생존게임 러스트(rust)

러스트 콘솔 명령어 리스트(Rust Console Commands List)

거북선인 2020. 4. 20. 14:00

러스트 콘솔 명령어 리스트(Rust Console Commands List)


게임을 하는동안 "f1" 키를 눌러서 사용할 수 있는 콘솔명령어 리스트입니다.

명령에 true / false가있는 경우 인용 부호 [] 를 사용하지 않고 

단순히 true 또는 false를 명령으로 입력 하시면 됩니다.


생각하는것보다 명령어가 많고, 

2020년 새로이 정의된 명령어들입니다.


"ctrl + f" 키를 이용해서 찾아 보시는걸 권장합니다.





Code와 (Effect) 입니다.




ai.aidebug_loadbalanceoverduereportserver

ai.aidebug_toggle

ai.ailoadbalancerupdateinterval [0.25] (Set the update interval for the behaviour ai of animals and npcs.)

ai.aimanagerloadbalancerupdateinterval [2] Set the update interval for the agency of dormant and active animals and npcs.

ai.animal_ignore_food [TRUE]    If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).

ai.animalsenseloadbalancerupdateinterval [0.2]     Set the update interval for animal senses that updates the knowledge gathering of animals.

ai.defaultloadbalancerupdateinterval [2.5]    Set the update interval for the default load balancer, currently used for cover point generation.

ai.frametime [5]

ai.ignoreplayers [FALSE]

ai.move [TRUE]

ai.nav_carve_height [2]    The height of the carve volume.

ai.nav_carve_min_base_size [2]  The minimum size we allow a carving volume to be.

ai.nav_carve_min_building_blocks_to_apply_optimization [25] The minimum number of building blocks a building needs to consist of for this optimization to be applied.

ai.nav_carve_size_multiplier [4]   The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls.

ai.nav_carve_use_building_optimization [FALSE]     If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.

ai.npc_alertness_drain_rate [0.01] npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.

ai.npc_alertness_to_aim_modifier [0.5] This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again.

ai.npc_alertness_zero_detection_mod [0.5]    npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero.

ai.npc_cover_compromised_cooldown [10]   npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it’s cleared again for selection.

ai.npc_cover_info_tick_rate_multiplier [20]    The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1

ai.npc_cover_path_vs_straight_dist_max_diff [2]     npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points.

ai.npc_cover_use_path_distance [TRUE] If npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.

ai.npc_deliberate_hit_randomizer [0.85] The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don’t want perfect hits with every shot).

ai.npc_deliberate_miss_offset_multiplier [1.25] The offset with which the NPC will maximum miss the target.

ai.npc_deliberate_miss_to_hit_alignment_time The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5)

ai.npc_door_trigger_size [1.5]    npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it

ai.npc_enable [TRUE] If npc_enable is set to false then npcs won’t spawn.

ai.npc_families_no_hurt [TRUE]  If npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.

ai.npc_gun_noise_silencer_modifier [0.15] The modifier by which a silencer reduce the noise that a gun makes when shot.

ai.npc_htn_player_base_damage_modifier [1.15]    Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.

ai.npc_htn_player_frustration_threshold [3]   npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic.

ai.npc_ignore_chairs [TRUE] If npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs.

ai.npc_junkpile_a_spawn_chance [0.1] npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a.

ai.npc_junkpile_dist_aggro_gate [8] npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.

ai.npc_junkpile_g_spawn_chance [0.1] npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g.

ai.npc_max_junkpile_count [30] npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)

ai.npc_max_population_military_tunnels [3] npc_max_population_military_tunnels defines the size of the npc population at military tunnels.

ai.npc_max_roam_multiplier [3] This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam.

ai.npc_only_hurt_active_target_in_safezone [TRUE] If npc_only_hurt_active_target_in_safezone is true, npcs won’t any player other than their actively targeted player when in a safe zone.

ai.npc_patrol_point_cooldown [5] npc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again

ai.npc_reasoning_system_tick_rate_multiplier [1]    The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1

ai.npc_respawn_delay_max_military_tunnels [1920] npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.

ai.npc_respawn_delay_min_military_tunnels [480]    npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.

ai.npc_sensory_system_tick_rate_multiplier [5] The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1

ai.npc_spawn_on_cargo_ship [TRUE]  Spawn NPCs on the Cargo Ship.

ai.npc_spawn_per_tick_max_military_tunnels [1] npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels.

ai.npc_spawn_per_tick_min_military_tunnels [1] npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels.

ai.npc_speed_crouch_run [0.25] npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1.

ai.npc_speed_crouch_walk [0.1] npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.

ai.npc_speed_run [0.4]     npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1.

ai.npc_speed_sprint [1]    npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1.

ai.npc_speed_walk [0.18]     npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1.

ai.npc_use_new_aim_system [TRUE]    If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.

ai.npc_use_thrown_weapons [TRUE]    If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.

ai.npc_valid_aim_cone [0.8] npc_valid_aim_cone defines how close their aim needs to be on target in order to fire.

ai.npc_valid_mounted_aim_cone [0.92] npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted.

ai.npcsenseloadbalancerupdateinterval [0.2] Set the update interval for npc senses that updates the knowledge gathering of npcs.

ai.ocean_patrol_path_iterations [100000]

ai.selectnpclookatserver

ai.sensetime [1]

ai.think [TRUE]

ai.tickrate [5]

aimanager.ai_dormant [TRUE]   If ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won’t simulate as well.

aimanager.ai_dormant_max_wakeup_per_tick [30]     ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick.

aimanager.ai_htn_animal_tick_budget [4]  ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume.

aimanager.ai_htn_player_junkpile_tick_budget [4] ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.

aimanager.ai_htn_player_tick_budget [4] ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume.

aimanager.ai_htn_use_agency_tick [TRUE] If ai_htn_use_agency_tick is true, the ai manager’s agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it’s false, each agent registers with the invoke system individually, with no frame-budget restrictions.

aimanager.ai_to_player_distance_wakeup_range [160] If an agent is beyond this distance to a player, it’s flagged for becoming dormant.

aimanager.nav_disable [FALSE]     If set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to move

aimanager.nav_obstacles_carve_state nav_obstacles_carve_state [2] defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve. (2)

aimanager.nav_wait [TRUE] If true we’ll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.

aimanager.pathfindingiterationsperframe [100] The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.

aithinkmanager.framebudgetms [2.5]

antihack.admincheat [TRUE]

antihack.debuglevel [1]

antihack.enforcementlevel [1]

antihack.eye_clientframes [2]

antihack.eye_forgiveness [0.5]

antihack.eye_penalty [0]

antihack.eye_protection [2]

antihack.eye_serverframes [2]

antihack.flyhack_extrusion [2]

antihack.flyhack_forgiveness_horizontal [1.5]

antihack.flyhack_forgiveness_vertical [1.5]

antihack.flyhack_margin [0.05]

antihack.flyhack_maxsteps [15]

antihack.flyhack_penalty [100]

antihack.flyhack_protection [3]

antihack.flyhack_rejec [FALSE]

antihack.flyhack_stepsize [0.1]

antihack.forceposition [TRUE]

antihack.maxdeltatime [1]

antihack.maxdesync [1]

antihack.maxviolation [100]

antihack.melee_clientframes [2]

antihack.melee_forgiveness [0.5]

antihack.melee_penalty [0]

antihack.melee_protection [3]

antihack.melee_serverframes [2]

antihack.modelstate [TRUE]

antihack.noclip_backtracking [0.01]

antihack.noclip_margin [0.09]

antihack.noclip_maxsteps [15]

antihack.noclip_penalty [0]

antihack.noclip_protection [3]

antihack.noclip_reject [TRUE]

antihack.noclip_stepsize [0.1]

antihack.objectplacement [TRUE]

antihack.projectile_clientframes [2]

antihack.projectile_forgiveness [0.5]

antihack.projectile_penalty [0]

antihack.projectile_protection [5]

antihack.projectile_serverframes [2]

antihack.projectile_trajectory_horizontal [1]

antihack.projectile_trajectory_vertical [1]

antihack.relaxationpause [10]

antihack.relaxationrate [0.1]

antihack.reporting [TRUE]

antihack.signpause [1]

antihack.speedhack_forgiveness [2]

antihack.speedhack_penalty [0]

antihack.speedhack_protection [2]

antihack.speedhack_reject [TRUE]

antihack.speedhack_slopespeed [10]

antihack.terrain_kill [TRUE]

antihack.terrain_padding [2]

antihack.terrain_penalty [0]

antihack.terrain_protection [1]

antihack.terrain_timeslice [64]

antihack.userlevel [2]

app.notifications [FALSE] Enables sending push notifications

app.pair

app.port [28083]

app.queuelimit [100] Max number of queued messages – set to 0 to disable message processing

app.serverid

app.update [TRUE] Disables updating entirely – emergency use only

baseboat.generate_paths [TRUE]

baseridableanimal.decayminutes [180] How long before a horse dies unattended

baseridableanimal.framebudgetms [1]

batching.verbose [0]

bear.population [2] Population active on the server, per square km

bigwheelgame.spinfrequencyseconds [45]

boar.population [5] Population active on the server, per square km

bradley.enabled [TRUE]

bradley.quickrespawn

bradley.respawndelayminutes [60]

bradley.respawndelayvariance [1]

cargoship.egress_duration_minutes [10]

cargoship.event_duration_minutes [50]

cargoship.event_enabled [TRUE]

cargoship.loot_round_spacing_minutes [10]

cargoship.loot_rounds [3]

chat.enabled [TRUE]

chat.say

chat.search

chat.serverlog [TRUE]

chat.tail

chat.teamsay

chicken.population [3] Population active on the server, per square km (3)

clothlod.clothloddist [20] distance cloth will simulate until

commands.echo

commands.find

console.search

console.tail

construct.frameminutes [30]

coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height [2] defines the height of the steps we do vertically for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).

coverpointvolume.cover_point_sample_step_size [6] cover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).

craft.add

craft.cancel

craft.canceltask

craft.fasttracktask

craft.instant [FALSE]

cui.endtest

cui.test

data.export

debug.breakheld Break the current held object

debug.breakitem Break all the items in your inventory whose name match the passed string

debug.callbacks [FALSE]

debug.checktriggers [FALSE]

debug.disablecondition [FALSE] Do not damage any items

debug.drink

debug.eat

debug.flushgroup Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again

debug.gesture

debug.heal

debug.hurt

debug.log [TRUE]

debug.puzzleprefabrespawn respawn all puzzles from their prefabs

debug.puzzlereset           reset all puzzles

debug.refillvitals

debug.renderinfo

debug.stall

decay.bracket_0_blockcount [15] Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain

decay.bracket_0_costfraction [0.1] blocks within bracket 0 will cost this fraction per upkeep period to maintain

decay.bracket_1_blockcount [50] Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain

decay.bracket_1_costfraction [0.15] blocks within bracket 1 will cost this fraction per upkeep period to maintain

decay.bracket_2_blockcount [125] Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain

decay.bracket_2_costfraction [0.2] blocks within bracket 2 will cost this fraction per upkeep period to maintain

decay.bracket_3_blockcount [200] Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain

decay.bracket_3_costfraction [0.333] blocks within bracket 3 will cost this fraction per upkeep period to maintain

decay.debug [FALSE]

decay.delay_metal [0] How long should this building grade decay be delayed when not protected by upkeep, in hours

decay.delay_override [0] When set to a value above 0 everything will decay with this delay

decay.delay_stone [0] How long should this building grade decay be delayed when not protected by upkeep, in hours

decay.delay_toptier [0] How long should this building grade decay be delayed when not protected by upkeep, in hours

decay.delay_twig [0] How long should this building grade decay be delayed when not protected by upkeep, in hours

decay.delay_wood [0] How long should this building grade decay be delayed when not protected by upkeep, in hours (0)

decay.duration_metal [8] How long should this building grade take to decay when not protected by upkeep, in hours

decay.duration_override [0] When set to a value above 0 everything will decay with this duration

decay.duration_stone [5] How long should this building grade take to decay when not protected by upkeep, in hours

decay.duration_toptier [12] How long should this building grade take to decay when not protected by upkeep, in hours

decay.duration_twig [1]        How long should this building grade take to decay when not protected by upkeep, in hours

decay.duration_wood [3] How long should this building grade take to decay when not protected by upkeep, in hours

decay.outside_test_range [50] Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings

decay.scale [1]

decay.tick [600]

decay.upkeep [TRUE] Is upkeep enabled

decay.upkeep_grief_protection 1440 [24 hours] How many minutes can the upkeep cost last after the cupboard was destroyed?

decay.upkeep_heal_scale [1] Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay

decay.upkeep_inside_decay_scale [0.1] Scale at which objects decay when they are inside, default of

decay.upkeep_period_minutes 1440 [24 hours] How many minutes does the upkeep cost last?

entity.debug_toggle

entity.deleteby Destroy all entities created by this user

entity.find_entity

entity.find_group

entity.find_id

entity.find_parent

entity.find_radius

entity.find_self

entity.find_status

entity.nudge

entity.spawn

entity.spawnitem

entity.spawnlootfrom

env.addtime

env.day [1-31]

env.month [01/12/2020]

env.progresstime [TRUE]

env.time

env.year [2024]

fps.limit [256]

gc.collect

gc.enabled [TRUE]

gc.incremental_enabled [TRUE]

gc.incremental_milliseconds [3]

gc.unload

global.admintime [-1] If > 1 the time of day (hour) will be forced to this.

global.ban

global.banid banid

global.banlist List of banned users (sourceds compat)

global.banlistex List of banned users – shows reasons and usernames

global.bans         List of banned users

global.breakitem

global.buildinfo Get information about this build

global.clientperf

global.colliders

global.developer [0]

global.dump

global.entid

global.error

global.free

global.injure

global.kick

global.kickall

global.kill

global.killplayer

global.listid        List of banned users, by ID (sourceds compat)

global.maxthreads [8]

global.moderatorid

global.mute

global.mutelist Print a list of currently muted players

global.objects

global.ownerid

global.perf [0-9]

global.playerlist Get a list of players

global.players Print out currently connected clients etc

global.queue

global.quit

global.removemoderator

global.removeowner

global.report

global.respawn

global.respawn_sleepingbag

global.respawn_sleepingbag_remove

global.restart

global.say Sends a message in chat

global.serverinfo Get a list of information about the server

global.setinfo

global.skipqueue

global.sleep

global.spectate

global.stats         Print out stats of currently connected clients

global.status Print out currently connected clients

global.status_sv

global.subscriptions

global.sysinfo

global.sysuid

global.teaminfo

global.teleport

global.teleport2me

global.teleportany

global.teleportlos

global.teleportpos

global.textures

global.unban

global.unmute

global.users    Show user info for players on server.

global.version

hackablelockedcrate.decayseconds [7200] How many seconds until the crate is destroyed without any hack attempts

hackablelockedcrate.requiredhackseconds [900] How many seconds for the crate to unlock

halloween.enable [FALSE]

halloween.murdererpopulation [0] Population active on the server, per square km

halloween.scarecrow_beancan_vs_player_dmg_modifier [0.1] Modified damage from beancan explosion vs players

halloween.scarecrow_body_dmg_modifier [0.25] Modifier to how much damage scarecrows take to the body.

halloween.scarecrow_chase_stopping_distance [0.5] Stopping distance for destinations set while chasing a target

halloween.scarecrow_throw_beancan_global_delay [8 seconds] The delay globally on a server between each time a scarecrow throws a beancan

halloween.scarecrowpopulation [0] Population active on the server, per square km

halloween.scarecrows_throw_beancans [TRUE] Scarecrows can throw beancans

heli.bulletaccuracy [2]

heli.bulletdamagescale [1]

heli.call

heli.calltome

heli.drop

heli.guns [1]

heli.lifetimeminutes [15]

heli.strafe

heli.testpuzzle

hierarchy.cd

hierarchy.del

hierarchy.ls

horse.population [0] Population active on the server, per square km

hotairballoon.outsidedecayminutes [180] How long before a HAB is killed while outside

hotairballoon.population [1] Population active on the server

hotairballoon.serviceceiling [200]

inventory.copyto Copies the players inventory to the player in front of them

inventory.defs

inventory.endloot

inventory.give

inventory.giveall

inventory.givearm

inventory.giveid

inventory.giveto

inventory.lighttoggle

inventory.reloaddefs

inventory.resetbp

inventory.unlockall

ioentity.backtracking [8]

ioentity.framebudgetms [1]

ioentity.responsetime [0.1]

manifest.printmanifest

manifest.printmanifestraw

memsnap.full

memsnap.managed

memsnap.native

minicopter.outsidedecayminutes [240] (How long before a minicopter is killed while outside)

minicopter.population [1] (Population active on the server)

motorrowboat.outsidedecayminutes [180] (How long before a boat is killed while outside)

motorrowboat.population [4] (Population active on the server)

net.visdebug [FALSE]

note.update

npcautoturret.sleeperhostiledelay [1200] (How many seconds until a sleeping player is considered hostile)

physics.autosynctransforms [TRUE]

physics.batchsynctransforms [TRUE]

physics.bouncethreshold [2]

physics.droppedmode [2] (The collision detection mode that dropped items and corpses should use (2) )

physics.gravity [1]      (Gravity multiplier)

physics.minsteps [8] (The slowest physics steps will operate)

physics.sendeffects [TRUE] (Send effects to clients when physics objects collide)

physics.sleepthreshold [0.005]

physics.solveriterationcount [3] (The default solver iteration count permitted for any rigid bodies. Must be positive)

physics.steps [16]    (The amount of physics steps per second)

player.cinematic_play

player.cinematic_stop

player.tickrate_cl [20]

player.tickrate_sv [16]

playerinventory.forcebirthday [FALSE]

pool.clear_assets

pool.clear_memory

pool.clear_prefabs

pool.debug [FALSE]

pool.enabled [TRUE]

pool.export_prefabs

pool.mod [2]

pool.prewarm [TRUE]

pool.print_assets

pool.print_memory

pool.print_prefabs

profile.start

profile.stop

rcon.ip

rcon.port [28016]

rcon.print [FALSE]   (If true, rcon commands etc will be printed in the console)

rcon.web [TRUE]   (If set to true, use websocket rcon. If set to false use legacy, source engine rcon.)

relationshipmanager.acceptinvite

relationshipmanager.addtoteam

relationshipmanager.fakeinvite

relationshipmanager.kickmember

relationshipmanager.leaveteam

relationshipmanager.maxteamsize [8]

relationshipmanager.promote

relationshipmanager.rejectinvite

relationshipmanager.sendinvite

relationshipmanager.sleeptoggle

relationshipmanager.trycreateteam

rhib.rhibpopulation [1]    (Population active on the server)

ridablehorse.population [4] (Population active on the server, per square km)

samsite.alltarget [FALSE]    (targetmode, 1 = all air vehicles, 0 = only hot air ballons)

samsite.staticrepairseconds [1200] (how long until static sam sites auto repair)

santasleigh.altitudeaboveterrain [50]

santasleigh.desiredaltitude [60]

santasleigh.drop

scraptransporthelicopter.population [0.33] (Population active on the server)

sentry.hostileduration [120] (how long until something is considered hostile after it attacked)

sentry.targetall [FALSE] (target everyone regardless of authorization)

server.arrowarmor [1]

server.arrowdamage [1]

server.authtimeout [60]

server.backup (Backup server folder)

server.bleedingarmor [1]

server.bleedingdamage [1]

server.branch

server.bulletarmor [1]

server.bulletdamage [1]

server.cheatreport

server.cinematic [FALSE]

server.combatlog (Get the player combat log)

server.combatlogdelay [10]

server.combatlogsize [30]

server.compression [FALSE]

server.corpsedespawn [300]

server.corpses [TRUE]

server.cycletime [500]

server.debrisdespawn [30]

server.description

server.dropitems [TRUE]

server.encryption [2]

server.entitybatchsize [100]

server.entitybatchtime [1]

server.entityrate [16]

server.events [TRUE]

server.fps

server.globalchat [TRUE]

server.headerimage

server.hostname

server.identity

server.idlekick [30 minutes]

server.idlekickadmins [0]

server.idlekickmode [1]

server.ip

server.ipqueriespermin [30]

server.itemdespawn [300]

server.level [Procedural Map]

server.leveltransfer [TRUE]

server.levelurl

server.maxcommandpacketsize [1000000]

server.maxcommandspersecond [100]

server.maxpacketsize [5000000]

server.maxpacketsize_command [1000000]

server.maxpacketspersecond [1500]

server.maxpacketspersecond_command [100]

server.maxpacketspersecond_rpc [200]

server.maxpacketspersecond_tick [300]

server.maxpacketspersecond_world [1]

server.maxplayers [10]

server.maxreceivetime [20]

server.maxrpcspersecond [200]

server.maxtickspersecond [300]

server.maxunack [4]

server.meleearmor [1]

server.meleedamage [1]

server.metabolismtick [1]

server.muted (Writes config files)

server.netcache [TRUE]

server.netcachesize [0]

server.netlog [FALSE]

server.official [FALSE]

server.plantlightdetection [TRUE]

server.planttick [60]

server.planttickscale [1]

server.playerserverfall [TRUE]

server.playertimeout [60]

server.port [28015]

server.printeyes (Print the current player eyes.)

server.printpos (Print the current player position.)

server.printrot (Print the current player rotation.)

server.pve [FALSE]

server.queriespersecond [2000]

server.queryport [0]

server.radiation [TRUE]

server.readcfg

server.respawnresetrange [50]

server.salt

server.save (Force save the current game)

server.savecachesize [2753207]

server.saveinterval [600]

server.schematime [1800]

server.secure [TRUE]

server.seed [TRUE]

server.sendnetworkupdate (Send network update for all players)

server.setshowholstereditems (Show holstered items on player bodies)

server.showholstereditems [TRUE]

server.snapshot (This sends a snapshot of all the entities in the client’s pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.)

server.stability [TRUE]

server.start Starts a server

server.stats [FALSE]

server.stop Stops a server

server.tickrate [10]

server.updatebatch [512]

server.updatebatchspawn [1024]

server.url

server.worldsize

server.woundingenabled [TRUE]

server.writecfg (Writes config files)

spawn.fill_groups

spawn.fill_individuals

spawn.fill_populations

spawn.max_density [1]

spawn.max_rate [1]

spawn.min_density [0.5]

spawn.min_rate [0.5]

spawn.player_base [100]

spawn.player_scale [2]

spawn.report

spawn.respawn_groups [TRUE]

spawn.respawn_individuals [TRUE]

spawn.respawn_populations [TRUE]

spawn.scalars

spawn.tick_individuals [300]

spawn.tick_populations [60]

stability.accuracy [0.001]

stability.collapse [0.05]

stability.refresh_stability

stability.stabilityqueue [9]

stability.strikes [10]

stability.surroundingsqueue [3]

stability.verbose [0]

stag.population [3] (Population active on the server, per square km)

supply.call

supply.drop

time.fixeddelta [0.0625]

time.maxdelta [0.125]

time.pausewhileloading [TRUE]

time.timescale [1]

tree.global_broadcast [FALSE]

vehicle.boat_corpse_seconds [300]

vehicle.swapseats

vis.attack [FALSE]

vis.damage [FALSE]

vis.hitboxes [FALSE]

vis.lineofsight [FALSE]

vis.protection [FALSE]

vis.sense [FALSE]

vis.triggers [FALSE]

vis.weakspots [FALSE]

weather.clouds

weather.fog

weather.rain

weather.wind

wolf.population [2] (Population active on the server, per square km)

workshop.print_approved_skins

world.cache [TRUE]

xmas.enabled [FALSE]

xmas.giftsperplayer [2]

xmas.refill

xmas.spawnattempts [5]

xmas.spawnrange [40]

zombie.population [0] (Population active on the server, per square km)