an elite crate | |
| int | 10 | How much score players earn for looting a crashed satellite's crates | |
| int | 10 | How much score players earn for opening hacked crates | |
| int | 10 | How much score players earn for reaching cargo ship | |
| int | 3 | How much score players earn for running the excavator, per diesel fuel consumed | |
| int | 5 | How much score players earn for starting the oil rig fuel switch | |
| int | 5 | How much score players earn for swiping a red keycard | |
| float | 20 | distance cloth will simulate until | |
| float | 900 | Duration in seconds a player is locked out from attempting the code lock after exceeding maxFailedAttempts; default 900s (15 minutes) | |
| float | 8 | Maximum number of failed code entry attempts on a code lock before the player is locked out; default 8 | |
| bool | false | Can command blocks execute commands | |
| bool | true | Print a log message when a command block is executed | |
| bool | false | If enabled, commands from command blocks will run using the last player who set them, allowing for a wider range of commands to be used | |
| int | 50 | Maximum number of console history entries | |
| float | 30 | No description in the game files. | |
| bool | true | No description in the game files.SavedReplicated | |
| float | 20 | Time in seconds before spawned prefabs are despawned. Set to 0 to disable despawning.Saved | |
| float | 0 | Time in seconds between prefab spawns. Set to 0 to disable spawning. | |
| float | 3 | Variance in seconds to add/subtract from the spawn intervalSaved | |
| float | 0 | Maximum random offset (sphere radius) from the spawner's position when spawning prefabsSaved | |
| bool | true | If true, spawned prefabs will have a random rotationSaved | |
| float | 2 | cover_point_sample_step_height 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). (default: 2.0) | |
| float | 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). (default: 6.0) | |
| float | 2 | Population active on the server, per square km | |
| float | 2 | Population active on the server, per square km | |
| bool | false | When enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in development | |
| bool | false | Apply creative mode to the entire serverSavedReplicated | |
| bool | false | Failsafe toggle that must be true before any alwaysOn commands work; prevents items from accidentally entering the always-on state outside of creative modeSaved | |
| bool | false | Bypasses bypassHoldToPlaceDuration when deploying itemsSavedReplicated | |
| bool | false | Build blocks for freeSavedReplicated | |
| bool | false | Bypasses all placement checksSavedReplicated | |
| bool | false | Bypass the 30s repair cooldown when repairing objectsSavedReplicated | |
| bool | false | Bypasses limits on IO length and pointsSavedReplicated | |
| float | 1 | Population active on the server, per square km | |
| float | 1 | No description in the game files.SavedReplicated | |
| float | 0.05 | No description in the game files.SavedReplicated | |
| float | 3 | No description in the game files.SavedReplicated | |
| bool | false | No description in the game files.SavedReplicated | |
| float | 0.45 | No description in the game files.SavedReplicated | |
| float | 2 | No description in the game files.SavedReplicated | |
| int | 180 | No description in the game files.SavedReplicated | |
| float | 0 | No description in the game files.SavedReplicated | |
| float | 10 | No description in the game files.SavedReplicated | |
| float | 0.5 | No description in the game files.SavedReplicated | |
| float | 0.1 | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| float | 0.5 | No description in the game files.SavedReplicated | |
| float | 100 | No description in the game files.SavedReplicated | |
| float | 0.01 | No description in the game files.SavedReplicated | |
| float | 3 | No description in the game files.SavedReplicated | |
| float | 0.5 | No description in the game files.SavedReplicated | |
| float | 0.5 | No description in the game files.SavedReplicated | |
| int | 301 | Sets the score target in Darts. Standard games are either 301 or 501.SavedReplicated | |
| bool | true | Whether to parent players immediately on spawning to a boat if the bag is on a boat | |
| bool | false | When enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains | |
| bool | true | When enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs | |
| bool | false | When enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes | |
| bool | false | Shows debug info for what objects are causing clipping checks to fail. | |
| bool | false | No description in the game files. | |
| bool | false | Do not damage any items | |
| bool | true | When true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas | |
| bool | engine | When enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output | |
| float | 64 | Next wipeMax KB per second of debug overlay drawings, such as livestock.drawpens, streamed to each viewer. Changed groups past it wait for the next refresh, nearest first | |
| bool | false | When enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire | |
| float | 1 | Multiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower | |
| int | 60 | Minimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam | |
| int | 15 | Number of blocks in the 1st upkeep bracket | |
| float | 0.1 | Blocks in the 1st upkeep bracket will cost this value per day to maintain | |
| int | 15 | Number of doors in the 1st upkeep bracket | |
| float | 0.1 | Doors in the 1st upkeep bracket will cost this value per day to maintain | |
| int | 50 | Number of blocks in the 2nd upkeep bracket | |
| float | 0.15 | Blocks in the 2nd upkeep bracket will cost this value per day to maintain | |
| int | 50 | Number of doors in the 2nd upkeep bracket | |
| float | 0.15 | Doors in the 2nd upkeep bracket will cost this value per day to maintain | |
| int | 125 | The number of blocks in the 3rd upkeep bracket | |
| float | 0.2 | Blocks in the 3rd upkeep bracket will cost this value per day to maintain | |
| int | 125 | The number of doors in the 3rd upkeep bracket | |
| float | 0.2 | Doors in the 3rd upkeep bracket will cost this value per day to maintain | |
| float | 0.333 | Blocks in the 4th upkeep bracket will cost this value per day to maintain | |
| float | 0.333 | Doors in the 4th upkeep bracket will cost this value per day to maintain | |
| float | 1 | Can players upgrade building blocks to woodSavedReplicated | |
| bool | false | When enabled, logs decay tick details to the console including which entities took damage and how much | |
| float | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours | |
| float | 0 | When set to a value above 0 everything will decay with this delay | |
| float | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours | |
| float | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours | |
| float | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours | |
| float | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours | |
| float | 8 | How long should this building grade take to decay when not protected by upkeep, in hours | |
| float | 0 | When set to a value above 0 everything will decay with this duration | |
| float | 5 | How long should this building grade take to decay when not protected by upkeep, in hours | |
| float | 12 | How long should this building grade take to decay when not protected by upkeep, in hours | |
| float | 1 | How long should this building grade take to decay when not protected by upkeep, in hours | |
| float | 3 | How long should this building grade take to decay when not protected by upkeep, in hours | |
| float | 0.2 | Upkeep scale for external walls and gatesSavedReplicated | |
| float | 50 | Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings | |
| float | 1 | Multiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decay | |
| float | 600 | Interval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently | |
| float | 1 | Can players upgrade building blocks to hqmSavedReplicated | |
| bool | true | Can players upgrade building blocks to hqmSavedReplicated | |
| float | 1 | Can players upgrade building blocks to metalSavedReplicated | |
| bool | true | Can players upgrade building blocks to metalSavedReplicated | |
| float | 1 | Can players upgrade building blocks to stoneSavedReplicated | |
| bool | true | Can players upgrade building blocks to stoneSavedReplicated | |
| float | 1 | Can players upgrade building blocks to woodSavedReplicated | |
| bool | true | Can players upgrade building blocks to woodSavedReplicated | |
| bool | true | Is upkeep enabled | |
| float | 1440 | How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours) | |
| bool | true | Should players holding a code on one of the building's doors count towards the group size, whether it is the master code or the guest code | |
| int | 256 | Maximum number of players a tool cupboard remembers in the group window, oldest are dropped first | |
| float | 3 | Upper limit on the group size upkeep multiplier | |
| bool | true | Should upkeep cost scale with the number of players authed on the tool cupboard | |
| float | 0 | Each player in the 1st upkeep group tier increases upkeep cost by this fraction | |
| int | 4 | Number of players in the 1st (free) upkeep group tier | |
| float | 0.02 | Each player in the 2nd upkeep group tier increases upkeep cost by this fraction | |
| int | 6 | Number of players in the 2nd (small group) upkeep group tier | |
| float | 0.04 | Each player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited | |
| float | 24 | Players who authed within this many hours still count towards the group size, even if they have since deauthed | |
| float | 1 | Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay | |
| float | 0.1 | Scale at which objects decay when they are inside, default of 0.1 | |
| int | 2 | If a code lock has <= this number of users it won't count its users towards group upkeep tax | |
| float | 1440 | How many minutes does the upkeep cost last? default : 1440 (24 hours) | |
| bool | false | Should doors have their own upkeep brackets separate from building blocks | |
| bool | false | When enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculations | |
| int | 600 | Time window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes) | |
| bool | false | Allow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles | |
| bool | false | Allow players to swim to the deep sea | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | false | When enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or failed | |
| bool | true | Toggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startupSavedReplicated | |
| float | 5 | When generating, the interval in seconds in between each entity spawn (island, ghost ship and floating city). Increase if you're experiencing lag when the deep sea is opening. | |
| int | 1 | Number of floating cities to spawn in the deep sea | |
| float | 1500 | Minimum distance in metres floating cities must be from the deep sea boundary edge when spawning | |
| float | 1500 | Minimum distance in metres required between floating city | |
| float | 500 | Exclusion radius in metres around floating cities | |
| int | 0 | 0 Random, 1 North, 2 East, 3 South, 4 West | |
| int | 4 | Number of ghost ship to spawn in the deep sea zone | |
| float | 450 | Minimum distance in metres ghost ships must be from the deep sea boundary edge when spawning | |
| float | 400 | Minimum distance in metres required between ghost ships | |
| float | 80 | Exclusion radius in metres around ghost ship | |
| int | 1 | Number of hackable crates to spawn in the deep sea | |
| int | 6 | Number of islands to spawn in the deep sea zone | |
| float | 750 | Minimum distance in metres islands must be from the deep sea boundary edge when spawning | |
| float | 600 | Minimum distance in metres required between islands | |
| float | 750 | Distance in metres from the main island shore at which deep sea entrance portals are placed | |
| float | 300 | Exclusion radius in metres around islands | |
| bool | false | When enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debugging | |
| float | 1 | Population multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double | |
| float | 1 | Population multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double | |
| float | 5 | When generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening. | |
| bool | false | Should the deep sea open as soon as the server wiped? | |
| int | 4 | Number of RHIB boat groups to spawn in the deep sea | |
| float | 1150 | Minimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning | |
| float | 300 | Minimum distance in metres required between RHIB groups | |
| float | 10 | Exclusion radius in metres around each RHIB group | |
| float | 0.15 | When generating, the interval in seconds in between each spawn groups fill (dwellings/crates/scientists on island, ghost ships). Increase if you're experiencing lag when the deep sea is opening. | |
| bool | true | Ensure all players on a mounted boat are repositioned after a transition, if this is false we rely on parenting exclusively | |
| bool | false | Applies the deep sea terrain config and foliage to the whole map, not just inside the deep seaSavedReplicated | |
| float | 5400 | Maximum seconds before a deep sea re-opens after closing | |
| float | 5400 | Minimum seconds before a deep sea re-opens after closing | |
| float | 10800 | Duration in seconds of the deep sea wipe | |
| float | 1800 | Duration in seconds of the final wipe phase, bad weather kicking in etcSavedReplicated | |
| float | 300 | Seconds before radiation starts to ramp in before the deep sea wipe | |
| string | empty | Comma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recordingSaved | |
| int | 0 | Controls the behavior of recordlist, 0=whitelist, 1=blacklistSaved | |
| float | 200 | Maximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large | |
| float | 3600 | Maximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour) | |
| float | 0 | If greater than zero, overrides the drone's vertical movement speed | |
| bool | false | No description in the game files. | |
| float | 600 | How far drones can be flown away from the controlling computer stationSavedReplicated | |
| float | 0 | If greater than zero, overrides the drone's planar movement speed | |
| float | 10 | Radius at which a SAM missile's proximity fuse detonates against drones, capped by the missile's 20m trigger sphere | |
| bool | false | Will broadcast debug ddraw information on ALL dropped items to ALL players | |
| bool | false | Whether Rigidbody components are removed from DroppedItems when sleeping | |
| float | 0.05 | How many milliseconds to spend on updating underwater drag levels | |
| bool | true | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | Will spawn eggs for bots, only for debug purposes - don't enable it! | |
| float | 0.05 | No description in the game files.Saved | |
| int | engine | Gets or sets the current in-game day of the month; used for calendar-driven events and date display | |
| float | engine | How many real minutes one in-game day lasts on the server. Not sent to clients, whose sky keeps its own day length between time syncs, so lower it headless or in the editor to run a day through quickly. Never zero, freeze time with env.progresstime instead | |
| int | engine | Gets or sets the current in-game month (1-12); used for seasonal event triggers and calendar display | |
| float | 0.008 | No description in the game files.SavedReplicated | |
| float | 5 | No description in the game files.SavedReplicated | |
| float | 0.65 | No description in the game files.SavedReplicated | |
| float | 0 | No description in the game files.SavedReplicated | |
| bool | engine | When enabled, the server advances the in-game time of day automatically; disabling freezes time at its current value | |
| bool | 0 | No description in the game files.SavedReplicated | |
| float | engine | Gets or sets the current in-game time of day as a decimal hour (0.0-24.0); writing a value immediately jumps the time to that point | |
| int | engine | Gets or sets the current in-game year; used for date display and long-running server event tracking | |
| float | 24 | Number of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe | |
| float | 600 | Amount of charge required for the excavator to automatically trigger supply drop delivery without player activation | |
| float | 600 | Amount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files.Saved | |
| float | 30 | No description in the game files.Saved | |
| float | 16 | No description in the game files.Saved | |
| int | 25 | No description in the game files.Saved | |
| int | engine | No description in the game files.Saved | |
| float | 1 | No description in the game files. | |
| float | 180 | How long before a Frankenstein Pet dies un controlled and not asleep on table | |
| float | 2 | Population active on the server, per square km | |
| bool | true | No description in the game files. | |
| float | 2 | Global multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yieldSaved | |
| bool | false | When enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base | |
| float | 0.5 | Fraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%) | |
| float | 0.5 | Fraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%) | |
| float | 1 | Fraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%) | |
| bool | false | When enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill) | |
| int | 48 | How many results to collect per command - DONT set this too low or you'll risk missing results | |
| bool | engine | When enabled, this system is globally active; disable to deactivate the system for the current session | |
| bool | engine | Read-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime | |
| int | engine | Time slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames | |
| bool | false | Next wipeLog a CRC32 fingerprint of the eroded heightmap after generation, for determinism validation (e.g. across platforms or client vs server)Saved | |
| bool | true | Controls whether the in-game admin UI is displayed to adminsSavedReplicated | |
| bool | false | When enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's | |
| int | 0 | Developer mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging | |
| bool | false | Disables the backpacks that appear after a corpse times out | |
| bool | true | When enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident | |
| int | engine | Number of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs | |
| int | 40 | If a player sprays more than this, the oldest spray will be destroyed. 0 will disableSaved | |
| int | 8 | Maximum number of Unity job system worker threads; controls the background thread pool size for job dispatching | |
| int | 0 | Controls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usageSaved | |
| bool | false | Include bots in the admin UI player list (debugging purpose only) | |
| float | 10800 | Base time (in seconds) that sprays lastSaved | |
| float | 0.5 | Multiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f)Saved | |
| int | engine | No description in the game files. | |
| bool | engine | No description in the game files. | |
| int | engine | Nagle time, in microseconds | |
| int | engine | Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything) | |
| int | engine | No description in the game files. | |
| int | engine | No description in the game files. | |
| int | engine | No description in the game files. | |
| int | engine | No description in the game files. | |
| int | engine | No description in the game files. | |
| int | engine | No description in the game files. | |
| int | engine | Upper limit of buffered pending bytes to be sent | |
| int | engine | Maxminum send rate clamp, 0 is no limit | |
| int | engine | Minimum send rate clamp, 0 is no limit | |
| bool | false | When true, the server network position is updated to match the debug camera world position while spectating; useful for testing position-dependent server logic from the spectator view | |
| float | 0.25 | No description in the game files. | |
| float | 0.5 | How many milliseconds to spend on target scanning per frame | |
| float | 7200 | How many seconds until the crate is destroyed without any hack attempts | |
| float | 900 | How many seconds for the crate to unlock | |
| bool | falseNext wipe: true | Enables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics | |
| float | 0 | Population active on the server, per square km | |
| float | 0.1 | Modified damage from beancan explosion vs players (Default: 0.1). | |
| float | 0.25 | Modifier to how much damage scarecrows take to the body. (Default: 0.25) | |
| float | 0.5 | Stopping distance for destinations set while chasing a target (Default: 0.5) | |
| float | 8 | The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds). | |
| float | 0Next wipe: 2 | Population active on the server, per square km | |
| bool | true | Scarecrows can throw beancans (Default: true). | |
| float | 600 | How long each active dungeon should last before dying | |
| float | 0Next wipe: 1 | Population active on the server | |
| float | 0.4 | Maximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push | |
| float | 5 | Damage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5 | |
| bool | false | When enabled, broadcasts debug drawing for HBHFSensor visibility checks (eye position, forward, range, per-player LOS rays). | |
| float | 2 | Cone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate | |
| float | 1 | Multiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage | |
| int | 1 | Number of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it | |
| float | 30 | How many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes | |
| float | 25 | No description in the game files. | |
| float | 180 | How long before a HAB loses all its health while outside | |
| float | 1 | Population active on the server | |
| float | 175 | No description in the game files. | |
| bool | false | Disables all attire limitations, so NPC clothing and invalid overlaps can be equippedSavedReplicated | |
| bool | false | When enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing | |
| bool | true | Allows the deployment and usage of IO entities on player boats and tugboats.SavedReplicated | |
| int | 8 | Number of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed | |
| bool | false | Print out what is taking so long in the IO frame budget | |
| float | 2 | Ignore frames with a lower ms than this while debugBudget is active | |
| float | 1 | No description in the game files. | |
| float | 0.5 | No description in the game files. | |
| float | 0.25 | No description in the game files. | |
| float | 1 | No description in the game files. | |
| float | 0.25 | No description in the game files. | |
| float | 1 | No description in the game files. | |
| bool | false | All player placed electrical entities will receive full power without needing to be plugged into anythingSavedReplicated | |
| float | 0.1 | Minimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network | |
| bool | true | When enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction | |
| float | 2 | Population active on the server, per square km | |
| bool | true | No description in the game files. | |
| float | 3 | No description in the game files. | |
| float | 4 | No description in the game files. | |
| bool | true | No description in the game files. | |
| float | 0.05 | No description in the game files. | |
| float | 2000 | No description in the game files. | |
| float | 5 | No description in the game files. | |
| int | 1 | No description in the game files.SavedReplicated | |
| float | 1 | Multiplier applied to livestock grow and old-age times; 0.5 = grow up twice as fast, 0 = disable aging entirely | |
| bool | true | Whether livestock can be mounted into vehicle flatbedsSavedReplicated | |
| int | 5 | Removed next wipeHow many notional players livestock.namelocale counts as when the languages of everyone connected are weighed up, so one player alone does not name the whole herd | |
| float | 600 | How long (in seconds) a male livestock animal waits before breeding again, counted from conception. The female's is derived from how long her calf takes to grow up | |
| bool | true | Whether livestock look for a mate on their own; disabling it leaves livestock.makepregnant working | |
| float | 8 | Next wipeFloor in square metres each head needs in a pen to breed and to have full personal space. A 2x2 of foundations floods about 27, so it houses three | |
| bool | false | Removed next wipeWhether livestock breed only while a cupboard is their home | |
| float | 0.6 | Condition at or below which a livestock animal stops being willing to breedSavedReplicated | |
| float | 0.7 | Condition at or above which a livestock animal that stopped breeding is willing againSavedReplicated | |
| float | 30 | How far (in metres) a male livestock animal looks for a mate | |
| float | 60 | The seconds a livestock animal credits to a player under a livestock handling effect; kept inside the tolerated band on purpose | |
| float | 1 | Scales how long a mother waits after calving before she can carry again. 1 is one calf grown up per birth | |
| float | 3600 | How many seconds a totally neglected livestock animal takes to go from full health to dead | |
| float | 0.5Next wipe: 1 | Contentment at or above which a livestock animal is healthy and heals towards full | |
| float | 3600 | How many seconds a well kept livestock animal takes to heal from nothing back to full health | |
| float | 20 | How far (in metres) a player can get before a curious livestock animal gives up following them | |
| float | 0.2 | The share of livestock born curious, so they follow a player they know without needing a lead; 0 disables curious animals | |
| bool | false | Adds the condition and its breeding band to a livestock animal's ai.showState read-out | |
| bool | false | Adds the day budget shares to a livestock animal's ai.showState read-out | |
| bool | false | Adds walk speed and gait penalty to a livestock animal's ai.showState read-out | |
| bool | false | Adds an animal's genes to its ai.showState read-out | |
| bool | false | Removed next wipeLogs livestock overgrazing as it happens | |
| bool | false | Logs each special livestock animal as it spawns | |
| float | 5 | How recently (in seconds) a player the herd counts as one of its own must have been attacked for a bull to come after whoever is doing it; 0 stops him defending players | |
| float | 0 | The chance a freshly named livestock animal is given a developer's handle instead of an ordinary name; one named that way never founds a dynasty | |
| float | 60 | Next wipeHow far (in metres) around you livestock.drawpens and livestock.drawherds draw | |
| float | 0.15 | Condition below which a livestock animal stops dunging at all. A starving animal never dungs whatever this says | |
| float | 0.8 | Condition at or above which a livestock animal dungs at its full authored rate | |
| float | 3 | How much longer a livestock animal at the condition floor waits between dung drops than one in its prime | |
| bool | true | Whether a newborn livestock animal takes its same-sex parent's name one generation on, so a line reads Melk then Melk Junior then Melk the 3rd | |
| float | 0.33 | Next wipeThe share of its waking day a livestock animal is assumed to spend on its feet when a trough's remaining time is estimated. A horse hitched to the trough counts as one more animal of the herd it feeds | |
| float | 30 | How many seconds of familiarity a player loses with the herd around an animal they hurt | |
| float | 3 | Removed next wipeHow many seconds a player has to stay away from a livestock animal short of a full bond for it to forget one second they spent near it, so at 3 fourteen minutes are gone in forty two. A full bond never fades, 0 never forgets | |
| float | 60 | How many seconds of familiarity a player loses with a livestock animal they hurt | |
| float | 20 | How close (in metres) a player has to be for a livestock animal to count the time; must sit inside the animal's sense radius; 0 disables familiarity | |
| float | 1 | Multiplies how fast livestock familiarity builds up; 20 makes a five minute bond take fifteen seconds. For testing, leave at 1 for play | |
| float | 40 | Next wipeHow far (in metres) apart two livestock animals out of a pen can stand and still be linked into one free range herd for livestock.maxFreeRangeHerd | |
| float | 0.85 | How well met a livestock animal's worst need must be (0-1) before it will canter about for the fun of it; above 1 disables it | |
| float | 0.3 | The chance each allele of a wild livestock animal is rolled Bad; the rest come out Ok | |
| float | 0.6 | How often a Bad Dung livestock animal drops dung, as a share of an average one | |
| float | 1.6 | How often a Good Dung livestock animal drops dung, as a multiple of an average one | |
| float | 0.65 | How often a Bad Fertility livestock animal breeds, as a share of an average one; litter size never falls below one | |
| float | 1.6 | How often a Good Fertility livestock animal breeds, and how many young it carries, as a multiple of an average one | |
| float | 0.2 | The chance each allele of a wild livestock animal is rolled Good | |
| float | 0.7Next wipe: 0.667 | How well a Bad Hardiness livestock animal tolerates going short of food, water or room, as a share of an average one | |
| float | 1.5Next wipe: 2 | How well a Good Hardiness livestock animal tolerates going short of food, water or room, as a multiple of an average one | |
| float | 0.65 | Removed next wipeHow long a Bad Longevity livestock animal lives, as a share of an average one | |
| float | 1.5 | Removed next wipeHow long a Good Longevity livestock animal lives, as a multiple of an average one | |
| float | 0 | The chance each inherited livestock allele is rerolled from scratch instead of coming from its parent; leaving this at 0 is what makes breeding predictable enough to reason about | |
| bool | true | Whether livestock genes do anything; off makes every animal an average one without touching the genomes they carry | |
| float | 0.6 | How much milk or wool a Bad Yield livestock animal gives, as a share of an average one | |
| float | 1.6 | How much milk or wool a Good Yield livestock animal gives, as a multiple of an average one | |
| int | 2 | Removed next wipeHow many times livestock can graze one patch of grass before it is eaten bare | |
| float | 45 | How long (in seconds) a livestock animal stays wary of a player that hurt it or one of its herd, moving off when they come close again; 0 disables grudges | |
| float | 8 | How close (in metres) a remembered aggressor has to get before a wary livestock animal moves off | |
| float | 0.5 | What every gene's slider position is multiplied by on an inbred livestock animal, for its coat and for what it produces alike. At 0.5 a Good gene looks and performs as Ok and an Ok gene falls halfway to Bad. An animal is inbred when both its lineage markers matchSavedReplicated | |
| float | 7Next wipe: 15 | How far (in metres) a player can get from an animal they are leading before the lead breaks. 0 never breaks it | |
| float | 4.5 | Next wipeFloor in square metres per head at or below which a pen leaves livestock no personal space at all, which kills them. Half a foundation by default | |
| bool | true | Removed next wipeWhether livestock names follow the languages of whoever is connected; off names every animal from the English pool, as before the packs existed | |
| int | 5 | Next wipeHow many livestock animals of one species can share open ground, linked through any within livestock.freeRangeLinkRadius of each other, litters on the way counted at their largest, before none of them breeds, 0 never caps | |
| int | 3 | The most young one livestock birth can ever produce, however good the mother's Fertility is | |
| int | 300 | How many livestock animals of one species a server holds before none of that species breeds. Cattle and sheep are counted apart against the same number, 0 never caps | |
| float | 900 | The most seconds of trust a player can build with a livestock animal, which is the full bond: it can breed, standing in your cupboard makes that its home, your trust stops fading and a bull defends you | |
| float | 300 | How long (in seconds) a mother stands her ground for her own calf after something has threatened it, rather than running like any other cow; 0 disables maternal defence | |
| string | "en" | The language livestock are named in when nobody connected speaks one the game has names for, and the language the baseline weight reinforces | |
| float | 0.1 | Next wipeMain thread time budget per frame in milliseconds for the livestock needs queue | |
| float | 0.95 | Next wipeThe share of livestock.maxTrust a player can reach with an animal they do not own, kept short of 1 so only the owner has the full bond and is defended. At 1 anybody can | |
| float | 30 | Removed next wipeHow long (in minutes) an overgrazed patch of grass takes to grow back | |
| float | 5 | Removed next wipeHow far (in metres) an overgrazed patch of grass reaches from its centre | |
| bool | true | Removed next wipeWhether grass a herd has eaten bare stops feeding them until it grows back | |
| bool | true | Whether a farm animal's status panel says whether it is young or grownSavedReplicated | |
| bool | false | Whether both copies of every livestock gene are shown rather than only the one the animal expresses. Reveals what an animal carries without breeding itSavedReplicated | |
| bool | false | Whether a farm animal's status panel shows how often it dungs, after its genesSavedReplicated | |
| bool | falseNext wipe: true | Whether the male and female symbols are shown next to a farm animal's name on its status panelSavedReplicated | |
| bool | false | Whether the gene discs are shown on the livestock status panel, along with the inbred warning that explains themSavedReplicated | |
| bool | true | Next wipeWhether a farm animal's status panel shows its potential, how content it was raised, which its sale price is multiplied byReplicated | |
| bool | falseNext wipe: true | Whether a farm animal's status panel shows how much it trusts you, as one segment per band of the trust ladderSavedReplicated | |
| bool | false | Whether a farm animal's status panel shows what it produces and how often, after its genesSavedReplicated | |
| float | 900 | Next wipeHow many seconds a totally unhappy young livestock animal takes to drop its potential from full to nothing | |
| float | 600 | Next wipeHow many seconds a perfectly happy young livestock animal takes to raise its potential from nothing to full | |
| float | 0 | Next wipeThe most potential a livestock animal with no mother can reach, from 0 to 1. Covers animals bought from a vendor, caught wild or spawned in | |
| float | 0.5 | Removed next wipeHow far through its life a livestock animal stays worth its full price, from 0 in its prime to 1 at death by old age | |
| float | 0.15 | Condition at or below which a livestock animal sells for the least a vendor will pay | |
| float | 0.8 | Condition at or above which a livestock animal sells for the vendor's full price | |
| float | 1.5 | The livestock sale value that counts as full quality, which is a full budget for the vendor's sale table | |
| float | 1 | How far a livestock animal's genes move what a vendor pays, where 1 pays its full gene advantage and 0 prices every animal as an average one | |
| float | 0.5 | Removed next wipeWhat a livestock animal at the very end of its life sells for, as a share of the vendor's full price | |
| float | 0.85 | Removed next wipeHow much less a livestock animal that no player bred sells for, as a share of its price, so a herd raised from birth outsells one rounded up in the wild | |
| float | 0.4 | What a livestock animal at the condition floor sells for, as a share of the vendor's full price | |
| bool | engine | Times how long livestock spend in their needs queue and FSM tick, for livestock.census. Off by default because the measurement itself costs | |
| float | 60 | Next wipeHow long (in seconds) a hungry livestock animal fails to get a place at a stocked trough before it eats from it where it stands | |
| float | 6 | Next wipeHow far (in metres) from a trough a livestock animal may stand to eat from it without a place of its own | |
| float | 0.5 | Next wipeThe least a livestock animal's grass and sun needs count for in its overall mood, so a floored or roofed barn herd is kept below full rather than at nothing. The needs themselves still read down to 0Replicated | |
| float | 0.2 | Next wipeThe share of livestock born sleepy, so once grown they spend most of the day lying down away from the herd. An animal is never curious and sleepy at once; 0 disables sleepy animals | |
| float | 0.005 | The chance each wild livestock spawn is one of the named special animals; births, purchases, age-ups and saves never roll for one | |
| float | 30 | Next wipeHow often (in seconds) a livestock animal lying down for want of food or water looks for some again | |
| float | 0.5 | Next wipeThe share of a floor's sampled polys the sun must reach at some hour of a simulated day for the sun need to read full | |
| float | 30 | Next wipeHow many minutes a floor keeps its sun verdict before it is measured again, for shade that arrives without a navmesh change | |
| int | 12 | Next wipeHow many sun positions between sunrise and sunset each sampled poly is tested against | |
| int | 64 | Next wipeHow many of a floor's navmesh polys are sampled for sunlight when it is measured | |
| float | 60 | The seconds a livestock animal credits to the team, cupboard authed and door code sharers of anyone it is bonded with; kept inside the tolerated band on purpose | |
| float | 5 | How many seconds near a livestock animal before a curious one follows you without a lead | |
| float | 300 | How many seconds near a livestock animal before you can lead it, after which it also ages, can starve and gives dung, milk or wool | |
| float | 30 | How many seconds near a livestock animal before a bull stops squaring up at you | |
| float | 900 | How many seconds a livestock vendor refuses to look at goods whose every offer was turned down | |
| float | 0.05 | The chance each livestock offer is a generous one, where the vendor pays for a better animal than the one in front of him; 0 disables it | |
| float | 0.25 | The most a generous livestock offer lifts an animal's quality by | |
| float | 0.1 | The least a generous livestock offer lifts an animal's quality by | |
| int | 3 | How many offers a livestock vendor makes for one animal before he is annoyed and stops buying | |
| int | 2 | How many items a livestock vendor picks for one offer before paying the rest of its value in the sale table's fallback | |
| float | 0.05 | How far a livestock vendor's offer can swing either side of what an animal is really worth | |
| int | 400 | How much wool counts as a full lot, which is a full budget for the vendor's wool table | |
| int | 25 | How much wool a player must be carrying before a livestock vendor will haggle over it at allReplicated | |
| float | 0.5 | Removed next wipeLowest condition a livestock animal nobody can lead falls to from neglect, so wildlife never dies of it | |
| int | 1 | [0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surface | |
| bool | false | No description in the game files. | |
| int | 4 | [1-16] - each generator has constant memory overhead, but will allow more to process at once | |
| float | 100 | No description in the game files.SavedReplicated | |
| float | 10800 | No description in the game files. | |
| int | 5 | No description in the game files. | |
| float | 1.5 | No description in the game files. | |
| float | 1200 | Population active on the server, per square km | |
| float | 7200 | No description in the game files. | |
| float | 0 | Population active on the server | |
| float | 20 | How many minutes before the MLRS recovers from use and can be used again | |
| float | 864 | How many minutes before a ModularCar loses all its health while outside | |
| float | 3 | Population active on the server | |
| bool | true | No description in the game files. | |
| float | 45 | How long until decay begins after the boat was last used | |
| float | 120 | How long before a boat loses all its health while in deep water | |
| float | 180 | How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used | |
| float | 1 | Population active on the server | |
| int | 0 | Removed next wipeNo description in the game files. | |
| float | 720 | Removed next wipeNo description in the game files. | |
| float | 720 | Removed next wipeNo description in the game files. | |
| float | 35 | Removed next wipeNo description in the game files. | |
| bool | false | Removed next wipeNo description in the game files.SavedReplicated | |
| bool | true | Removed next wipeNo description in the game files.SavedReplicated | |
| bool | false | Toggle printing time taken to send all global entities to client when they connect | |
| bool | true | When enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius | |
| bool | true | (default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless | |
| bool | false | Toggle checking network group bounds whenever an entity changes its network group | |
| bool | false | When enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius | |
| int | 10 | Network visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead | |
| int | -1 | Overrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients | |
| int | -1 | Overrides the near (high-priority) network visibility radius in grid cells; -1 = use default | |
| float | 1 | Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus | |
| float | 0.33 | Default distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates) | |
| string | "https://gw.facepunch.com/nexus/" | URL endpoint to use for the Nexus APISavedReplicated | |
| bool | false | Hide islands that we know are full, preventing players from being transferred to them | |
| float | 1.5 | How far away islands should be spawned, as a factor of the map size | |
| float | 900 | Time in seconds to keep players in the loading state before going to sleep | |
| bool | true | When enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers | |
| float | 0.5 | Scale of the map to render and upload to the nexus | |
| int | 5 | Time in seconds to allow the server to process nexus messages before re-sending (requires restart) | |
| float | 30 | Time in seconds to wait between server status pings | |
| float | 30 | Interval in seconds to broadcast the player manifest to other servers on the nexus | |
| float | 300 | Maximum time in seconds to keep transfer protection enabled on entities | |
| float | 1 | Multiplier for nexus RPC timeout durations in case we expect different latencies | |
| string | empty | Shared secret key used to authenticate Nexus inter-server communication; must match across all servers in the same Nexus cluster | |
| float | 0 | Time offset in hours from the nexus clock | |
| int | 60 | Maximum amount of time in seconds that transfers should be cached before auto-saving | |
| string | "basic" | Name of the zone controller implementation used for this Nexus server (e.g. basic, advanced); controls how players are routed between servers | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | If an npc turret is firing at a sleeping player and the player is blocked, still apply damage | |
| float | 1200 | How many seconds until a sleeping player is considered hostileSavedReplicated | |
| bool | true | Whether to run the the dynamic pricing systemSaved | |
| float | 2 | The maximum point that a price can increase to (2 = 200%)Saved | |
| float | 0.5 | The Minimum point that the price can drop to (0.5 = 50% off)Saved | |
| float | 0.05 | How much to decrease the price for if it is underselling (0.05 = 5%)Saved | |
| float | 0.1 | How much to increase the price by if it is selling a lot (0.05 = 5%)Saved | |
| float | 2 | How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)Saved | |
| float | 3 | How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)Saved | |
| float | 1 | How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)Saved | |
| float | 2 | What discount surcharge should be applied to items when the server startsSaved | |
| float | 0.5 | Population active on the server, per square km | |
| bool | false | No description in the game files.Saved | |
| bool | false | No description in the game files.Saved | |
| int | 50 | Maximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping | |
| int | 100 | Maximum distance in metres between party member spawn points when spawning a group together on wake-up | |
| bool | true | When enabled, party members respawn near each other rather than at random map locations when joining a server together | |
| float | 0.35 | Fraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%) | |
| bool | true | When enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain | |
| bool | true | When enabled, the patrol helicopter avoids designated danger zones during its patrol route | |
| float | 100 | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files. | |
| float | 15 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | true | When enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions | |
| bool | true | When enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing | |
| bool | engine | When enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync | |
| bool | true | When enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync | |
| float | engine | Minimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impacts | |
| int | 2 | The collision detection mode that dropped items and corpses should use | |
| float | 1.0 | Gravity multiplierSavedReplicated | |
| bool | false | When enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world | |
| float | 0.1 | Seconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead | |
| int | 1 | Number of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry | |
| bool | true | Send effects to clients when physics objects collide | |
| int | 3 | The collision detection mode that server-side ragdolls should use | |
| bool | false | Do ragdoll physics calculations on the server, or use the old client-side systemSavedReplicated | |
| float | engine | Energy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usage | |
| int | engine | The default solver iteration count permitted for any rigid bodies (default 7). Must be positive | |
| float | 40 | Maximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing | |
| bool | true | Do players and vehicles collide with trees?SavedReplicated | |
| float | -1 | Override for rigidbody angular drag. Set to -1 to disable.Saved | |
| float | -1 | Override for rigidbody drag. Set to -1 to disable.Saved | |
| float | 1000 | Maximum force applied on collision to cause tumblingSaved | |
| float | 600 | Minimum force applied on collision to cause tumblingSaved | |
| float | 10 | Multiplier for impulse applied to players when ragdolled by this entitySaved | |
| float | 30 | Cone angle in degrees for randomizing tumbling force directionSaved | |
| float | 1.5 | Minimum velocity required for an object to get tumbling force applied on collisionSaved | |
| bool | engine | When enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date | |
| bool | engine | When enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy | |
| bool | engine | When enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic | |
| bool | engine | When enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously | |
| int | engine | Interval in minutes between automatic background ping estimation refreshes for server list region latency sorting | |
| int | engine | Number of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete | |
| float | 100 | Maximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight | |
| float | 600 | Interval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s | |
| float | 0.5 | Chance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable genes are picked up, but it greatly reduces the chances. | |
| bool | false | Should admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones? | |
| bool | true | When enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death | |
| bool | true | When enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery | |
| bool | false | When enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost | |
| int | 32 | No description in the game files.SavedReplicated | |
| int | 16 | No description in the game files.SavedReplicated | |
| bool | false | Whether the crawling state expiresSaved | |
| float | 2 | Interval in seconds between checks to determine whether any players are still aboard the boat | |
| float | 21600 | Time in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours) | |
| float | 1800 | No description in the game files. | |
| bool | false | When enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones | |
| float | 720 | How long before a boat loses all its health while outside | |
| float | 1440 | How long until decay begins after the boat was last used | |
| float | 10 | Duration in seconds after entering the deep sea zone that a player boat has before its engine is powered down | |
| bool | false | Allow Deploy & Edit anywhere in the ocean, bypassing location checks.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| float | 0.4 | No description in the game files. | |
| float | 50 | No description in the game files. | |
| float | 2.2 | No description in the game files. | |
| float | 5 | No description in the game files. | |
| float | 0.65 | No description in the game files. | |
| bool | true | No description in the game files.SavedReplicated | |
| float | 0.05 | 0 - 1 | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files.SavedReplicated | |
| int | 180 | No description in the game files.SavedReplicated | |
| int | 120 | No description in the game files.SavedReplicated | |
| bool | true | When enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed | |
| float | 30 | Maximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees | |
| bool | true | When enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats | |
| float | 5 | Next wipeInterval in seconds between wind blocked checks on a lowered sail, jittered by 10% | |
| float | 0.1 | 0 - 1 | |
| bool | true | No description in the game files.SavedReplicated | |
| float | 15 | No description in the game files.SavedReplicated | |
| float | 2880 | How long before a player helicopter loses all its health while indoors | |
| float | 480 | How long before a player helicopter loses all its health while outside | |
| bool | true | When enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops | |
| bool | false | When enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing | |
| float | 1 | Population active on the server, per square km | |
| bool | false | When enabled, logs additional diagnostic information about pool hits, misses, and spills to the console | |
| bool | true | When enabled, this system is globally active; disable to deactivate the system for the current session | |
| int | 2 | When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter | |
| bool | true | When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter | |
| bool | false | No description in the game files.SavedReplicated | |
| float | 180 | Anyone can reset a pool game nobody has interacted with for this many seconds | |
| float | 64 | No description in the game files.SavedReplicated | |
| bool | false | Show pool game tooltip notificationsSaved | |
| float | 2 | Seconds the shooter stays seated watching their shot before being dismounted | |
| bool | true | No description in the game files.SavedReplicated | |
| int | 100 | Connected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop.Saved | |
| int | 10 | Connected player count at or below which heavy fuses in the power plant decay at fuseDecayLowPopScale times the normal rate. Decay rate scale rises linearly as pop increases to fuseDecayHighPop where scale returns to 1x.Saved | |
| float | 0.25 | Multiplier on the decay rate of heavy fuses in the power plant while the connected player count is at or below fuseDecayLowPop. At 1 the player count has no effect on decay.Saved | |
| int | 3 | How many of the worst condition heavy fuses in the power plant decay at the full rate (burning out after fuseLifespanSeconds). Every other inserted fuse decays slowly instead. If 0 no fuse ever decays at the full rate.Saved | |
| float | 9600 | How long a heavy fuse plugged into the power plant lasts while it is decaying at the full rate (how long the worst fuses in the power plant survive for). If <= 0 then fuses last forever.Saved | |
| float | 0.12 | Maximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin.Saved | |
| float | 0.08 | Minimum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. Each fuse rolls its own fraction between fuseSlowDecayFractionMin and fuseSlowDecayFractionMax and keeps it for its lifetime.Saved | |
| int | -1 | No description in the game files.SavedReplicated | |
| float | 100 | Charge capacity of a drone marketplace's power buffer. A marketplace charges this up from the power plant and bleeds it back out whenever the plant stops carrying it.Saved | |
| float | 0.01 | Charge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them.Saved | |
| float | 0.05 | Charge a drone marketplace loses every second while there are no heavy fuses inserted at the power plant. A single fuse is enough to stop the bleed.Saved | |
| int | 4 | Heavy fuses that have to be inserted at the power plant before a drone marketplace starts charging. Below this it holds whatever charge it has without building any more.Saved | |
| float | 0.5 | Fraction (0-1) of its capacity a drone marketplace needs charged to accept orders. Sets both how long a cold marketplace takes to come online and how long a full one keeps running after the power plant drops out.Saved | |
| int | 5 | Starting power output of powerline poles when 1 heavy fuse is inserted at the power plant.Saved | |
| int | 50 | Power output of powerline poles when all possible heavy fuses are inserted at the power plant.Saved | |
| int | 0 | No description in the game files. | |
| float | 0.1 | Max time per frame (ms) to spend notifying powergrid entities of a stage change.Saved | |
| float | 0 | Time to wait (s) between each individual entity getting notified of a powergrid stage change. Higher values will delay the time it takes for all entities to receive notification of a stage change. Entities can skip this wait with stageChangeWorkQueueGroupJobsDistanceSaved | |
| float | 20 | If a powergrid entity is within this range of the first powergrid entity to receive a stage change update this frame, then that entity will also receive an update (skipping stageChangeWorkQueueTimeBetweenJobs)Saved | |
| int | engine | No description in the game files. | |
| int | engine | Interval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost | |
| bool | engine | When enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead | |
| int | engine | Main-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure | |
| int | engine | Main-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled | |
| int | engine | Allocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes | |
| int | engine | Total managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs | |
| int | engine | Worker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure | |
| int | engine | Worker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled | |
| int | engine | 0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min' | |
| int | engine | How frequently to count all entities across the server | |
| int | engine | 0 = off, 1 = stats per frame, 2 = stats per method | |
| int | engine | 0 = off, 1 = stats per frame, 2 = stats per method | |
| bool | engine | Record inbound RPC & ConsoleCommands that cause lag spikes | |
| bool | engine | Record type of packets inbound/outbound per frame | |
| int | engine | Raknet statistics, 0 = off, 2 = per connection | |
| float | engine | How often to flush raknet stats per second | |
| int | engine | No description in the game files. | |
| int | engine | 0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages | |
| int | engine | Clamp the length of logged RCON messages to prevent the profiler from being flooded with large messages | |
| bool | engine | Record execution time of ObjectWorkQueues per frame | |
| bool | false | Controls whether perfsnapshot commands emit chat messagesSaved | |
| int | engine | No description in the game files. | |
| int | engine | No description in the game files. | |
| int | 0 | 0 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwardsSaved | |
| int | 60 | No description in the game files. | |
| bool | false | Enable to allow runtime profiling to persist across restartsSaved | |
| int | 300 | How often to flush pooling stats in seconds | |
| int | 0 | 0 = off, 1 = flush every 5 minutes | |
| float | 3 | Next wipeSeconds an NPC gunner keeps firing in each burst | |
| float | 0.125 | Next wipeMinimum seconds between NPC gunner shots | |
| float | 3 | Next wipeSeconds an NPC gunner waits between bursts | |
| float | 2 | Population active on the server, per square km | |
| float | 0.0044 | Multiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally | |
| bool | true | When enabled, radiation-contaminated water damages items in a player's inventory over time when in a radiation zone | |
| bool | true | When enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation | |
| float | engine | How long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds) | |
| float | engine | How long (in seconds) before we allow another rcon connection from the same address (default: 1 second) | |
| string | empty | IP Address to listen for RCON connections | |
| bool | engine | Log failed attempts and attempts from banned IP addresses (default: true) | |
| int | 500 | Total number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes | |
| int | 5 | Total number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes | |
| int | engine | How many password failures before banning an RCON client's IP (default: 5) | |
| bool | engine | Permanently ban IPs that trigger too many failed attempts (default: false) | |
| int | 0 | Port to listen for RCON connections | |
| bool | false | If true, RCON commands will be printed in the console | |
| bool | true | If set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATED | |
| float | 120 | Time in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed | |
| bool | true | No description in the game files.SavedReplicated | |
| int | 960 | Time in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed | |
| int | 128 | Maximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached | |
| int | 8 | Maximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams | |
| float | 300 | Interval in seconds between mugshot (contact portrait) refresh attempts for known players | |
| float | 10 | Distance in metres within which two players must be for a 'seen' relationship event to be recorded | |
| bool | engine | If enabled, Rust Relay will automatically attempt to reconnect when the WebSocket connection drops | |
| bool | engine | Sets whether packets should be encrypted when sent to the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart) | |
| bool | engine | If enabled, Rust Relay spawns a fake invisible player and only relays packets sent to that player, changing this will STOP the Rust Relay feature (restart with relay.restart) | |
| int | engine | Sets the Filter Mode for RPC Messages, (0 = Ignore, 1 = AllowAll, 2 = AllowWhitelist) | |
| int | engine | Maximum number of reconnect attempts allowed within the reconnect window before the relay permanently shuts down | |
| int | engine | Delay (in seconds) between reconnect attempts | |
| int | engine | The rolling window (in minutes) used to track reconnect attempts | |
| bool | engine | If enabled, console data will be sent to the relay server | |
| bool | engine | If enabled, voice data will be sent to the relay server | |
| string | engine | Sets the authentication token for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart) | |
| string | engine | Sets the URL for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart) | |
| bool | true | No description in the game files.SavedReplicated | |
| int | 0 | When checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is | |
| int | 100 | No description in the game files.SavedReplicated | |
| int | 1440 | How long stores should store items (after a shop is closed) for before they are destroyedSaved | |
| float | 6 | No description in the game files.SavedReplicated | |
| int | 10 | No description in the game files.SavedReplicated | |
| int | 600 | No description in the game files. | |
| float | 0 | Population active on the server | |
| bool | true | When enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurableSaved | |
| bool | false | When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-onlySaved | |
| float | 180 | How long before a horse dies unattended | |
| float | 1 | No description in the game files. | |
| float | 0.05 | Interval in seconds between ground angle recalculation updates for horse body tilting; default 0.05sSaved | |
| float | 2 | Population active on the server, per square km | |
| bool | 1 | When enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performanceSaved | |
| bool | false | Continuously 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. | |
| bool | true | Draw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic) | |
| float | 30 | Radius of the room.draw_live overlay, in metres | |
| bool | false | Continuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on. | |
| int | 0 | Server-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce | |
| bool | true | Admins and developers bypass interior occlusion and see everything | |
| int | 1 | What 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) | |
| bool | true | Kill 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. | |
| float | 30 | How 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. | |
| float | 5 | How 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. | |
| float | 32 | Rooms 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. | |
| float | 250 | How 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. | |
| float | 2 | Main-thread time budget per frame (ms) for adding built navmesh tiles to their navmesh. A base rebuild lands dozens of results in one frame and the rest waits for the next one. 0 or less adds every result that is ready, which is what shipped before the budget existed | |
| bool | engine | Collect navmesh bake statistics (rustnav.bakestats to read them). Defaults on in the editor, off on servers; flip on live to diagnose bake issues, then reset with rustnav.bakestats true | |
| float | 1 | Main-thread time budget per frame (ms) for navmesh tile geometry collection. The full-map bake wall clock is roughly tiles / (budget-worth of tiles per frame) / fps, so raise this while baking to trade frame time for bake speed | |
| float | 12 | Detail mesh sample distance as a multiple of cellSize (Recast default 6). Larger = cheaper detail mesh, coarser surface height. Applies to tiles built after the change | |
| float | 1 | Detail mesh max sample error as a multiple of cellHeight (Recast default 1). Larger = cheaper detail mesh, more height error. Applies to tiles built after the change | |
| int | 24 | How many doors re-assert their gate state per navmesh drain tick. A rebuilt tile bakes its apertures shut, so every open or npc-openable door over the rebuilt area has to write its state again, and a megabase queues hundreds of them at once. 0 or less applies the whole queue in one frame, which is what shipped before the budget existed | |
| float | 512 | Max KB per second of navmesh tiles streamed to each rustnav.draw viewer | |
| int | 10 | No description in the game files. | |
| float | 100 | No description in the game files. | |
| float | 0.25 | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | A/B kill switch: build navmesh tiles with the stock pre optimization algorithms (clip rasterizer, full ledge and region rescans, unfused filters). Combine with detailsampledistmult 6 to approximate the old build end to end. Applies to tiles built after the change | |
| float | 100 | Metres of open water past which default navmesh tiles are dropped instead of baked. A tile only drops when every point in it is that far from land, so shores keep their navmesh and so do rivers and lakes, which are never that wide. Independent navmeshes (oilrigs, tropical islands, ghost ships) are never touched. 0 or less bakes the open sea like before. Applies to tiles queued after the change | |
| int | 4 | Navmesh tile builder worker thread count. Applied when the builder is (re)created - at boot, or via rustnav.setnumthreads at runtime. ~half the cores is the sweet spot for full-map bakes | |
| bool | true | LZ4-compress navmesh saves (smaller .navmesh files, no extra save time) | |
| bool | true | Append only the tiles that changed to the navmesh file instead of rewriting all of it. The first save after a boot or a rebuild is always a full write, and a full write also happens once the appended part grows past rustnav.savedeltabudget | |
| float | 0.5 | How large the appended part of the navmesh file may grow, as a fraction of the full file, before the next save rewrites the whole thing. A save whose changed tiles are a larger share of the mesh than this rewrites it too. Bounds both file growth and boot load time. 0 or less removes the bound, to stop appending altogether use rustnav.savedelta false | |
| int | 0 | Worker threads for navmesh save/load compression. 0 = auto | |
| float | 1000 | Log the navmesh save completion line as a warning past this many milliseconds. 0 or less never warns | |
| float | 1 | No description in the game files.SavedReplicated | |
| float | 45 | Delay before SAM sites that haven't shot a target will auto-reload | |
| float | 1200 | how long until static sam sites auto repair | |
| float | 50 | No description in the game files. | |
| float | 60 | No description in the game files. | |
| float | 180 | Seconds of thruster control window | |
| float | 18 | Maximum cooldown between satellite events, in game hours | |
| float | 18 | Minimum cooldown between satellite events, in game hours (not real minutes), converted to real time via the map's day length, same as the airdrop event scheduler. | |
| bool | true | Run the crashing FX pass (FX Pass 3) through the whole phase-2 descent, including the distance-projected stretch, instead of waiting until the satellite enters real draw distance. The projected-mode fixup still applies, its particles simulate in local space and scale with the model; its trails stay gated until real rendering.SavedReplicated | |
| float | 300 | Seconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires. | |
| bool | false | Log crash-target search diagnostics (samples, blockers, reasons) | |
| float | 300 | Starting impact radius before thruster adjustments, in meters | |
| float | 45 | Angle (degrees from vertical) the satellite descends at. Higher = more horizontal streak across the sky. Clamped to 45 so it always reaches the ground within 45 degrees of straight down. Only used when flyover_altitude is 0, the flyover path has its own geometry. | |
| float | 600 | Descent duration in seconds (0 = use day length fraction; nonzero values are clamped to a minimum of final_descent_seconds so the phase-2 window always fits inside the descent) | |
| float | 300 | Seconds before the scheduled crash that the satellite begins its phase-2 physics descent. Phase 1 slides in to the phase-2 start point up until then, then the satellite drops at a speed timed to hit the ground exactly on schedule. The start point is placed at the satellite's finalDescentSpeed times this window, so lengthening it starts the descent higher rather than slowing the fall.SavedReplicated | |
| float | 0 | Speed (m/s) of the phase-2 physics descent (0 = use the satellite prefab's finalDescentSpeed). Together with final_descent_seconds this sets where phase 2 starts, speed times seconds back up the descent line, so e.g. 180s at 80 m/s starts the drop 14.4km out. | |
| float | 2500 | Altitude (m above the crash target) of the phase-2 flyover cruise. The satellite enters near-horizontally at this height, streaks across the sky, then bends into a dive onto the target from flyover_dive_distance out. 0 = disable the flyover and use the legacy straight-line descent at descent_angle. | |
| float | 1500 | Horizontal distance (m) from the crash target at which the flyover bends into its terminal dive. Smaller = a longer level cruise with a steeper final plunge. | |
| bool | false | If true, firing satellite thrusters does not consume fuel | |
| bool | false | If true, powering up the satellite computer does not require any items | |
| int | 16 | Maximum fuel rolled for large satellites (3000-5000kg) | |
| int | 10 | Minimum fuel rolled for large satellites (3000-5000kg) | |
| int | 36 | Hard maximum on generated fuel, applied after the per-size roll regardless of size | |
| int | 26 | Maximum fuel rolled for medium satellites (1500-3000kg) | |
| int | 16 | Minimum fuel rolled for medium satellites (1500-3000kg) | |
| int | 8 | Hard minimum on generated fuel, applied after the per-size roll regardless of size | |
| int | 36 | Maximum fuel rolled for small satellites (500-1500kg) | |
| int | 24 | Minimum fuel rolled for small satellites (500-1500kg) | |
| int | 8 | How many times to re-roll the initial random map position, re-checking the full crash-site acceptance each time, until a valid starting target is found. Guarantees the control phase never starts on an unusable spot. | |
| float | 10 | Radius (m) around the impact point cleared on crash, players killed, construction/deployables/vehicles destroyed, vegetation removed | |
| float | 200 | Lateral offset multiplier per thruster fire (meters) | |
| float | 100 | Minimum crash radius in meters | |
| float | 150 | Maximum random aim drift (meters) applied when tightening the impact radius | |
| float | 100 | Minimum random aim drift (meters) applied when tightening the impact radius, at a fully random angle so it can't be cancelled out exactly by the cardinal-direction lateral thrusters | |
| bool | true | Crash targeting: use the tool-cupboard grid to test likely-occupied samples last, so a clear spot is usually found with fewer physics checks. The physics check stays authoritative. | |
| float | 30000 | Extra distance (m) further out, along the descent line, that phase 1 starts. The satellite slides steadily from there in to the orbit point over phase 1, then phase 2 continues along the same line. | |
| float | 4 | Multiplier the orbiting satellite's glow billboard grows to by the end of phase 1 (starts at 1x). Purely a visual telegraph; replicated because the grow runs client-side.SavedReplicated | |
| bool | true | If true, the satellite control computer can only be powered up while the power plant is active (powergrid stage 1+). Ignored when the powergrid system itself is disabled. | |
| bool | true | Crash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check. | |
| float | 15 | Heading rotation per thruster fire (degrees) | |
| float | 25 | Impact radius change per thruster fire (meters) | |
| bool | true | Also raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't see | |
| float | 16 | Clearance (m) the crash-site search demands around a candidate, rejected if any player building, prevent-building volume or safezone is within this range. Kept separate from kill_radius so targeting standoff can exceed what the impact destroys; 16 matches the building-privilege radius, so a valid site is never inside a base's TC influence. | |
| float | 15 | Radius (m) around a candidate crash spot sampled for ground shape, roughly the crash remains footprint. Used both to reject unsuitable spots and to fit the spawned remains to the ground. | |
| float | 25 | Max overall ground slope (degrees) across the crash footprint before a spot is rejected | |
| float | 2 | Max terrain height deviation (m) from the crash footprint's best-fit plane before a spot is rejected as too uneven (cliff edges, crests, dips the remains meshes can't hide) | |
| bool | true | Render the satellite's descent as a map-wide sky ribbon tracing the real flight path, visible from any distance at any draw distance setting. Rendered client-side from the entity's networked positions.SavedReplicated | |
| bool | true | Fade each point of the sky ribbon out over its lifetime (sky_trail_seconds), like a TrailRenderer, the streak continuously dissolves behind the satellite instead of holding full brightness until its points expire.SavedReplicated | |
| float | 10 | Seconds the sky ribbon takes to drain away tail-first after the satellite crashes or is destroyed. The recorded point ages are compressed into this window, so the ribbon keeps shrinking exactly the way it does in flight, and the impact end of the streak is the last to go.SavedReplicated | |
| float | 0 | Maximum length of the sky ribbon in meters of flight path, the tail is trimmed to keep the ribbon at or under this. 0 = no length cap, letting the sky_trail_seconds lifetime fade own the tail instead of a hard cut.SavedReplicated | |
| float | 1 | Meters of smooth random wobble baked into the sky ribbon as it's laid down, so the streak reads as turbulent rather than a perfect straight line. Keep it under the dish's size (~3m) or the trail visibly detaches from the model. 0 = perfectly straight.SavedReplicated | |
| float | 60 | Seconds of flight path the sky ribbon spans, its TrailRenderer-style lifetime: with sky_trail_age_fade on, points dissolve to nothing as they reach this age. Capped by the ribbon's internal point budget at ~128s.SavedReplicated | |
| float | 0.075 | On-screen thickness of the sky ribbon's head, in degrees of view angle, it holds the same apparent width whatever distance it's projected at, tapering to a point at the tail.SavedReplicated | |
| float | 5 | Crash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded. | |
| float | 3 | Crash targeting: candidate samples tested per clearance-footprint, i.e. per (targetingRadius/clearanceRadius)^2. The sample count scales with the targeting area, so a small circle runs far fewer checks than a large one. ~1.2 is bare geometric coverage (samples spaced ~one clearance apart); the default adds margin to catch tight gaps. Pushing it much higher mostly adds correlated, redundant checks. | |
| int | 8 | Crash targeting: minimum candidate samples per search, regardless of how small the targeting circle is. Floors the area-scaled sample count so a small but cluttered area still gets a fair number of attempts. | |
| int | 2 | When a thruster move finds no valid crash site, how many extra steps to take in the same direction before giving up. Fuel cost is linear in the number of steps taken (a 3-step move costs 3 fuel), and a further step isn't attempted if the player can't afford it. | |
| int | 3 | Thruster modules salvaged from fully harvesting the crash remains | |
| float | 0.2 | Minimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in | |
| float | 1 | Multiplier on the alpha of the satellite trails' authored colour gradients, saturating at full opacity, the authored fades drop to near-transparent within the first quarter of the trail, so values above 1 keep progressively more of its length visible. Applied alongside trail_time_scale as the trails switch on.SavedReplicated | |
| float | 1 | Multiplier on the authored lifetime of the satellite's trail renderers, a trail spans this many times the authored seconds of flight path, so it directly scales the visible streak length. Applied as the trails switch on (they sit out the projected far-distance stretch and only run once the satellite is drawn at its real position), so changes take effect at the next handover, not mid-trail. Replicated because trails render client-side.SavedReplicated | |
| float | 480 | Seconds the main wreck stays too hot to harvest after impact | |
| float | 0 | Population active on the server | |
| float | 0 | No description in the game files. | |
| float | 2 | Population active on the server, per square km | |
| float | 1 | No description in the game files. | |
| float | 0.2 | No description in the game files. | |
| bool | true | Prevents auto turrets getting added more than once to the IO queue | |
| float | 120 | how long until something is considered hostile after it attacked | |
| float | 40 | radius to check for other turretsSavedReplicated | |
| int | 12 | max interference from other turretsSavedReplicated | |
| float | 1 | How quickly can a turret acquire a potential target. Less is faster, but perf taxing | |
| bool | false | target everyone regardless of authorization | |
| bool | true | Set to false to disable the storage adaptor sorting functionality | |
| bool | true | When true, players can grab and swing on deployed vines; disable to prevent vine-swinging movementSaved | |
| string | "xyza7891h6UjNfd0eb2HQGtaul0WhfvS" | Easy Anti-Cheat product ID used to authenticate this server with EAC services | |
| string | "OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60" | Easy Anti-Cheat product key used alongside anticheatid for EAC server authentication | |
| int | engine | Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output | |
| bool | true | When true clients must provide a valid EAC token to connect; disable only for testing or modded environments | |
| float | 1 | Global multiplier for armour effectiveness against arrow and bow damage; 1.0 = defaultSaved | |
| float | 1 | Global multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damageSaved | |
| float | 4 | No description in the game files.SavedReplicated | |
| int | 60 | Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected | |
| bool | true | Automatically upload procedurally generated maps so that players download them (faster) instead of re-generating themSaved | |
| bool | true | Automatically upload an image of the map, used to show the map in the server browserSaved | |
| bool | true | No description in the game files.SavedReplicated | |
| string | empty | HTTP API endpoint for centralized banning (see wiki) | |
| int | 0 | Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki) | |
| int | 5 | Timeout (in seconds) for centralized banning web server requests | |
| float | 1 | Global multiplier for armour effectiveness against bleeding damage; 1.0 = defaultSaved | |
| float | 1 | Global multiplier for all bleeding damage over time; 1.0 = defaultSaved | |
| float | 1 | Global multiplier for armour effectiveness against bullet damage; 1.0 = defaultSaved | |
| float | 1 | Global multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damageSaved | |
| bool | false | Allows items to be moved into containers that block item input | |
| bool | false | Allows backpack equipping while not groundedSaved | |
| float | 3 | Radius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirementSaved | |
| float | 3 | Vertical offset in metres added when checking whether a ceiling light illuminates a plant directly below itSaved | |
| bool | true | Censors the Steam player list to make player tracking more difficult | |
| bool | false | No description in the game files.SavedReplicated | |
| int | 10 | Seconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight | |
| int | 30 | Number of recent combat events retained in each player's combat log, viewable with combatlog | |
| bool | true | Will the in-game compass show at the top of the screenSavedReplicated | |
| float | 300 | How often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes) | |
| bool | engine | Enables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time | |
| float | 5 | How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movementSaved | |
| float | 300 | Seconds before a player corpse is removed from the world; default is 300 seconds (5 minutes) | |
| bool | true | Whether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly | |
| bool | true | Do players go into the crawling wounded stateSaved | |
| int | 12 | Maximum initial health given when a player dies and moves to crawling wounded state | |
| int | 7 | Minimum initial health given when a player dies and moves to crawling wounded state | |
| float | 4 | Hours milk has to spend in a refrigerated container before it can be skimmed. Items already chilled won't notice a change until their next network updateSavedReplicated | |
| float | 500 | Duration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes | |
| float | 30 | Seconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds | |
| bool | true | Should the deep sea map be covered by fog of warSavedReplicated | |
| int | 10 | How much scrap is required to research default blueprintsSavedReplicated | |
| string | "No server description has been provided." | Short description of the server shown to players in the server browser | |
| int | 128 | UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task | |
| bool | false | When enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets | |
| bool | true | Whether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death | |
| bool | true | Whether or not to send additional analytics to EAC | |
| bool | true | Whether emoji ownership is checked server side. Could be performance draining in high chat volumes | |
| int | 2 | Network encryption mode; 2 = enabled (recommended), 0 = disabled | |
| bool | true | Whether to check for illegal industrial pipes when changing building block states (roof bunkers)Saved | |
| int | 100 | Number of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing | |
| float | 1 | Time in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed | |
| int | 16 | How many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects | |
| string | "None" | none,primitive,medieval,frontier,rustSavedReplicated | |
| bool | true | Enables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits | |
| bool | false | Lower damage of explosives to 1 and allow them to be triggered multiple times | |
| bool | true | Whether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clipSaved | |
| string | empty | Domain name to save when players favorite your server. The port can be omitted if using the default port or a SRV DNS record is created.Saved | |
| string | empty | Override the root storage folder for server files; leave empty to use the default server/identity path | |
| int | 4194304 | Burst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to matchSavedReplicated | |
| int | 2097152 | Bytes per second of requested file data (sign textures, photos, cassette audio, sculpts) sent to each client; requests beyond this are deferred, not dropped. Replicated so clients throttle their own requests to matchSavedReplicated | |
| bool | false | Print file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time | |
| int | 256 | Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue) | |
| bool | false | Should the in-game map be covered by a fog of warSavedReplicated | |
| int | 256 | How much area around the player is revealed when using fog of war. Must be a multiple of 32SavedReplicated | |
| bool | true | Whether to run the food spoiling systemSavedReplicated | |
| float | 0.05 | Maximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates | |
| float | 0.8 | No description in the game files.SavedReplicated | |
| float | 0.05 | No description in the game files.SavedReplicated | |
| string | empty | Short name of the game mode to activate on this server (e.g. 'softcore', 'hardcore'); applies convar overrides defined by that game mode's prefab | |
| float | 1 | Multiplies crafting cost of firearm ammunitionSavedReplicated | |
| string | empty | URL of the banner/header image shown at the top of this server's page in the server browserSaved | |
| bool | false | Should hte player see their direction on the mapSavedReplicated | |
| bool | false | Should the player see their position on the mapSavedReplicated | |
| bool | false | If true hot air balloons can be shot down with homing missiles | |
| float | 0.1 | How long per frame to spend animating items moving into the hopper (will be instant if <= 0)Saved | |
| string | "My Untitled Rust Server" | Server name displayed in the server browser | |
| int | 32 | Maximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests | |
| string | "my_server_identity" | Unique identifier for this server instance; determines the subfolder used for saves, configs and map data | |
| int | 30 | Minutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick | |
| int | 0 | Minutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode | |
| int | 1 | Controls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins | |
| float | 0.1 | Base chance of recovery after incapacitated wounded stateSaved | |
| bool | true | Enables a faster way to move items around during conveyor transfers. Should be on unless there's a issue | |
| float | 5 | How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all craftingSaved | |
| float | 0.5 | How long per frame to spend on industrial jobsSaved | |
| bool | true | When enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performanceSaved | |
| string | empty | IP address the server binds to; leave empty to bind to all interfaces | |
| int | 30 | Maximum number of Steam server browser queries allowed per minute from a single IP address | |
| float | 300 | Seconds before items dropped on the ground despawn; default is 300 seconds (5 minutes) | |
| int | 24 | Upper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours | |
| float | 2 | Multiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime | |
| float | 30 | Fast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds | |
| string | "Procedural Map" | Map level to load on startup, e.g. 'Procedural Map', 'Barren', or a custom map name | |
| bool | true | When true the server sends the map file to clients so they can load it without re-generating it locally | |
| string | empty | URL to download a custom map file from; if set the server will fetch and load this map instead of generating one | |
| bool | engine | Logs network packets rejected for being empty or not byte-alignedSaved | |
| string | empty | URL of the logo image shown for this server in the server browserSaved | |
| bool | true | When enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers | |
| float | 30 | If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system | |
| bool | true | Can players use the in-game mapSavedReplicated | |
| float | 0.75 | No description in the game files.SavedReplicated | |
| int | 15 | No description in the game files.SavedReplicated | |
| int | 0 | Next wipeMaximum number of tool cupboards each player can place, 0 or less is unlimited. Lowering it doesn't remove cupboards that are already placedReplicated | |
| int | engine | Maximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected | |
| int | engine | Maximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1, 1000) | |
| int | engine | Maximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached | |
| int | engine | Maximum number of encrypted packets that can wait in the decryption queue before being dropped | |
| int | engine | Maximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1, 1000) | |
| float | 180 | Maximum difference (in seconds) that two items with spoil timers can have and still be stackable | |
| int | 5 | How many markers each player can placeSavedReplicated | |
| int | 5 | How many pings can be placed by each playerSaved | |
| int | 12 | How many stacks a single conveyor can move in a single tickSaved | |
| int | engine | Maximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1, 1000) | |
| int | 100000 | Maximum byte size of a single console command packet from a client; oversized packets are rejected | |
| int | 1000 | Maximum byte size of a single global-entities network packet; oversized packets are dropped | |
| int | 100 | Maximum byte size of a single global-trees network packet; oversized packets are dropped | |
| int | 8096 | Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped | |
| int | engine | Global cap on total network packets per second the server will accept across all connected clients combined | |
| int | 100 | Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server | |
| int | 200 | Maximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions | |
| int | 30 | Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions | |
| int | 200 | Maximum sync-var (replicated variable) update packets per second accepted from each client | |
| int | 300 | Maximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed | |
| int | 100 | Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player | |
| int | 1 | Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam | |
| int | 500 | Maximum number of players allowed on the server at the same time | |
| int | engine | Maximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets | |
| int | engine | Maximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion | |
| int | engine | Maximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1, 1000) | |
| int | engine | Maximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10, 1000) | |
| int | 4 | Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client | |
| int | engine | Maximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped | |
| int | engine | Maximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full | |
| int | engine | Maximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1, 1000) | |
| float | 1 | Global multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against meleeSaved | |
| float | 1 | Global multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damageSaved | |
| float | 1 | Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates | |
| float | 1 | Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth | |
| bool | true | Allows radiation to flood monuments to force puzzles to reset | |
| float | 3 | Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase | |
| float | 20 | Clamp radiation multiplier to this amount of meters, -1 = ignored | |
| bool | false | Force enable radiation in monument puzzles to confirm they work | |
| float | 120 | How long does a monument puzzle need to be empty with full rads before it can reset | |
| float | 300 | How long before the reset happens do we start applying radiation | |
| float | 1.5 | Multiplier applied to a monument's normal radiation radius when the puzzle-reset radiation cloud is active; default 1.5x expands the zone beyond its usual boundary | |
| bool | true | When enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation beginsSaved | |
| string | empty | No description in the game files.SavedReplicated | |
| bool | true | Enables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth | |
| int | 0 | Maximum byte size of the network entity cache; 0 means no hard limit | |
| bool | engine | Enables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues | |
| float | 0.005 | Probability (0, 1) per growth tick that a plant growing outside a planter box will die; default 0.005 means a 0.5% chance each tickSaved | |
| float | 0.9 | If two spoiled food items are both above this threshold then we will allow them to be stacked | |
| float | 1 | All ammo drops from NPC loot will be multiplied by thisSaved | |
| float | 600 | Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes) | |
| int | 16 | UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task | |
| bool | false | Marks this as an official Facepunch server; only set by Facepunch, do not enable on community servers | |
| float | 0 | Radiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present | |
| float | 1 | Multiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per secondSaved | |
| float | 1 | Multiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation durationSaved | |
| float | 0.6 | Soil saturation level (0, 1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6Saved | |
| float | 0.25 | Maximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population serversSaved | |
| bool | false | Enables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime | |
| float | 1 | How much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage)Saved | |
| float | 1 | How much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on)Saved | |
| float | 8 | How long it takes to pick up a used parachute in secondsSavedReplicated | |
| int | 16 | UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks | |
| bool | true | Should industrial be paused during autosaves | |
| bool | true | When enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas | |
| string | empty | Override the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection | |
| float | 10 | How long a ping should lastSaved | |
| bool | true | Enables plant light detection, growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly | |
| float | 60 | No description in the game files.SavedReplicated | |
| float | 1 | Multiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth | |
| int | engine | Size of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players | |
| bool | true | When true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damageSaved | |
| int | 60 | Seconds of network inactivity before a connected player is timed out and disconnected | |
| int | 28015 | UDP port the server listens on for player connections | |
| bool | false | Require a premium status account to connect to this server | |
| float | 300 | How often to do premium status rechecks | |
| int | 100 | Maximum number of players to recheck at a time | |
| float | 300 | Minimum time to recheck premium status for already connected players (in seconds) | |
| string | "https://rust-api.facepunch.com/api/premium/verify" | Endpoint to use to check if players have premium status | |
| bool | false | Should F7 reports from players be printed to consoleSaved | |
| bool | false | Enables PvE mode, players cannot damage other players; they can still be killed by NPCs and the environment | |
| float | 1 | Additional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamageSaved | |
| float | 1 | How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as longSaved | |
| float | 1 | How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as longSaved | |
| float | 1 | How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as longSaved | |
| float | 1 | Additional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamageSaved | |
| int | 2000 | Maximum number of Steam server browser queries the server will respond to per second before rate-limiting | |
| int | 0 | UDP port used for Steam server browser queries; uses the game port if set to 0 | |
| bool | true | Enables radiation zones at monuments; disabling removes all radiation hazards from the map | |
| bool | engine | Setting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each time | |
| int | 300 | Seconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes) | |
| string | empty | HTTP API endpoint for receiving F7 reportsSaved | |
| string | empty | If set, this key will be included with any reports sent via reportsServerEndpoint (for validation)Saved | |
| bool | true | Reposition attachments like storage adaptors if they have moved on reskins | |
| bool | false | If a player presses the respawn button, respawn at their death location (for trailer filming) | |
| float | 50 | Radius in metres around a player's death point, any sleeping bag or bed within this range is put on a respawn cooldown to prevent spawn-camping | |
| float | 0 | Bags will increase their respawn time by this muchSaved | |
| float | 0 | Beds will increase their respawn time by this muchSaved | |
| bool | false | When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout) | |
| float | 60 | Minimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state againSaved | |
| bool | false | Enables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called | |
| int | engine | Prints the current server decryption queue depth | |
| int | 1 | Secondary salt value mixed into procedural world generation; used to vary monument and road placement | |
| int | 2 | Number of rolling save-file backups to keep; each autosave rotates the oldest backup outSaved | |
| int | 0 | Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit | |
| int | 5 | MS per frame to spend warming up entity save caches | |
| int | 600 | How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes) | |
| float | 1800 | How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds | |
| int | 1337 | Seed value used for procedural world generation; changing this produces a completely different map layout | |
| string | empty | Persistent unique identifier for this server instance, used when recording demos and for analytics attributionSaved | |
| bool | true | When enabled, weapons and tools holstered on a player's back are visible on their character model to other playersSaved | |
| bool | false | Skip death screen fadeSavedReplicated | |
| int | 64 | UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task | |
| bool | true | When true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the mapSaved | |
| float | 3 | Vertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plantSaved | |
| float | 3 | No description in the game files.SavedReplicated | |
| bool | true | Enables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed | |
| bool | false | Enables automatic backups of server statistics data | |
| bool | false | Enables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered | |
| bool | false | When true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable | |
| bool | false | When true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable | |
| string | empty | Comma-separated server browser tag values (see wiki)Saved | |
| int | 10 | Number of server simulation ticks per second; higher values improve responsiveness but increase CPU usage | |
| bool | false | Controls whether the tutorial is enabled on this serverSavedReplicated | |
| int | 512 | Number of entities processed per network update batch; lower values spread the load across more frames but increase total overhead | |
| int | 1024 | Number of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load | |
| bool | true | When a deployable is upgraded in place (e.g. stacking sandbags) the new tier keeps the damaged health fraction of the one it replaced instead of spawning at full health | |
| string | empty | Server website URL displayed in the server browser; leave empty to show no link | |
| bool | false | Opens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods.SavedReplicated | |
| bool | true | When enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying | |
| bool | false | Enables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players | |
| int | 3 | Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default | |
| bool | false | Enables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements | |
| bool | false | When transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance lossSaved | |
| float | 1 | How often (in hours) the water well NPC's update their sell orders | |
| float | 0.1 | How long per frame to spend on updating water wheel power generation and water infoSaved | |
| float | 0 | How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap costSavedReplicated | |
| float | 0 | How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap costSavedReplicated | |
| float | 0 | How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap costSavedReplicated | |
| int | 4500 | Width and height of the procedurally generated world in metres; larger values create a bigger map with more resources | |
| float | 0.25 | Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water levelSaved | |
| float | 1 | Wounded/incapacitated recovery chance for a player carrying a full extra bar of calories above the normal cap, scaled down by how overfed they actually areSaved | |
| float | 0.2 | Base chance of recovery after crawling wounded stateSaved | |
| bool | true | Can players be wounded after receiving fatal damageSaved | |
| float | 2 | Population active on the server, per square km | |
| bool | false | No description in the game files.SavedReplicated | |
| bool | true | If true admins can always update signs, regardless of lock, build auth, etcSavedReplicated | |
| bool | false | No description in the game files. | |
| float | 0 | No description in the game files. | |
| bool | true | No description in the game files.SavedReplicated | |
| int | -1 | No description in the game files. | |
| float | 1 | No description in the game files.SavedReplicated | |
| float | 5 | Population active on the server, per square km | |
| bool | false | Allow mounting as a passenger when there's no driver | |
| bool | false | If true, snowmobile goes fast on all terrain types | |
| float | 1440 | How long before a snowmobile loses all its health while outside | |
| bool | true | Allow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC)Saved | |
| bool | true | Allow explosive damage to twig-grade building blocks even outside the raid windowSaved | |
| bool | true | Outside the window, also block a non-explosive damage type against non-twig building blocks (e.g. shotgunning down a stone wall). Melee is only affected by softcore.raidwindow_block_melee_doorsSaved | |
| int | 8 | Rust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns)Saved | |
| bool | true | Outside the window, block melee damage to doors so they can't be beaten down while the window is closedSaved | |
| bool | true | Block launching MLRS rockets outside the raid window so they are not wastedSaved | |
| bool | true | Enable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time windowSavedReplicated | |
| float | 21 | Raid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnightSavedReplicated | |
| float | 3600 | Seconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disablesSaved | |
| float | 0 | Hours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later)SavedReplicated | |
| float | 18 | Raid window start hour in server system local time, 0-24 (default 18 = 6pm)SavedReplicated | |
| bool | false | Use separate raid hours on Saturday and SundaySavedReplicated | |
| float | 22 | Weekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true)SavedReplicated | |
| float | 17 | Weekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true)SavedReplicated | |
| float | 0.05 | No description in the game files.Saved | |
| int | 0 | If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing | |
| float | 1 | Maximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts | |
| float | 1 | Maximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases | |
| float | 0.5 | Minimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts | |
| float | 0.5 | Minimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low | |
| float | 100 | Base player count used when computing population spawn rates; below this value player_scale group rates are not yet applied | |
| float | 2 | 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 | |
| int | 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 | |
| bool | true | When enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared | |
| bool | true | When enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed | |
| bool | true | When enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested | |
| float | 300 | Interval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities | |
| float | 60 | Interval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load | |
| float | 2 | Population active on the server, per square km | |
| float | 0.001 | Floating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations | |
| float | 0.05 | Stability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall | |
| bool | false | When enabled, logs when entities die because their ground support entity was destroyed or is missing | |
| bool | false | When enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name | |
| bool | false | When enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging | |
| float | 9 | Maximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick | |
| int | 10 | Number of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time | |
| float | 3 | Maximum time in seconds that surrounding-support check jobs can run per server tick before deferral | |
| int | 0 | Verbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation | |
| float | 3 | Population active on the server, per square km | |
| float | 0.5 | Interval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate | |
| bool | true | No description in the game files.SavedReplicated | |
| bool | false | When enabled, storage containers without a lock can still require tool cupboard auth to access; default false | |
| float | 0.5 | Fraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death | |
| bool | false | When enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed | |
| int | 120 | Maximum duration in seconds a telephone call can remain active before it is automatically terminated | |
| int | 10 | Maximum number of simultaneous active telephone calls allowed on the server at any time | |
| float | 50 | Hex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership | |
| float | 0 | Shifts the whole territory grid east/west in metres. Painted cells move with it | |
| float | 0 | Shifts the whole territory grid north/south in metres. Painted cells move with it | |
| int | 60 | No description in the game files. | |
| float | 0.5 | Population active on the server, per square km | |
| float | 20 | The range at which the tiger will charge instead of fleeing if aimed at | |
| float | 60 | Minimum angle for the tiger to growl when stalking a player | |
| float | 5 | Time between growls when stalking a player | |
| int | 2 | The maximum amount physics ticks per frame on clients. If things are taking too long, time slows downSavedReplicated | |
| int | 32 | Desired physics ticks per second on clientsSavedReplicated | |
| float | engine | Next wipeGame seconds each frame advances by however long it really took. 0 follows the wall clock | |
| float | 1 | No description in the game files.SavedReplicated | |
| bool | true | No description in the game files. | |
| int | engine | The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down | |
| int | engine | Desired physics ticks per second on the server | |
| float | engine | No description in the game files. | |
| float | 30 | How long before a train car despawns | |
| bool | true | Should train cars that are not spawned near train tracks be killed instantly (default = true) | |
| float | 2.3 | Population active on the server | |
| float | 0.1 | Chance to miss per m/s of velocity for turrets shooting players on moving trains | |
| int | 2 | Ratio of wagons to train engines that spawn | |
| float | 10 | How long before an unloadable train car despawns afer being unloaded | |
| float | 9 | Maximum difference in velocity for train cars to couple | |
| float | 1800 | Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes) | |
| bool | true | When enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route | |
| float | 5 | No description in the game files.SavedReplicated | |
| bool | false | When enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path | |
| bool | true | When enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning | |
| bool | false | When enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network | |
| bool | false | When enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy | |
| int | 100 | Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what's left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512. | |
| bool | true | When enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth | |
| float | 0.01 | Per-frame CPU budget in milliseconds allocated to sending tree streaming data per player | |
| float | 1 | Total per-frame CPU budget in milliseconds for the tree streaming update system | |
| bool | true | Instead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that's where evaluation happens. | |
| bool | false | When enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers | |
| bool | true | When enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position | |
| bool | true | Allow triggers to sleep if both they and their contents are stationary (TickMode 1 only) | |
| float | 0.001 | world units a trigger can move in WS before it is woken | |
| int | 1 | 0 - old InvokeHandler, 1 - Jobs | |
| bool | false | Makes TriggerParentDelayedExit act as a TriggerParent again | |
| float | 7200 | No description in the game files. | |
| float | 2160 | How long before a tugboat loses all its health while outside | |
| float | 1440 | How long until decay begins after the tugboat was last used | |
| bool | true | No description in the game files.Saved | |
| value | engine | Will place the tutorial as close as possible to this pos, only for debugging | |
| bool | true | No description in the game files.Saved | |
| int | 5 | How many frames of a stack to emit | |
| bool | engine | Controls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled | |
| bool | 1 | Controls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability | |
| float | 300 | No description in the game files. | |
| bool | true | Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true | |
| bool | false | If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false | |
| float | 10 | Distance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles | |
| bool | true | When enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles | |
| bool | true | Whether repairable vehicle pads (eg. the Air Wolf helipad) have to be rebuilt with a hammer before their vendor will sell. When disabled, pads spawn already rebuilt and players cannot repair them.SavedReplicated | |
| float | 50000 | Acceleration force used by vehicle.train_speed (default 50000, same as train engine force) | |
| float | 50000 | Braking force used by vehicle.train_stop (default 50000, same as train engine force) | |
| bool | false | Determines whether trains stop automatically when there's no-one on them. Default: false | |
| bool | true | Determines whether vehicles drop storage items when destroyed. Default: true | |
| float | 25 | Additional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up | |
| float | 100 | Distance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area | |
| int | 10000 | No description in the game files. | |
| int | 10000 | No description in the game files. | |
| int | 100 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | false | No description in the game files. | |
| float | 50 | No description in the game files.SavedReplicated | |
| bool | false | Debug flag to force enable conditional spawning for all water catchers, regardless of their individual settings. | |
| float | 900 | How long in seconds an oil pump runs after its oil switch is activated before it starts producing crude.Saved | |
| float | 0.1 | No description in the game files.Saved | |
| float | 200 | No description in the game files.Saved | |
| float | 1020 | No description in the game files.Saved | |
| float | 360 | No description in the game files.SavedReplicated | |
| float | 1 | No description in the game files.Saved | |
| float | 900 | How long a race can go until it times out (in seconds)Saved | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | 1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| int | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | 0 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | 0 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | 0 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | 0 | No description in the game files.SavedReplicated | |
| bool | false | Whether the post-wipe rain grace period is currently active (set automatically by the server)SavedReplicated | |
| float | 18 | Number of in-game hours after a wipe during which rain and storms are suppressed (0 to disable)Saved | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | 0 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | 0.4 | Controls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining | |
| float | 0.2 | Controls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness | |
| float | -1 | No description in the game files.SavedReplicated | |
| float | 1 | Global multiplier applied to the per-tick probability that a wildlife hazard attempts to reposition | |
| float | 0.1 | Interval in seconds between client-side tick updates for wildlife hazard entities | |
| float | 1 | Global multiplier applied to wildlife hazard reaction time; higher values make hazards slower to react to player presence | |
| int | 5 | Maximum number of position candidates sampled when a wildlife hazard searches for a valid reposition destination | |
| float | 1 | Global multiplier for the radius used when choosing a new reposition destination for a wildlife hazard | |
| float | 1 | Global multiplier applied to the cooldown timer between wildlife hazard reposition attempts | |
| int | 0 | Number of days to add to the server's wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment | |
| float | 0 | Number of hours to add to the server's wipe timer during testing; registered as wipetimer.hours_to_add_test | |
| string | empty | Custom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/ | |
| int | 4 | 0=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat | |
| float | 19 | Which hour to wipe? 14.5 = 2:30pm | |
| string | "Europe/London" | The timezone to use for wipes. Defaults to the server's time zone if not set or invalid. Value should be a TZ identifier as seen here: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones | |
| int | 0 | Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future. | |
| float | 2 | Population active on the server, per square km | |
| float | 0.95 | No description in the game files. | |
| bool | true | No description in the game files. | |
| bool | false | No description in the game files. | |
| bool | true | No description in the game files. | |
| string | engine | Path to a world generation config file used by the procedural map generator; used when configString is empty | |
| string | engine | World generation config string passed directly to the procedural map generator; overrides the config file if set | |
| bool | false | Next wipeNo description in the game files. | |
| bool | false | Enables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics | |
| int | 2 | Target number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server | |
| int | 5 | Number of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas | |
| float | 40 | Radius in metres around each player within which Christmas gift entities are spawned during the xmas event refill | |
| float | 30 | How far we detect players from our inside/outside | |
| float | 1200 | How long each active dungeon should last before dying | |
| float | 0 | Population active on the server | |
| float | 0 | Population active on the server, per square km |