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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
ConVarTypeDefaultDescription
int0No description in the game files.
int0No description in the game files.
booltrueWhen enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance
float10The angle under which the AI will think it's being aimed at at by a player
booltrueIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true)
booltrueRemoved next wipeRun RustNav movement, steering and corridor queries in the transform job.
booltrueRemoved next wipeBatch RustNav agent transform updates using jobs. Disable to apply each update immediately.
float0.2Target frame time in seconds for the Critters budget
float0.5How close can a player get before a critter gets startled and runs away
int0Next 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
booltrueWhether 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
float2Gap 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
float0.1Default network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections
boolfalseNo description in the game files.SavedReplicated
boolfalseWhen enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely
float5Target frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame
float1Removed next wipeTarget frame time in seconds for the default FSMComponent budget
float2Next wipeFrame time budget in milliseconds for wild animal FSM ticks, on top of what the scientists left unused
float0.2Next wipeFrame time budget in milliseconds for livestock FSM ticks, on top of what the scientists and animals left unused
float0.5Next wipeFrame time budget in milliseconds for scientist FSM ticks. Whatever they leave unused rolls down to the animals, then the livestock
booltrueWhen enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals
boolfalseWhen enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference
boolfalseWhen enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors
booltrueWhen enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running
float2The height of the carve volume. (default: 2)
float2The minimum size we allow a carving volume to be. (default: 2)
int25The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25)
float4The 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)
boolfalseIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false)
booltrueWhen enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running
float0.01npc_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)
float0.5This 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)
float0.5npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5)
booltrueWhen enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations
float10npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10)
float20The 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)
float2npc_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)
booltrueIf 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.
float0.85The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f)
float1.25The offset with which the NPC will maximum miss the target. (default: 1.25)
float1.5The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5)
float1.5npc_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)
booltrueIf npc_enable is set to false then npcs won't spawn. (default: true)
booltrueIf npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true)
float0.15The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15)
float1.15Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f)
int3npc_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)
booltrueIf npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true)
float8npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8)
float0.07defines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1)
int30npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30)
int3npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3)
float3This 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)
booltrueIf 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)
float5npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5)
float1The 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)
float1920npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920)
float480npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480)
float5The 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)
booltrueSpawn NPCs on the Cargo Ship. (default: true)
booltrueSpawn NPCs on deep sea islands (default: false)
booltrueSpawn NPCs on junkpiles (default: true)
int1npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1)
int1npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1)
float0.25npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25)
float0.1npc_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)
float0.4npc_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)
float1npc_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)
float0.18npc_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)
booltrueIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true)
booltrueIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true)
float0.8npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8)
float0.92npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92)
boolfalseNo description in the game files.SavedReplicated
float1Global health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs
booltrueWhen enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies
float0.2Target frame time in seconds for the Ocean Critters swimming movement budget
int100000Maximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost
booltrueDo any kind of scientists spawn on the map (default: true)
float1How frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react
booltrueWhen enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh
float1.5How long (in seconds) a value that has just moved stays coloured in the ai.showState read-out; 0 stops it colouring at all
booltrueWhen enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times
float4Radius in metres within which a thrown smoke grenade suppresses NPC vision and targeting
booltrueWhen enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick
booltrueWhen enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place
float5Number of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost
booltrueWhen enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only
booltrueWhen enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues
booltrueWhen enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target
float50The angle under which the AI will think it's being watched by another entity
float0.2Interval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions
float0.5Interval in seconds between line-of-sight update ticks for all NPC types tracking known player positions
float0.5Interval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings
boolfalseNo description in the game files.
booltrueIf 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.
int30ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30)
float4ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms)
float4ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms)
float4ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms)
booltrueIf 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)
float160If an agent is beyond this distance to a player, it's flagged for becoming dormant.
boolfalseIf set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move
int2nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve.
booltrueIf 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.
intengineThe 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.
boolfalseIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called.
float3Removed next wipeNo description in the game files.
float0.125Removed next wipeNo description in the game files.
float3Removed next wipeNo description in the game files.
float2
Next wipe: 0.2
No description in the game files.
float2No description in the game files.
float1No description in the game files.
stringemptyAzure blob container url for use with client secret authenticationSaved
stringemptyAzure blob container url + SAS token, enables a more efficient upload methodSaved
string"X-API-KEY"Header key of secret when uploading analyticsSaved
stringemptyHeader secret value when uploading analyticsSaved
stringemptyAzure client id for authenticationSaved
stringemptyAzure client secret for authenticationSaved
stringemptyAzure tenant id for authenticationSaved
boolfalseExecutes entire flow without actually sending out anything
boolfalseToggle whether gameplay analytics is collectedSaved
booltrueToggle whether gameplay rpc logging is collectedSaved
boolfalseToggle whether gameplay tick analytics is collectedSaved
boolfalseNo description in the game files.
booltrueToggle to turn off server performance collectionSaved
string"https://gw.facepunch.com/analytics/rust/server"No description in the game files.
booltrueNo description in the game files.
int2No description in the game files.
float0.01No description in the game files.
float0.3No description in the game files.
booltrueNo description in the game files.
booltrueNo description in the game files.
int1No description in the game files.
int1No description in the game files.
int1No description in the game files.
boolfalseShould explosives parented to vehicles damage deployables
float2No description in the game files.
float2No description in the game files.
float0.4No description in the game files.
float0.1No description in the game files.
float100No description in the game files.
float0.158No description in the game files.
float0.01No description in the game files.
float0.06No description in the game files.
float0.25No description in the game files.
float0No description in the game files.
int4No description in the game files.
float2No description in the game files.
booltrueNo description in the game files.
booltrueNo description in the game files.
float2No description in the game files.
float1.5No description in the game files.
float10No description in the game files.
float1No description in the game files.
float7No description in the game files.
float0.1No description in the game files.
int15No description in the game files.
float100No description in the game files.
int3No description in the game files.
booltrueNo description in the game files.
float0.1No description in the game files.
booltrueNo description in the game files.
int0No description in the game files.
float0.45No description in the game files.
float1No description in the game files.
float0.8No description in the game files.
float100No description in the game files.
float0.01No description in the game files.
float2No description in the game files.
float0.05No description in the game files.
float0.5No description in the game files.
booltrueNo description in the game files.
float1.3No description in the game files.
float0.2No description in the game files.
float0No description in the game files.
int5No description in the game files.
float2No description in the game files.
booltrueNo description in the game files.
booltrueNo description in the game files.
float50No description in the game files.
booltrueNo description in the game files.
float0.01No description in the game files.SavedReplicated
float0.16No description in the game files.
float0.22No description in the game files.SavedReplicated
int15No description in the game files.
float0No description in the game files.
int3No description in the game files.
booltrueNo description in the game files.
float0.1No description in the game files.
booltrueNo description in the game files.
booltrueNo description in the game files.
float60No description in the game files.
float0.01No description in the game files.
float2No description in the game files.
int2No description in the game files.
booltrueNo description in the game files.
booltrueNo description in the game files.
float1No description in the game files.
float25No description in the game files.
float0.5No description in the game files.
int1No description in the game files.
float0.2No description in the game files.
float0No description in the game files.
booltrueNo description in the game files.
int6No description in the game files.
float2No description in the game files.
booltrueNo description in the game files.
float2No description in the game files.
float0.02No description in the game files.
int4No description in the game files.
booltrueNo description in the game files.
float1.1No description in the game files.
float10No description in the game files.
float0.1No description in the game files.
boolfalseNo description in the game files.
float1No description in the game files.
float2.5No description in the game files.
int1No description in the game files.
float0.8No description in the game files.
boolfalseNo description in the game files.
int0No description in the game files.
booltrueNo description in the game files.
boolfalseNo description in the game files.
boolfalseNo description in the game files.
int2No description in the game files.
booltrueNo description in the game files.
boolfalseNo description in the game files.
float2No description in the game files.
float10No description in the game files.
float0No description in the game files.
int3No description in the game files.
booltrueNo description in the game files.
float10No description in the game files.
float0.4No description in the game files.
booltrueNo description in the game files.
int1No description in the game files.
boolfalseNo description in the game files.
booltrueNo description in the game files.
float0.3No description in the game files.
float100No description in the game files.
int1No description in the game files.
int64No description in the game files.
float0.3No description in the game files.
float2No description in the game files.
booltrueNo description in the game files.
float3No description in the game files.
float0.3No description in the game files.
float5No description in the game files.
float1.1No description in the game files.
float4No description in the game files.
float3No description in the game files.
float0.1No description in the game files.
float0.5No description in the game files.
booltrueNo description in the game files.
int2No description in the game files.
boolfalseShould admins be able to bypass apartment authorization checks?SavedReplicated
booltrueShould admins be able to noclip in apartments?
booltrueShould combat be allowed inside apartment rooms outside of the break-in period?SavedReplicated
float86400How long should we wait before evicting a player from their apartment if they don't pay rent?SavedReplicated
float4How many hours of scrap upkeep does the apartments spawn with (so players don't see 'Eviction' vital right after renting an apartment
booltrueShould an invisible blocker prevent guests from entering apartments that they don't have access to?SavedReplicated
float30How long a player needs to hold the break in interaction on an apartment door with a master keySavedReplicated
float300How long a player stays authorized on an apartment room after breaking in with a master key
int1000How much scrap the apartment security NPC charges for a master keySavedReplicated
float300How long should the apartment security NPC keep the door open for after being paid?
float0Should the rent scale based on the items you have stored inside your apartment?
float30Cooldown time before alarms can send another notification (in seconds)
string"https://companion-rust.facepunch.com/api"Base address for the Rust+ companion server API
stringemptyIP address the server listens on for incoming connections; leave empty to bind to all available network interfaces
booltrueWhen enabled, server-side C# exceptions are written to the server log file; disabling reduces log noise on servers with known non-critical exceptions
int500Maximum number of simultaneous player connections allowed; connections above this limit are rejected with a server full message
int10Maximum simultaneous connections from the same IP address; prevents a single host from consuming all connection slots
int1048576Maximum allowed size in bytes of a single network message; oversized messages are dropped to prevent memory exhaustion attacks
booltrueEnables sending push notifications
int0UDP port number the server listens on; default is 28015; must be open in firewall for players to connect
stringemptyPublic IP address advertised to the Steam server browser; leave empty to auto-detect; set explicitly if behind NAT
int100Max number of queued messages - set to 0 to disable message processing
stringemptyNo description in the game files.SavedReplicated
booltrueDisables updating entirely - emergency use only
float0.1How many milliseconds to spend on ammo updating per frame
float0.5How many milliseconds to spend on target scanning per frame
float1How many milliseconds to spend on a tick per frame
boolfalseWhen enabled, logs debug information about AI ejection events when passengers are removed from boat seats
booltrueWhen enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapses
float1No description in the game files.
booltrueWhen enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testing
int25No description in the game files.
boolfalseWhen enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedback
boolfalseWhen enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logic
boolfalseWhen enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite response
float1Interval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches
float1Minimum distance in metres the player must move before a new long-range detection check is triggered
float0.25Interval in seconds between nearest-detectable-object distance checks performed by the metal detector
float3Minimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueueSaved
booltrueWhen enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server
float0.1How long per frame (ms) to spend processing updateMissionValidStateWorkQueueSaved
float3Minimum time (s) between starting runs of updateMissionValidStateWorkQueueSaved
boolfalseToggles the usage of mountable MountedPlayerSync optimisations (only used by boat scientists currently)
int2How many frames between base navigation movement updates
float1.7The max step-up height difference for pet base navigation
float1No description in the game files.
float0.5No description in the game files.
float10How long we are not moving for before trigger the stuck event
float1No description in the game files.
booltrueNo description in the game files.
booltrueNo description in the game files.
booltrueRemoved next wipeWhen enabled, server occlusion is taken into account when updating player relationship visibility data; saved between restartsSaved
float0.05Per-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders
float0.25No description in the game files.
float0.05Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue
boolfalseUse convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modificationsSavedReplicated
float600How many minutes before a siege weapon loses all its health while outside
float120How long before a submarine loses all its health while in deep water
float180How long before a submarine loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
float10How long a submarine can stay underwater until players start taking damage from low oxygen
int0Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console
int2Maximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone)
float2Population active on the server, per square km
float120How long before a Beehive will update
float120How long before the Beehive will perform temperature and inside checks
int2How much the Nucleus's XP should be increased per honeycomb generated
float15Range to leave current target alone (should be higher than search)
boolfalseNo description in the game files.
float5.5How far away fire has to be to set the swarm on fire
float150How long a swarm will stick around without a target
float10Range to find new targets
float0.1How many milliseconds to spend on thinking per frame
float0.6How much water a player needs to be in to be ignored
int3How many child swarms a master swarm will create
float150How long a master swarm will stick around without a target
float60How long before a master swarm will create a child
float45No description in the game files.
booltrueCan bike crashes cause damage or death to the rider?
float1Motorbike population in monuments
float1440How long before a bike loses all its health while outside
float1Pedal bike population in monuments
float1Pedal bike population active on the server (roadside spawns)
float10Amount of collision damage on a bike required to ragdoll the player
int500Maximum initial bet per round
float5Population active on the server, per square km
boolfalseWhen enabled, boat AI entities can enter a sleep state when no players are nearby; reduce CPU usage for idle boats
float0.8How often to update the avoidance cache. Lower number means a more accurate cache at the expensive of performance.
float0.3How long per frame to spend on boat aiSaved
boolfalseWhen enabled, draws DDraw visualisations of boat AI steering, avoidance, and pathfinding state
float750Distance players need to be to start syncing mounted seats
float0.9Maximum 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
boolfalseWhen enabled, logs verbose boat AI decision-making output to the server console each AI tick
float30Number of seconds a boat AI will wait without player interaction before entering sleep mode; default 30s
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
booltrueWhen enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity
float30Multiplied by the base BuildingBlockDecay duration
float1Multiplied by the base BuildingBlockDecay duration
float150No description in the game files.
int2No description in the game files.
float5No description in the game files.SavedReplicated
float0No description in the game files.
boolfalseNo description in the game files.
int1No description in the game files.SavedReplicated
booltrueNo description in the game files.
int30How many hops a speaker or boombox will traverse to find a connectionSaved
stringemptyA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etcSavedReplicated
booltrueWhen false, prevents the Bradley APC from spawning or respawning on the server
float60Number of minutes after the Bradley APC is destroyed before it respawns at its patrol path; default is 60 minutes
float1Random variance multiplier applied to respawnDelayMinutes; a value of 1.0 means the actual delay is randomly chosen between 0 and respawnDelayMinutes
float50No description in the game files.
float0.5No description in the game files.
float0.4No description in the game files.
float1No description in the game files.
float1No description in the game files.
boolfalseNo description in the game files.
float180No description in the game files.
float60No description in the game files.
float60No description in the game files.
float60No description in the game files.
booltrueNo description in the game files.
booltrueWhen enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency
int100Metal detector loot weight is 100.
float0.85[0.0 to 1.0]
float86400Time in seconds before an item expires.
int32No description in the game files.
float5Per-frame CPU budget in milliseconds for completing pending companion server camera renders
booltrueEnable developer-specific permissions for camera access (less restricted)
booltrueWhen enabled, the companion server camera rendering system is active and processes camera render requests from the companion app
int5Maximum age in frames for a known collider entity entry in the companion server camera cache before it is evicted
int100Maximum distance in metres from the companion server camera at which entity colliders are tracked for rendering
float250Far clipping plane distance in metres for companion server camera renders; default 250
int180Height in pixels of the companion server camera render output; default 180
int1218656529Physics layer mask used for raycasting in companion server camera depth sampling; defaults to solid, water, and player movement layers
int100000Maximum number of raycasts per frame used for companion server camera depth sampling
int25Maximum number of camera render tasks that can complete per frame for companion server cameras
float0Near clipping plane distance for companion server camera renders; 0 = use default
int30Maximum distance in metres at which player entities are included in companion server camera renders
int10Maximum distance in metres at which player name labels are included in companion server camera render output
float0.5Maximum 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
float0.05Interval in seconds between successive companion server camera render dispatches; default 0.05s (20 Hz)
int3000Number of raycast samples taken per companion server camera render pass for depth reconstruction
float65Vertical field of view in degrees for companion server camera renders; default 65
int320Width in pixels of the companion server camera render output; default 320
boolfalseAllows mounting cannons outside of boats for testing.
booltrueNo description in the game files.
float480No description in the game files.
boolfalseNo description in the game files.
float10No description in the game files.
float50No description in the game files.
booltrueNo description in the game files.
float10No description in the game files.
int3No description in the game files.
booltrueNo description in the game files.
booltrueNo description in the game files.
float5No description in the game files.SavedReplicated
float300No description in the game files.
float0.05No description in the game files.Saved
booltrueWhen enabled, this system is globally active; disable to deactivate the system for the current session
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
int1000Number of messages to keep in memory for chat history
boolfalseNo description in the game files.SavedReplicated
float100Maximum distance in metres within which local chat messages are visible to nearby players; messages from beyond this range are not received
booltrueWhen enabled, all chat messages are written to the server log file in addition to being broadcast to players
float3Population active on the server, per square km
booltrueIf enabled then players will need to be near a Clan Table to make changes to clansSavedReplicated
booltrueEnables the clan system if set to true (must be set at boot, requires restart)
int100Maximum number of members each clan can have (local backend only!)
int50How much score players earn for destroying bradley
int50How much score players earn for destroying patrol heli
int3How much score players earn for running the water treatment plant, per consumed item
int5How much score players earn for hacking crates
int5How much score players earn for inserting a heavy fuse into powerplant
int25How much score players earn for launching a satellite
int5How much score players earn for looting an elite crate
int10How much score players earn for looting a crashed satellite's crates
int10How much score players earn for opening hacked crates
int10How much score players earn for reaching cargo ship
int3How much score players earn for running the excavator, per diesel fuel consumed
int5How much score players earn for starting the oil rig fuel switch
int5How much score players earn for swiping a red keycard
float20distance cloth will simulate until
float900Duration in seconds a player is locked out from attempting the code lock after exceeding maxFailedAttempts; default 900s (15 minutes)
float8Maximum number of failed code entry attempts on a code lock before the player is locked out; default 8
boolfalseCan command blocks execute commands
booltruePrint a log message when a command block is executed
boolfalseIf enabled, commands from command blocks will run using the last player who set them, allowing for a wider range of commands to be used
int50Maximum number of console history entries
float30No description in the game files.
booltrueNo description in the game files.SavedReplicated
float20Time in seconds before spawned prefabs are despawned. Set to 0 to disable despawning.Saved
float0Time in seconds between prefab spawns. Set to 0 to disable spawning.
float3Variance in seconds to add/subtract from the spawn intervalSaved
float0Maximum random offset (sphere radius) from the spawner's position when spawning prefabsSaved
booltrueIf true, spawned prefabs will have a random rotationSaved
float2cover_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)
float6cover_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)
float2Population active on the server, per square km
float2Population active on the server, per square km
boolfalseWhen enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in development
boolfalseApply creative mode to the entire serverSavedReplicated
boolfalseFailsafe toggle that must be true before any alwaysOn commands work; prevents items from accidentally entering the always-on state outside of creative modeSaved
boolfalseBypasses bypassHoldToPlaceDuration when deploying itemsSavedReplicated
boolfalseBuild blocks for freeSavedReplicated
boolfalseBypasses all placement checksSavedReplicated
boolfalseBypass the 30s repair cooldown when repairing objectsSavedReplicated
boolfalseBypasses limits on IO length and pointsSavedReplicated
float1Population active on the server, per square km
float1No description in the game files.SavedReplicated
float0.05No description in the game files.SavedReplicated
float3No description in the game files.SavedReplicated
boolfalseNo description in the game files.SavedReplicated
float0.45No description in the game files.SavedReplicated
float2No description in the game files.SavedReplicated
int180No description in the game files.SavedReplicated
float0No description in the game files.SavedReplicated
float10No description in the game files.SavedReplicated
float0.5No description in the game files.SavedReplicated
float0.1No description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
float0.5No description in the game files.SavedReplicated
float100No description in the game files.SavedReplicated
float0.01No description in the game files.SavedReplicated
float3No description in the game files.SavedReplicated
float0.5No description in the game files.SavedReplicated
float0.5No description in the game files.SavedReplicated
int301Sets the score target in Darts. Standard games are either 301 or 501.SavedReplicated
booltrueWhether to parent players immediately on spawning to a boat if the bag is on a boat
boolfalseWhen enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains
booltrueWhen enabled, validates that trigger colliders are correctly parented to their entities during physics updates; helps catch mis-parenting bugs
boolfalseWhen enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes
boolfalseShows debug info for what objects are causing clipping checks to fail.
boolfalseNo description in the game files.
boolfalseDo not damage any items
booltrueWhen true, nav mesh obstacle components on loot containers are disabled in the deep sea zone to improve performance in underwater areas
boolengineWhen enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output
float64Next 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
boolfalseWhen enabled, logs mission NPC speech info (speaker, line, trigger) to the console as mission dialogue events fire
float1Multiplier applied to all puzzle reset timers; values below 1.0 make puzzles reset faster, above 1.0 slower
int60Minimum seconds that must pass after a tutorial ends before another one can start; prevents back-to-back tutorial spam
int15Number of blocks in the 1st upkeep bracket
float0.1Blocks in the 1st upkeep bracket will cost this value per day to maintain
int15Number of doors in the 1st upkeep bracket
float0.1Doors in the 1st upkeep bracket will cost this value per day to maintain
int50Number of blocks in the 2nd upkeep bracket
float0.15Blocks in the 2nd upkeep bracket will cost this value per day to maintain
int50Number of doors in the 2nd upkeep bracket
float0.15Doors in the 2nd upkeep bracket will cost this value per day to maintain
int125The number of blocks in the 3rd upkeep bracket
float0.2Blocks in the 3rd upkeep bracket will cost this value per day to maintain
int125The number of doors in the 3rd upkeep bracket
float0.2Doors in the 3rd upkeep bracket will cost this value per day to maintain
float0.333Blocks in the 4th upkeep bracket will cost this value per day to maintain
float0.333Doors in the 4th upkeep bracket will cost this value per day to maintain
float1Can players upgrade building blocks to woodSavedReplicated
boolfalseWhen enabled, logs decay tick details to the console including which entities took damage and how much
float0How long should this building grade decay be delayed when not protected by upkeep, in hours
float0When set to a value above 0 everything will decay with this delay
float0How long should this building grade decay be delayed when not protected by upkeep, in hours
float0How long should this building grade decay be delayed when not protected by upkeep, in hours
float0How long should this building grade decay be delayed when not protected by upkeep, in hours
float0How long should this building grade decay be delayed when not protected by upkeep, in hours
float8How long should this building grade take to decay when not protected by upkeep, in hours
float0When set to a value above 0 everything will decay with this duration
float5How long should this building grade take to decay when not protected by upkeep, in hours
float12How long should this building grade take to decay when not protected by upkeep, in hours
float1How long should this building grade take to decay when not protected by upkeep, in hours
float3How long should this building grade take to decay when not protected by upkeep, in hours
float0.2Upkeep scale for external walls and gatesSavedReplicated
float50Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
float1Multiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decay
float600Interval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently
float1Can players upgrade building blocks to hqmSavedReplicated
booltrueCan players upgrade building blocks to hqmSavedReplicated
float1Can players upgrade building blocks to metalSavedReplicated
booltrueCan players upgrade building blocks to metalSavedReplicated
float1Can players upgrade building blocks to stoneSavedReplicated
booltrueCan players upgrade building blocks to stoneSavedReplicated
float1Can players upgrade building blocks to woodSavedReplicated
booltrueCan players upgrade building blocks to woodSavedReplicated
booltrueIs upkeep enabled
float1440How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)
booltrueShould 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
int256Maximum number of players a tool cupboard remembers in the group window, oldest are dropped first
float3Upper limit on the group size upkeep multiplier
booltrueShould upkeep cost scale with the number of players authed on the tool cupboard
float0Each player in the 1st upkeep group tier increases upkeep cost by this fraction
int4Number of players in the 1st (free) upkeep group tier
float0.02Each player in the 2nd upkeep group tier increases upkeep cost by this fraction
int6Number of players in the 2nd (small group) upkeep group tier
float0.04Each player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited
float24Players who authed within this many hours still count towards the group size, even if they have since deauthed
float1Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
float0.1Scale at which objects decay when they are inside, default of 0.1
int2If a code lock has <= this number of users it won't count its users towards group upkeep tax
float1440How many minutes does the upkeep cost last? default : 1440 (24 hours)
boolfalseShould doors have their own upkeep brackets separate from building blocks
boolfalseWhen enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculations
int600Time window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes)
boolfalseAllow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles
boolfalseAllow players to swim to the deep sea
booltrueNo description in the game files.SavedReplicated
boolfalseWhen enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or failed
booltrueToggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startupSavedReplicated
float5When 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.
int1Number of floating cities to spawn in the deep sea
float1500Minimum distance in metres floating cities must be from the deep sea boundary edge when spawning
float1500Minimum distance in metres required between floating city
float500Exclusion radius in metres around floating cities
int00 Random, 1 North, 2 East, 3 South, 4 West
int4Number of ghost ship to spawn in the deep sea zone
float450Minimum distance in metres ghost ships must be from the deep sea boundary edge when spawning
float400Minimum distance in metres required between ghost ships
float80Exclusion radius in metres around ghost ship
int1Number of hackable crates to spawn in the deep sea
int6Number of islands to spawn in the deep sea zone
float750Minimum distance in metres islands must be from the deep sea boundary edge when spawning
float600Minimum distance in metres required between islands
float750Distance in metres from the main island shore at which deep sea entrance portals are placed
float300Exclusion radius in metres around islands
boolfalseWhen enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debugging
float1Population multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double
float1Population multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double
float5When generating, the interval in seconds in between each island navmesh bake. Increase if you're experiencing lag when the deep sea is opening.
boolfalseShould the deep sea open as soon as the server wiped?
int4Number of RHIB boat groups to spawn in the deep sea
float1150Minimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning
float300Minimum distance in metres required between RHIB groups
float10Exclusion radius in metres around each RHIB group
float0.15When 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.
booltrueEnsure all players on a mounted boat are repositioned after a transition, if this is false we rely on parenting exclusively
boolfalseApplies the deep sea terrain config and foliage to the whole map, not just inside the deep seaSavedReplicated
float5400Maximum seconds before a deep sea re-opens after closing
float5400Minimum seconds before a deep sea re-opens after closing
float10800Duration in seconds of the deep sea wipe
float1800Duration in seconds of the final wipe phase, bad weather kicking in etcSavedReplicated
float300Seconds before radiation starts to ramp in before the deep sea wipe
stringemptyComma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recordingSaved
int0Controls the behavior of recordlist, 0=whitelist, 1=blacklistSaved
float200Maximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large
float3600Maximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour)
float0If greater than zero, overrides the drone's vertical movement speed
boolfalseNo description in the game files.
float600How far drones can be flown away from the controlling computer stationSavedReplicated
float0If greater than zero, overrides the drone's planar movement speed
float10Radius at which a SAM missile's proximity fuse detonates against drones, capped by the missile's 20m trigger sphere
boolfalseWill broadcast debug ddraw information on ALL dropped items to ALL players
boolfalseWhether Rigidbody components are removed from DroppedItems when sleeping
float0.05How many milliseconds to spend on updating underwater drag levels
booltrueNo description in the game files.
boolfalseNo description in the game files.
boolfalseWill spawn eggs for bots, only for debug purposes - don't enable it!
float0.05No description in the game files.Saved
intengineGets or sets the current in-game day of the month; used for calendar-driven events and date display
floatengineHow 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
intengineGets or sets the current in-game month (1-12); used for seasonal event triggers and calendar display
float0.008No description in the game files.SavedReplicated
float5No description in the game files.SavedReplicated
float0.65No description in the game files.SavedReplicated
float0No description in the game files.SavedReplicated
boolengineWhen enabled, the server advances the in-game time of day automatically; disabling freezes time at its current value
bool0No description in the game files.SavedReplicated
floatengineGets 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
intengineGets or sets the current in-game year; used for date display and long-running server event tracking
float24Number of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe
float600Amount of charge required for the excavator to automatically trigger supply drop delivery without player activation
float600Amount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop
boolfalseNo description in the game files.
boolfalseNo description in the game files.Saved
float30No description in the game files.Saved
float16No description in the game files.Saved
int25No description in the game files.Saved
intengineNo description in the game files.Saved
float1No description in the game files.
float180How long before a Frankenstein Pet dies un controlled and not asleep on table
float2Population active on the server, per square km
booltrueNo description in the game files.
float2Global multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yieldSaved
boolfalseWhen enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base
float0.5Fraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%)
float0.5Fraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%)
float1Fraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%)
boolfalseWhen enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill)
int48How many results to collect per command - DONT set this too low or you'll risk missing results
boolengineWhen enabled, this system is globally active; disable to deactivate the system for the current session
boolengineRead-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime
intengineTime slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames
boolfalseNext wipeLog a CRC32 fingerprint of the eroded heightmap after generation, for determinism validation (e.g. across platforms or client vs server)Saved
booltrueControls whether the in-game admin UI is displayed to adminsSavedReplicated
boolfalseWhen enabled a player wearing a gingerbread suit will gib like the gingerbread NPC's
int0Developer mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging
boolfalseDisables the backpacks that appear after a corpse times out
booltrueWhen enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident
intengineNumber of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs
int40If a player sprays more than this, the oldest spray will be destroyed. 0 will disableSaved
int8Maximum number of Unity job system worker threads; controls the background thread pool size for job dispatching
int0Controls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usageSaved
boolfalseInclude bots in the admin UI player list (debugging purpose only)
float10800Base time (in seconds) that sprays lastSaved
float0.5Multiplier applied to SprayDuration if a spray isn't in the sprayers auth (cannot go above 1f)Saved
intengineNo description in the game files.
boolengineNo description in the game files.
intengineNagle time, in microseconds
intengineTurns 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)
intengineNo description in the game files.
intengineNo description in the game files.
intengineNo description in the game files.
intengineNo description in the game files.
intengineNo description in the game files.
intengineNo description in the game files.
intengineUpper limit of buffered pending bytes to be sent
intengineMaxminum send rate clamp, 0 is no limit
intengineMinimum send rate clamp, 0 is no limit
boolfalseWhen 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
float0.25No description in the game files.
float0.5How many milliseconds to spend on target scanning per frame
float7200How many seconds until the crate is destroyed without any hack attempts
float900How many seconds for the crate to unlock
boolfalse
Next wipe: true
Enables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics
float0Population active on the server, per square km
float0.1Modified damage from beancan explosion vs players (Default: 0.1).
float0.25Modifier to how much damage scarecrows take to the body. (Default: 0.25)
float0.5Stopping distance for destinations set while chasing a target (Default: 0.5)
float8The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds).
float0
Next wipe: 2
Population active on the server, per square km
booltrueScarecrows can throw beancans (Default: true).
float600How long each active dungeon should last before dying
float0
Next wipe: 1
Population active on the server
float0.4Maximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push
float5Damage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5
boolfalseWhen enabled, broadcasts debug drawing for HBHFSensor visibility checks (eye position, forward, range, per-player LOS rays).
float2Cone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate
float1Multiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage
int1Number of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it
float30How many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes
float25No description in the game files.
float180How long before a HAB loses all its health while outside
float1Population active on the server
float175No description in the game files.
boolfalseDisables all attire limitations, so NPC clothing and invalid overlaps can be equippedSavedReplicated
boolfalseWhen enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing
booltrueAllows the deployment and usage of IO entities on player boats and tugboats.SavedReplicated
int8Number of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed
boolfalsePrint out what is taking so long in the IO frame budget
float2Ignore frames with a lower ms than this while debugBudget is active
float1No description in the game files.
float0.5No description in the game files.
float0.25No description in the game files.
float1No description in the game files.
float0.25No description in the game files.
float1No description in the game files.
boolfalseAll player placed electrical entities will receive full power without needing to be plugged into anythingSavedReplicated
float0.1Minimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network
booltrueWhen enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction
float2Population active on the server, per square km
booltrueNo description in the game files.
float3No description in the game files.
float4No description in the game files.
booltrueNo description in the game files.
float0.05No description in the game files.
float2000No description in the game files.
float5No description in the game files.
int1No description in the game files.SavedReplicated
float1Multiplier applied to livestock grow and old-age times; 0.5 = grow up twice as fast, 0 = disable aging entirely
booltrueWhether livestock can be mounted into vehicle flatbedsSavedReplicated
int5Removed 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
float600How 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
booltrueWhether livestock look for a mate on their own; disabling it leaves livestock.makepregnant working
float8Next 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
boolfalseRemoved next wipeWhether livestock breed only while a cupboard is their home
float0.6Condition at or below which a livestock animal stops being willing to breedSavedReplicated
float0.7Condition at or above which a livestock animal that stopped breeding is willing againSavedReplicated
float30How far (in metres) a male livestock animal looks for a mate
float60The seconds a livestock animal credits to a player under a livestock handling effect; kept inside the tolerated band on purpose
float1Scales how long a mother waits after calving before she can carry again. 1 is one calf grown up per birth
float3600How many seconds a totally neglected livestock animal takes to go from full health to dead
float0.5
Next wipe: 1
Contentment at or above which a livestock animal is healthy and heals towards full
float3600How many seconds a well kept livestock animal takes to heal from nothing back to full health
float20How far (in metres) a player can get before a curious livestock animal gives up following them
float0.2The share of livestock born curious, so they follow a player they know without needing a lead; 0 disables curious animals
boolfalseAdds the condition and its breeding band to a livestock animal's ai.showState read-out
boolfalseAdds the day budget shares to a livestock animal's ai.showState read-out
boolfalseAdds walk speed and gait penalty to a livestock animal's ai.showState read-out
boolfalseAdds an animal's genes to its ai.showState read-out
boolfalseRemoved next wipeLogs livestock overgrazing as it happens
boolfalseLogs each special livestock animal as it spawns
float5How 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
float0The 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
float60Next wipeHow far (in metres) around you livestock.drawpens and livestock.drawherds draw
float0.15Condition below which a livestock animal stops dunging at all. A starving animal never dungs whatever this says
float0.8Condition at or above which a livestock animal dungs at its full authored rate
float3How much longer a livestock animal at the condition floor waits between dung drops than one in its prime
booltrueWhether 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
float0.33Next 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
float30How many seconds of familiarity a player loses with the herd around an animal they hurt
float3Removed 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
float60How many seconds of familiarity a player loses with a livestock animal they hurt
float20How 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
float1Multiplies how fast livestock familiarity builds up; 20 makes a five minute bond take fifteen seconds. For testing, leave at 1 for play
float40Next 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
float0.85How 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
float0.3The chance each allele of a wild livestock animal is rolled Bad; the rest come out Ok
float0.6How often a Bad Dung livestock animal drops dung, as a share of an average one
float1.6How often a Good Dung livestock animal drops dung, as a multiple of an average one
float0.65How often a Bad Fertility livestock animal breeds, as a share of an average one; litter size never falls below one
float1.6How often a Good Fertility livestock animal breeds, and how many young it carries, as a multiple of an average one
float0.2The chance each allele of a wild livestock animal is rolled Good
float0.7
Next 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
float1.5
Next wipe: 2
How well a Good Hardiness livestock animal tolerates going short of food, water or room, as a multiple of an average one
float0.65Removed next wipeHow long a Bad Longevity livestock animal lives, as a share of an average one
float1.5Removed next wipeHow long a Good Longevity livestock animal lives, as a multiple of an average one
float0The 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
booltrueWhether livestock genes do anything; off makes every animal an average one without touching the genomes they carry
float0.6How much milk or wool a Bad Yield livestock animal gives, as a share of an average one
float1.6How much milk or wool a Good Yield livestock animal gives, as a multiple of an average one
int2Removed next wipeHow many times livestock can graze one patch of grass before it is eaten bare
float45How 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
float8How close (in metres) a remembered aggressor has to get before a wary livestock animal moves off
float0.5What 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
float7
Next wipe: 15
How far (in metres) a player can get from an animal they are leading before the lead breaks. 0 never breaks it
float4.5Next 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
booltrueRemoved next wipeWhether livestock names follow the languages of whoever is connected; off names every animal from the English pool, as before the packs existed
int5Next 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
int3The most young one livestock birth can ever produce, however good the mother's Fertility is
int300How 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
float900The 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
float300How 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
float0.1Next wipeMain thread time budget per frame in milliseconds for the livestock needs queue
float0.95Next 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
float30Removed next wipeHow long (in minutes) an overgrazed patch of grass takes to grow back
float5Removed next wipeHow far (in metres) an overgrazed patch of grass reaches from its centre
booltrueRemoved next wipeWhether grass a herd has eaten bare stops feeding them until it grows back
booltrueWhether a farm animal's status panel says whether it is young or grownSavedReplicated
boolfalseWhether both copies of every livestock gene are shown rather than only the one the animal expresses. Reveals what an animal carries without breeding itSavedReplicated
boolfalseWhether a farm animal's status panel shows how often it dungs, after its genesSavedReplicated
boolfalse
Next wipe: true
Whether the male and female symbols are shown next to a farm animal's name on its status panelSavedReplicated
boolfalseWhether the gene discs are shown on the livestock status panel, along with the inbred warning that explains themSavedReplicated
booltrueNext wipeWhether a farm animal's status panel shows its potential, how content it was raised, which its sale price is multiplied byReplicated
boolfalse
Next wipe: true
Whether a farm animal's status panel shows how much it trusts you, as one segment per band of the trust ladderSavedReplicated
boolfalseWhether a farm animal's status panel shows what it produces and how often, after its genesSavedReplicated
float900Next wipeHow many seconds a totally unhappy young livestock animal takes to drop its potential from full to nothing
float600Next wipeHow many seconds a perfectly happy young livestock animal takes to raise its potential from nothing to full
float0Next 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
float0.5Removed 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
float0.15Condition at or below which a livestock animal sells for the least a vendor will pay
float0.8Condition at or above which a livestock animal sells for the vendor's full price
float1.5The livestock sale value that counts as full quality, which is a full budget for the vendor's sale table
float1How 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
float0.5Removed next wipeWhat a livestock animal at the very end of its life sells for, as a share of the vendor's full price
float0.85Removed 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
float0.4What a livestock animal at the condition floor sells for, as a share of the vendor's full price
boolengineTimes how long livestock spend in their needs queue and FSM tick, for livestock.census. Off by default because the measurement itself costs
float60Next 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
float6Next wipeHow far (in metres) from a trough a livestock animal may stand to eat from it without a place of its own
float0.5Next 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
float0.2Next 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
float0.005The chance each wild livestock spawn is one of the named special animals; births, purchases, age-ups and saves never roll for one
float30Next wipeHow often (in seconds) a livestock animal lying down for want of food or water looks for some again
float0.5Next 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
float30Next wipeHow many minutes a floor keeps its sun verdict before it is measured again, for shade that arrives without a navmesh change
int12Next wipeHow many sun positions between sunrise and sunset each sampled poly is tested against
int64Next wipeHow many of a floor's navmesh polys are sampled for sunlight when it is measured
float60The 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
float5How many seconds near a livestock animal before a curious one follows you without a lead
float300How many seconds near a livestock animal before you can lead it, after which it also ages, can starve and gives dung, milk or wool
float30How many seconds near a livestock animal before a bull stops squaring up at you
float900How many seconds a livestock vendor refuses to look at goods whose every offer was turned down
float0.05The 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
float0.25The most a generous livestock offer lifts an animal's quality by
float0.1The least a generous livestock offer lifts an animal's quality by
int3How many offers a livestock vendor makes for one animal before he is annoyed and stops buying
int2How many items a livestock vendor picks for one offer before paying the rest of its value in the sale table's fallback
float0.05How far a livestock vendor's offer can swing either side of what an animal is really worth
int400How much wool counts as a full lot, which is a full budget for the vendor's wool table
int25How much wool a player must be carrying before a livestock vendor will haggle over it at allReplicated
float0.5Removed next wipeLowest condition a livestock animal nobody can lead falls to from neglect, so wildlife never dies of it
int1[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
boolfalseNo description in the game files.
int4[1-16] - each generator has constant memory overhead, but will allow more to process at once
float100No description in the game files.SavedReplicated
float10800No description in the game files.
int5No description in the game files.
float1.5No description in the game files.
float1200Population active on the server, per square km
float7200No description in the game files.
float0Population active on the server
float20How many minutes before the MLRS recovers from use and can be used again
float864How many minutes before a ModularCar loses all its health while outside
float3Population active on the server
booltrueNo description in the game files.
float45How long until decay begins after the boat was last used
float120How long before a boat loses all its health while in deep water
float180How long before a boat loses all its health while outside. If it's in deep water, deepwaterdecayminutes is used
float1Population active on the server
int0Removed next wipeNo description in the game files.
float720Removed next wipeNo description in the game files.
float720Removed next wipeNo description in the game files.
float35Removed next wipeNo description in the game files.
boolfalseRemoved next wipeNo description in the game files.SavedReplicated
booltrueRemoved next wipeNo description in the game files.SavedReplicated
boolfalseToggle printing time taken to send all global entities to client when they connect
booltrueWhen enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius
booltrue(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless
boolfalseToggle checking network group bounds whenever an entity changes its network group
boolfalseWhen enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius
int10Network visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead
int-1Overrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients
int-1Overrides the near (high-priority) network visibility radius in grid cells; -1 = use default
float1Maximum duration in seconds to batch clan chat messages to send to other servers on the nexus
float0.33Default 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
boolfalseHide islands that we know are full, preventing players from being transferred to them
float1.5How far away islands should be spawned, as a factor of the map size
float900Time in seconds to keep players in the loading state before going to sleep
booltrueWhen enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers
float0.5Scale of the map to render and upload to the nexus
int5Time in seconds to allow the server to process nexus messages before re-sending (requires restart)
float30Time in seconds to wait between server status pings
float30Interval in seconds to broadcast the player manifest to other servers on the nexus
float300Maximum time in seconds to keep transfer protection enabled on entities
float1Multiplier for nexus RPC timeout durations in case we expect different latencies
stringemptyShared secret key used to authenticate Nexus inter-server communication; must match across all servers in the same Nexus cluster
float0Time offset in hours from the nexus clock
int60Maximum 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
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
booltrueIf an npc turret is firing at a sleeping player and the player is blocked, still apply damage
float1200How many seconds until a sleeping player is considered hostileSavedReplicated
booltrueWhether to run the the dynamic pricing systemSaved
float2The maximum point that a price can increase to (2 = 200%)Saved
float0.5The Minimum point that the price can drop to (0.5 = 50% off)Saved
float0.05How much to decrease the price for if it is underselling (0.05 = 5%)Saved
float0.1How much to increase the price by if it is selling a lot (0.05 = 5%)Saved
float2How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)Saved
float3How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)Saved
float1How many realtime hours are checked when looking for price increases. Max 72 (10 days), min 0.5 (half an hour)Saved
float2What discount surcharge should be applied to items when the server startsSaved
float0.5Population active on the server, per square km
boolfalseNo description in the game files.Saved
boolfalseNo description in the game files.Saved
int50Maximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping
int100Maximum distance in metres between party member spawn points when spawning a group together on wake-up
booltrueWhen enabled, party members respawn near each other rather than at random map locations when joining a server together
float0.35Fraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%)
booltrueWhen enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain
booltrueWhen enabled, the patrol helicopter avoids designated danger zones during its patrol route
float100No description in the game files.SavedReplicated
booltrueNo description in the game files.
float15No description in the game files.
booltrueNo description in the game files.
booltrueNo description in the game files.
booltrueWhen enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions
booltrueWhen enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing
boolengineWhen enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync
booltrueWhen enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync
floatengineMinimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impacts
int2The collision detection mode that dropped items and corpses should use
float1.0Gravity multiplierSavedReplicated
boolfalseWhen enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world
float0.1Seconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead
int1Number of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry
booltrueSend effects to clients when physics objects collide
int3The collision detection mode that server-side ragdolls should use
boolfalseDo ragdoll physics calculations on the server, or use the old client-side systemSavedReplicated
floatengineEnergy 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
intengineThe default solver iteration count permitted for any rigid bodies (default 7). Must be positive
float40Maximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing
booltrueDo players and vehicles collide with trees?SavedReplicated
float-1Override for rigidbody angular drag. Set to -1 to disable.Saved
float-1Override for rigidbody drag. Set to -1 to disable.Saved
float1000Maximum force applied on collision to cause tumblingSaved
float600Minimum force applied on collision to cause tumblingSaved
float10Multiplier for impulse applied to players when ragdolled by this entitySaved
float30Cone angle in degrees for randomizing tumbling force directionSaved
float1.5Minimum velocity required for an object to get tumbling force applied on collisionSaved
boolengineWhen enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date
boolengineWhen enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy
boolengineWhen enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic
boolengineWhen enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously
intengineInterval in minutes between automatic background ping estimation refreshes for server list region latency sorting
intengineNumber of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete
float100Maximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight
float600Interval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s
float0.5Chance 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.
boolfalseShould admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones?
booltrueWhen enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death
booltrueWhen enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery
boolfalseWhen enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost
int32No description in the game files.SavedReplicated
int16No description in the game files.SavedReplicated
boolfalseWhether the crawling state expiresSaved
float2Interval in seconds between checks to determine whether any players are still aboard the boat
float21600Time in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours)
float1800No description in the game files.
boolfalseWhen enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones
float720How long before a boat loses all its health while outside
float1440How long until decay begins after the boat was last used
float10Duration in seconds after entering the deep sea zone that a player boat has before its engine is powered down
boolfalseAllow Deploy & Edit anywhere in the ocean, bypassing location checks.SavedReplicated
booltrueNo description in the game files.SavedReplicated
float0.4No description in the game files.
float50No description in the game files.
float2.2No description in the game files.
float5No description in the game files.
float0.65No description in the game files.
booltrueNo description in the game files.SavedReplicated
float0.050 - 1
booltrueNo description in the game files.SavedReplicated
booltrueNo description in the game files.SavedReplicated
int180No description in the game files.SavedReplicated
int120No description in the game files.SavedReplicated
booltrueWhen enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed
float30Maximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees
booltrueWhen enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats
float5Next wipeInterval in seconds between wind blocked checks on a lowered sail, jittered by 10%
float0.10 - 1
booltrueNo description in the game files.SavedReplicated
float15No description in the game files.SavedReplicated
float2880How long before a player helicopter loses all its health while indoors
float480How long before a player helicopter loses all its health while outside
booltrueWhen enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops
boolfalseWhen enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing
float1Population active on the server, per square km
boolfalseWhen enabled, logs additional diagnostic information about pool hits, misses, and spills to the console
booltrueWhen enabled, this system is globally active; disable to deactivate the system for the current session
int2When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
booltrueWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
boolfalseNo description in the game files.SavedReplicated
float180Anyone can reset a pool game nobody has interacted with for this many seconds
float64No description in the game files.SavedReplicated
boolfalseShow pool game tooltip notificationsSaved
float2Seconds the shooter stays seated watching their shot before being dismounted
booltrueNo description in the game files.SavedReplicated
int100Connected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop.Saved
int10Connected 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
float0.25Multiplier 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
int3How 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
float9600How 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
float0.12Maximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin.Saved
float0.08Minimum 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-1No description in the game files.SavedReplicated
float100Charge 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
float0.01Charge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them.Saved
float0.05Charge 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
int4Heavy 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
float0.5Fraction (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
int5Starting power output of powerline poles when 1 heavy fuse is inserted at the power plant.Saved
int50Power output of powerline poles when all possible heavy fuses are inserted at the power plant.Saved
int0No description in the game files.
float0.1Max time per frame (ms) to spend notifying powergrid entities of a stage change.Saved
float0Time 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
float20If 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
intengineNo description in the game files.
intengineInterval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost
boolengineWhen enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead
intengineMain-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure
intengineMain-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled
intengineAllocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes
intengineTotal managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs
intengineWorker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure
intengineWorker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled
intengine0 = off, 1 = spawn/kill, 2 = spawn/kill per entity, 3 = count every '5 min'
intengineHow frequently to count all entities across the server
intengine0 = off, 1 = stats per frame, 2 = stats per method
intengine0 = off, 1 = stats per frame, 2 = stats per method
boolengineRecord inbound RPC & ConsoleCommands that cause lag spikes
boolengineRecord type of packets inbound/outbound per frame
intengineRaknet statistics, 0 = off, 2 = per connection
floatengineHow often to flush raknet stats per second
intengineNo description in the game files.
intengine0 = off, 1 = count per frame, 2 = connection attempts, 3 = messages
intengineClamp the length of logged RCON messages to prevent the profiler from being flooded with large messages
boolengineRecord execution time of ObjectWorkQueues per frame
boolfalseControls whether perfsnapshot commands emit chat messagesSaved
intengineNo description in the game files.
intengineNo description in the game files.
int00 = off, 1 = basic, 2 = everything. This will reset all profiling convars, however they can be modified afterwardsSaved
int60No description in the game files.
boolfalseEnable to allow runtime profiling to persist across restartsSaved
int300How often to flush pooling stats in seconds
int00 = off, 1 = flush every 5 minutes
float3Next wipeSeconds an NPC gunner keeps firing in each burst
float0.125Next wipeMinimum seconds between NPC gunner shots
float3Next wipeSeconds an NPC gunner waits between bursts
float2Population active on the server, per square km
float0.0044Multiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally
booltrueWhen enabled, radiation-contaminated water damages items in a player's inventory over time when in a radiation zone
booltrueWhen enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation
floatengineHow long in seconds to ban an IP that has exceeded the maximum password failures (default: 300 seconds)
floatengineHow long (in seconds) before we allow another rcon connection from the same address (default: 1 second)
stringemptyIP Address to listen for RCON connections
boolengineLog failed attempts and attempts from banned IP addresses (default: true)
int500Total number of allowed connections to RCON server. -1 to disable behaviour. Requires server restart after changes
int5Total number of allowed connections to RCON server, on a single IP. -1 to disable behaviour. Requires server restart after changes
intengineHow many password failures before banning an RCON client's IP (default: 5)
boolenginePermanently ban IPs that trigger too many failed attempts (default: false)
int0Port to listen for RCON connections
boolfalseIf true, RCON commands will be printed in the console
booltrueIf set to true, use websocket RCON. If set to false use legacy, source engine RCON. Source engine RCON is DEPRECATED
float120Time in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed
booltrueNo description in the game files.SavedReplicated
int960Time in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed
int128Maximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached
int8Maximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams
float300Interval in seconds between mugshot (contact portrait) refresh attempts for known players
float10Distance in metres within which two players must be for a 'seen' relationship event to be recorded
boolengineIf enabled, Rust Relay will automatically attempt to reconnect when the WebSocket connection drops
boolengineSets whether packets should be encrypted when sent to the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
boolengineIf 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)
intengineSets the Filter Mode for RPC Messages, (0 = Ignore, 1 = AllowAll, 2 = AllowWhitelist)
intengineMaximum number of reconnect attempts allowed within the reconnect window before the relay permanently shuts down
intengineDelay (in seconds) between reconnect attempts
intengineThe rolling window (in minutes) used to track reconnect attempts
boolengineIf enabled, console data will be sent to the relay server
boolengineIf enabled, voice data will be sent to the relay server
stringengineSets the authentication token for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
stringengineSets the URL for the Rust Relay server, changing this will STOP the Rust Relay feature (restart with relay.restart)
booltrueNo description in the game files.SavedReplicated
int0When checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is
int100No description in the game files.SavedReplicated
int1440How long stores should store items (after a shop is closed) for before they are destroyedSaved
float6No description in the game files.SavedReplicated
int10No description in the game files.SavedReplicated
int600No description in the game files.
float0Population active on the server
booltrueWhen enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurableSaved
boolfalseWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-onlySaved
float180How long before a horse dies unattended
float1No description in the game files.
float0.05Interval in seconds between ground angle recalculation updates for horse body tilting; default 0.05sSaved
float2Population active on the server, per square km
bool1When enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performanceSaved
boolfalseContinuously 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.
booltrueDraw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic)
float30Radius of the room.draw_live overlay, in metres
boolfalseContinuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on.
int0Server-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce
booltrueAdmins and developers bypass interior occlusion and see everything
int1What 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)
booltrueKill 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.
float30How 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.
float5How 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.
float32Rooms 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.
float250How 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.
float2Main-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
boolengineCollect 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
float1Main-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
float12Detail 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
float1Detail 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
int24How 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
float512Max KB per second of navmesh tiles streamed to each rustnav.draw viewer
int10No description in the game files.
float100No description in the game files.
float0.25No description in the game files.
boolfalseNo description in the game files.
boolfalseA/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
float100Metres 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
int4Navmesh 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
booltrueLZ4-compress navmesh saves (smaller .navmesh files, no extra save time)
booltrueAppend 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
float0.5How 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
int0Worker threads for navmesh save/load compression. 0 = auto
float1000Log the navmesh save completion line as a warning past this many milliseconds. 0 or less never warns
float1No description in the game files.SavedReplicated
float45Delay before SAM sites that haven't shot a target will auto-reload
float1200how long until static sam sites auto repair
float50No description in the game files.
float60No description in the game files.
float180Seconds of thruster control window
float18Maximum cooldown between satellite events, in game hours
float18Minimum 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.
booltrueRun 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
float300Seconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires.
boolfalseLog crash-target search diagnostics (samples, blockers, reasons)
float300Starting impact radius before thruster adjustments, in meters
float45Angle (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.
float600Descent 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)
float300Seconds 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
float0Speed (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.
float2500Altitude (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.
float1500Horizontal 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.
boolfalseIf true, firing satellite thrusters does not consume fuel
boolfalseIf true, powering up the satellite computer does not require any items
int16Maximum fuel rolled for large satellites (3000-5000kg)
int10Minimum fuel rolled for large satellites (3000-5000kg)
int36Hard maximum on generated fuel, applied after the per-size roll regardless of size
int26Maximum fuel rolled for medium satellites (1500-3000kg)
int16Minimum fuel rolled for medium satellites (1500-3000kg)
int8Hard minimum on generated fuel, applied after the per-size roll regardless of size
int36Maximum fuel rolled for small satellites (500-1500kg)
int24Minimum fuel rolled for small satellites (500-1500kg)
int8How 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.
float10Radius (m) around the impact point cleared on crash, players killed, construction/deployables/vehicles destroyed, vegetation removed
float200Lateral offset multiplier per thruster fire (meters)
float100Minimum crash radius in meters
float150Maximum random aim drift (meters) applied when tightening the impact radius
float100Minimum 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
booltrueCrash 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.
float30000Extra 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.
float4Multiplier 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
booltrueIf 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.
booltrueCrash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check.
float15Heading rotation per thruster fire (degrees)
float25Impact radius change per thruster fire (meters)
booltrueAlso raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can't see
float16Clearance (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.
float15Radius (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.
float25Max overall ground slope (degrees) across the crash footprint before a spot is rejected
float2Max 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)
booltrueRender 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
booltrueFade 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
float10Seconds 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
float0Maximum 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
float1Meters 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
float60Seconds 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
float0.075On-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
float5Crash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded.
float3Crash 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.
int8Crash 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.
int2When 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.
int3Thruster modules salvaged from fully harvesting the crash remains
float0.2Minimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in
float1Multiplier 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
float1Multiplier 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
float480Seconds the main wreck stays too hot to harvest after impact
float0Population active on the server
float0No description in the game files.
float2Population active on the server, per square km
float1No description in the game files.
float0.2No description in the game files.
booltruePrevents auto turrets getting added more than once to the IO queue
float120how long until something is considered hostile after it attacked
float40radius to check for other turretsSavedReplicated
int12max interference from other turretsSavedReplicated
float1How quickly can a turret acquire a potential target. Less is faster, but perf taxing
boolfalsetarget everyone regardless of authorization
booltrueSet to false to disable the storage adaptor sorting functionality
booltrueWhen 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
intengineSets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output
booltrueWhen true clients must provide a valid EAC token to connect; disable only for testing or modded environments
float1Global multiplier for armour effectiveness against arrow and bow damage; 1.0 = defaultSaved
float1Global multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damageSaved
float4No description in the game files.SavedReplicated
int60Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected
booltrueAutomatically upload procedurally generated maps so that players download them (faster) instead of re-generating themSaved
booltrueAutomatically upload an image of the map, used to show the map in the server browserSaved
booltrueNo description in the game files.SavedReplicated
stringemptyHTTP API endpoint for centralized banning (see wiki)
int0Failure mode for centralized banning, set to 1 to reject players from joining if it's down (see wiki)
int5Timeout (in seconds) for centralized banning web server requests
float1Global multiplier for armour effectiveness against bleeding damage; 1.0 = defaultSaved
float1Global multiplier for all bleeding damage over time; 1.0 = defaultSaved
float1Global multiplier for armour effectiveness against bullet damage; 1.0 = defaultSaved
float1Global multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damageSaved
boolfalseAllows items to be moved into containers that block item input
boolfalseAllows backpack equipping while not groundedSaved
float3Radius in metres within which a ceiling light provides artificial light that counts toward a growable plant's light requirementSaved
float3Vertical offset in metres added when checking whether a ceiling light illuminates a plant directly below itSaved
booltrueCensors the Steam player list to make player tracking more difficult
boolfalseNo description in the game files.SavedReplicated
int10Seconds of delay before a combat event appears in the player's own combat log, preventing real-time tracking during a fight
int30Number of recent combat events retained in each player's combat log, viewable with combatlog
booltrueWill the in-game compass show at the top of the screenSavedReplicated
float300How often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes)
boolengineEnables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time
float5How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movementSaved
float300Seconds before a player corpse is removed from the world; default is 300 seconds (5 minutes)
booltrueWhether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly
booltrueDo players go into the crawling wounded stateSaved
int12Maximum initial health given when a player dies and moves to crawling wounded state
int7Minimum initial health given when a player dies and moves to crawling wounded state
float4Hours 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
float500Duration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes
float30Seconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds
booltrueShould the deep sea map be covered by fog of warSavedReplicated
int10How 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
int128UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task
boolfalseWhen enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets
booltrueWhether items drop to the ground from a player's inventory when they die; disable to prevent item drops on death
booltrueWhether or not to send additional analytics to EAC
booltrueWhether emoji ownership is checked server side. Could be performance draining in high chat volumes
int2Network encryption mode; 2 = enabled (recommended), 0 = disabled
booltrueWhether to check for illegal industrial pipes when changing building block states (roof bunkers)Saved
int100Number of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing
float1Time in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed
int16How 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
booltrueEnables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits
boolfalseLower damage of explosives to 1 and allow them to be triggered multiple times
booltrueWhether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clipSaved
stringemptyDomain 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
stringemptyOverride the root storage folder for server files; leave empty to use the default server/identity path
int4194304Burst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to matchSavedReplicated
int2097152Bytes 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
boolfalsePrint file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time
int256Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client's own request throttle never fills the queue)
boolfalseShould the in-game map be covered by a fog of warSavedReplicated
int256How much area around the player is revealed when using fog of war. Must be a multiple of 32SavedReplicated
booltrueWhether to run the food spoiling systemSavedReplicated
float0.05Maximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates
float0.8No description in the game files.SavedReplicated
float0.05No description in the game files.SavedReplicated
stringemptyShort name of the game mode to activate on this server (e.g. 'softcore', 'hardcore'); applies convar overrides defined by that game mode's prefab
float1Multiplies crafting cost of firearm ammunitionSavedReplicated
stringemptyURL of the banner/header image shown at the top of this server's page in the server browserSaved
boolfalseShould hte player see their direction on the mapSavedReplicated
boolfalseShould the player see their position on the mapSavedReplicated
boolfalseIf true hot air balloons can be shot down with homing missiles
float0.1How 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
int32Maximum 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
int30Minutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick
int0Minutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode
int1Controls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins
float0.1Base chance of recovery after incapacitated wounded stateSaved
booltrueEnables a faster way to move items around during conveyor transfers. Should be on unless there's a issue
float5How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all craftingSaved
float0.5How long per frame to spend on industrial jobsSaved
booltrueWhen enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performanceSaved
stringemptyIP address the server binds to; leave empty to bind to all interfaces
int30Maximum number of Steam server browser queries allowed per minute from a single IP address
float300Seconds before items dropped on the ground despawn; default is 300 seconds (5 minutes)
int24Upper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours
float2Multiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime
float30Fast-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
booltrueWhen true the server sends the map file to clients so they can load it without re-generating it locally
stringemptyURL to download a custom map file from; if set the server will fetch and load this map instead of generating one
boolengineLogs network packets rejected for being empty or not byte-alignedSaved
stringemptyURL of the logo image shown for this server in the server browserSaved
booltrueWhen enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers
float30If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system
booltrueCan players use the in-game mapSavedReplicated
float0.75No description in the game files.SavedReplicated
int15No description in the game files.SavedReplicated
int0Next wipeMaximum number of tool cupboards each player can place, 0 or less is unlimited. Lowering it doesn't remove cupboards that are already placedReplicated
intengineMaximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected
intengineMaximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1, 1000)
intengineMaximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached
intengineMaximum number of encrypted packets that can wait in the decryption queue before being dropped
intengineMaximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1, 1000)
float180Maximum difference (in seconds) that two items with spoil timers can have and still be stackable
int5How many markers each player can placeSavedReplicated
int5How many pings can be placed by each playerSaved
int12How many stacks a single conveyor can move in a single tickSaved
intengineMaximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1, 1000)
int100000Maximum byte size of a single console command packet from a client; oversized packets are rejected
int1000Maximum byte size of a single global-entities network packet; oversized packets are dropped
int100Maximum byte size of a single global-trees network packet; oversized packets are dropped
int8096Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped
intengineGlobal cap on total network packets per second the server will accept across all connected clients combined
int100Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server
int200Maximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions
int30Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions
int200Maximum sync-var (replicated variable) update packets per second accepted from each client
int300Maximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed
int100Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player
int1Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam
int500Maximum number of players allowed on the server at the same time
intengineMaximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets
intengineMaximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion
intengineMaximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1, 1000)
intengineMaximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10, 1000)
int4Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client
intengineMaximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped
intengineMaximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full
intengineMaximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1, 1000)
float1Global multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against meleeSaved
float1Global multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damageSaved
float1Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates
float1Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth
booltrueAllows radiation to flood monuments to force puzzles to reset
float3Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase
float20Clamp radiation multiplier to this amount of meters, -1 = ignored
boolfalseForce enable radiation in monument puzzles to confirm they work
float120How long does a monument puzzle need to be empty with full rads before it can reset
float300How long before the reset happens do we start applying radiation
float1.5Multiplier 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
booltrueWhen enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation beginsSaved
stringemptyNo description in the game files.SavedReplicated
booltrueEnables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth
int0Maximum byte size of the network entity cache; 0 means no hard limit
boolengineEnables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues
float0.005Probability (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
float0.9If two spoiled food items are both above this threshold then we will allow them to be stacked
float1All ammo drops from NPC loot will be multiplied by thisSaved
float600Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes)
int16UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task
boolfalseMarks this as an official Facepunch server; only set by Facepunch, do not enable on community servers
float0Radiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present
float1Multiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per secondSaved
float1Multiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation durationSaved
float0.6Soil saturation level (0, 1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6Saved
float0.25Maximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population serversSaved
boolfalseEnables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime
float1How 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
float1How much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on)Saved
float8How long it takes to pick up a used parachute in secondsSavedReplicated
int16UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks
booltrueShould industrial be paused during autosaves
booltrueWhen enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas
stringemptyOverride the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection
float10How long a ping should lastSaved
booltrueEnables plant light detection, growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly
float60No description in the game files.SavedReplicated
float1Multiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth
intengineSize of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players
booltrueWhen true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damageSaved
int60Seconds of network inactivity before a connected player is timed out and disconnected
int28015UDP port the server listens on for player connections
boolfalseRequire a premium status account to connect to this server
float300How often to do premium status rechecks
int100Maximum number of players to recheck at a time
float300Minimum 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
boolfalseShould F7 reports from players be printed to consoleSaved
boolfalseEnables PvE mode, players cannot damage other players; they can still be killed by NPCs and the environment
float1Additional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamageSaved
float1How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as longSaved
float1How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as longSaved
float1How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as longSaved
float1Additional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamageSaved
int2000Maximum number of Steam server browser queries the server will respond to per second before rate-limiting
int0UDP port used for Steam server browser queries; uses the game port if set to 0
booltrueEnables radiation zones at monuments; disabling removes all radiation hazards from the map
boolengineSetting 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
int300Seconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes)
stringemptyHTTP API endpoint for receiving F7 reportsSaved
stringemptyIf set, this key will be included with any reports sent via reportsServerEndpoint (for validation)Saved
booltrueReposition attachments like storage adaptors if they have moved on reskins
boolfalseIf a player presses the respawn button, respawn at their death location (for trailer filming)
float50Radius 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
float0Bags will increase their respawn time by this muchSaved
float0Beds will increase their respawn time by this muchSaved
boolfalseWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
float60Minimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state againSaved
boolfalseEnables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called
intenginePrints the current server decryption queue depth
int1Secondary salt value mixed into procedural world generation; used to vary monument and road placement
int2Number of rolling save-file backups to keep; each autosave rotates the oldest backup outSaved
int0Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit
int5MS per frame to spend warming up entity save caches
int600How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes)
float1800How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds
int1337Seed value used for procedural world generation; changing this produces a completely different map layout
stringemptyPersistent unique identifier for this server instance, used when recording demos and for analytics attributionSaved
booltrueWhen enabled, weapons and tools holstered on a player's back are visible on their character model to other playersSaved
boolfalseSkip death screen fadeSavedReplicated
int64UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task
booltrueWhen true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the mapSaved
float3Vertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plantSaved
float3No description in the game files.SavedReplicated
booltrueEnables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed
boolfalseEnables automatic backups of server statistics data
boolfalseEnables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered
boolfalseWhen true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable
boolfalseWhen true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable
stringemptyComma-separated server browser tag values (see wiki)Saved
int10Number of server simulation ticks per second; higher values improve responsiveness but increase CPU usage
boolfalseControls whether the tutorial is enabled on this serverSavedReplicated
int512Number of entities processed per network update batch; lower values spread the load across more frames but increase total overhead
int1024Number of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load
booltrueWhen 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
stringemptyServer website URL displayed in the server browser; leave empty to show no link
boolfalseOpens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods.SavedReplicated
booltrueWhen enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying
boolfalseEnables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players
int3Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by default
boolfalseEnables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements
boolfalseWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance lossSaved
float1How often (in hours) the water well NPC's update their sell orders
float0.1How long per frame to spend on updating water wheel power generation and water infoSaved
float0How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap costSavedReplicated
float0How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap costSavedReplicated
float0How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap costSavedReplicated
int4500Width and height of the procedurally generated world in metres; larger values create a bigger map with more resources
float0.25Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player's food and water levelSaved
float1Wounded/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
float0.2Base chance of recovery after crawling wounded stateSaved
booltrueCan players be wounded after receiving fatal damageSaved
float2Population active on the server, per square km
boolfalseNo description in the game files.SavedReplicated
booltrueIf true admins can always update signs, regardless of lock, build auth, etcSavedReplicated
boolfalseNo description in the game files.
float0No description in the game files.
booltrueNo description in the game files.SavedReplicated
int-1No description in the game files.
float1No description in the game files.SavedReplicated
float5Population active on the server, per square km
boolfalseAllow mounting as a passenger when there's no driver
boolfalseIf true, snowmobile goes fast on all terrain types
float1440How long before a snowmobile loses all its health while outside
booltrueAllow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC)Saved
booltrueAllow explosive damage to twig-grade building blocks even outside the raid windowSaved
booltrueOutside 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
int8Rust.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
booltrueOutside the window, block melee damage to doors so they can't be beaten down while the window is closedSaved
booltrueBlock launching MLRS rockets outside the raid window so they are not wastedSaved
booltrueEnable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time windowSavedReplicated
float21Raid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnightSavedReplicated
float3600Seconds after a base's tool cupboard is placed during which the base can still be raided outside the window; 0 disablesSaved
float0Hours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later)SavedReplicated
float18Raid window start hour in server system local time, 0-24 (default 18 = 6pm)SavedReplicated
boolfalseUse separate raid hours on Saturday and SundaySavedReplicated
float22Weekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true)SavedReplicated
float17Weekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true)SavedReplicated
float0.05No description in the game files.Saved
int0If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing
float1Maximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts
float1Maximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases
float0.5Minimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts
float0.5Minimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low
float100Base player count used when computing population spawn rates; below this value player_scale group rates are not yet applied
float2Multiplier 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
int300When scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this
booltrueWhen enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared
booltrueWhen enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed
booltrueWhen enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested
float300Interval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities
float60Interval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load
float2Population active on the server, per square km
float0.001Floating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations
float0.05Stability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall
boolfalseWhen enabled, logs when entities die because their ground support entity was destroyed or is missing
boolfalseWhen enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name
boolfalseWhen enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging
float9Maximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick
int10Number of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time
float3Maximum time in seconds that surrounding-support check jobs can run per server tick before deferral
int0Verbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation
float3Population active on the server, per square km
float0.5Interval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate
booltrueNo description in the game files.SavedReplicated
boolfalseWhen enabled, storage containers without a lock can still require tool cupboard auth to access; default false
float0.5Fraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death
boolfalseWhen enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed
int120Maximum duration in seconds a telephone call can remain active before it is automatically terminated
int10Maximum number of simultaneous active telephone calls allowed on the server at any time
float50Hex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership
float0Shifts the whole territory grid east/west in metres. Painted cells move with it
float0Shifts the whole territory grid north/south in metres. Painted cells move with it
int60No description in the game files.
float0.5Population active on the server, per square km
float20The range at which the tiger will charge instead of fleeing if aimed at
float60Minimum angle for the tiger to growl when stalking a player
float5Time between growls when stalking a player
int2The maximum amount physics ticks per frame on clients. If things are taking too long, time slows downSavedReplicated
int32Desired physics ticks per second on clientsSavedReplicated
floatengineNext wipeGame seconds each frame advances by however long it really took. 0 follows the wall clock
float1No description in the game files.SavedReplicated
booltrueNo description in the game files.
intengineThe maximum amount physics ticks per frame on the server. If things are taking too long, time slows down
intengineDesired physics ticks per second on the server
floatengineNo description in the game files.
float30How long before a train car despawns
booltrueShould train cars that are not spawned near train tracks be killed instantly (default = true)
float2.3Population active on the server
float0.1Chance to miss per m/s of velocity for turrets shooting players on moving trains
int2Ratio of wagons to train engines that spawn
float10How long before an unloadable train car despawns afer being unloaded
float9Maximum difference in velocity for train cars to couple
float1800Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes)
booltrueWhen enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route
float5No description in the game files.SavedReplicated
boolfalseWhen enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path
booltrueWhen enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning
boolfalseWhen enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network
boolfalseWhen enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy
int100Define 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.
booltrueWhen enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth
float0.01Per-frame CPU budget in milliseconds allocated to sending tree streaming data per player
float1Total per-frame CPU budget in milliseconds for the tree streaming update system
booltrueInstead 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.
boolfalseWhen enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers
booltrueWhen enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position
booltrueAllow triggers to sleep if both they and their contents are stationary (TickMode 1 only)
float0.001world units a trigger can move in WS before it is woken
int10 - old InvokeHandler, 1 - Jobs
boolfalseMakes TriggerParentDelayedExit act as a TriggerParent again
float7200No description in the game files.
float2160How long before a tugboat loses all its health while outside
float1440How long until decay begins after the tugboat was last used
booltrueNo description in the game files.Saved
valueengineWill place the tutorial as close as possible to this pos, only for debugging
booltrueNo description in the game files.Saved
int5How many frames of a stack to emit
boolengineControls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled
bool1Controls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability
float300No description in the game files.
booltrueDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true
boolfalseIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false
float10Distance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles
booltrueWhen enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles
booltrueWhether 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
float50000Acceleration force used by vehicle.train_speed (default 50000, same as train engine force)
float50000Braking force used by vehicle.train_stop (default 50000, same as train engine force)
boolfalseDetermines whether trains stop automatically when there's no-one on them. Default: false
booltrueDetermines whether vehicles drop storage items when destroyed. Default: true
float25Additional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up
float100Distance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area
int10000No description in the game files.
int10000No description in the game files.
int100No description in the game files.
booltrueNo description in the game files.
boolfalseNo description in the game files.
boolfalseNo description in the game files.
boolfalseNo description in the game files.
boolfalseNo description in the game files.
boolfalseNo description in the game files.
boolfalseNo description in the game files.
boolfalseNo description in the game files.
boolfalseNo description in the game files.
float50No description in the game files.SavedReplicated
boolfalseDebug flag to force enable conditional spawning for all water catchers, regardless of their individual settings.
float900How long in seconds an oil pump runs after its oil switch is activated before it starts producing crude.Saved
float0.1No description in the game files.Saved
float200No description in the game files.Saved
float1020No description in the game files.Saved
float360No description in the game files.SavedReplicated
float1No description in the game files.Saved
float900How long a race can go until it times out (in seconds)Saved
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
int-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float0No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float0No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float0No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float0No description in the game files.SavedReplicated
boolfalseWhether the post-wipe rain grace period is currently active (set automatically by the server)SavedReplicated
float18Number of in-game hours after a wipe during which rain and storms are suppressed (0 to disable)Saved
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float0No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float-1No description in the game files.SavedReplicated
float0.4Controls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining
float0.2Controls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness
float-1No description in the game files.SavedReplicated
float1Global multiplier applied to the per-tick probability that a wildlife hazard attempts to reposition
float0.1Interval in seconds between client-side tick updates for wildlife hazard entities
float1Global multiplier applied to wildlife hazard reaction time; higher values make hazards slower to react to player presence
int5Maximum number of position candidates sampled when a wildlife hazard searches for a valid reposition destination
float1Global multiplier for the radius used when choosing a new reposition destination for a wildlife hazard
float1Global multiplier applied to the cooldown timer between wildlife hazard reposition attempts
int0Number of days to add to the server's wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment
float0Number of hours to add to the server's wipe timer during testing; registered as wipetimer.hours_to_add_test
stringemptyCustom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/
int40=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat
float19Which 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
int0Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.
float2Population active on the server, per square km
float0.95No description in the game files.
booltrueNo description in the game files.
boolfalseNo description in the game files.
booltrueNo description in the game files.
stringenginePath to a world generation config file used by the procedural map generator; used when configString is empty
stringengineWorld generation config string passed directly to the procedural map generator; overrides the config file if set
boolfalseNext wipeNo description in the game files.
boolfalseEnables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics
int2Target number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server
int5Number of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas
float40Radius in metres around each player within which Christmas gift entities are spawned during the xmas event refill
float30How far we detect players from our inside/outside
float1200How long each active dungeon should last before dying
float0Population active on the server
float0Population active on the server, per square km