bradley.enabled # If set to false (0) it will disable the APC. Default is (1)
ai.think # If set to False, bears and wolfs are only hostile on attack (True)
ai.move # If set to False, animals will stop moving (recommended for performance boost) (True)
ai.sensetime # It's no use to change this value (1)
ai.frametime # no description (5)
ai.tickrate # Changes the tickrate of animals (5)
antihack.enabled # Enables / disables antihack (True)
antihack.admincheat # Are admins allowed to use their admin cheat (True)
antihack.objectplacement # Use antihack to verify object placement by players (True)
antihack.modelstate # Use antihack to verify model state sent by players (True)
antihack.userlevel # 0 = users, 1 = admins, 2 = developers (2)
antihack.enforcementlevel # What happens if player is above 'antihack.maxviolation' - 0 = no enforcement, 1 = kick, 2 = ban (1)
antihack.maxdesync # Max allowed client desync, lower value = more false positives (1)
antihack.relaxationrate # The rate at which violation values go back down (0.1)
antihack.relaxationpause # The time before violation values go back down (10)
antihack.maxviolation # Violation value above this results in enforcement (100)
antihack.noclip_protection # 0 = disabled, 1 = ray, 2 = sphere, 3 = curve (3)
antihack.noclip_reject # Whether or not to reject movement when noclip is detected (True)
antihack.noclip_penalty # Violation penalty to hand out when noclip is detected (0)
antihack.noclip_stepsize # Movement curve step size, lower value = less false positives (0.1)
antihack.noclip_maxsteps # Movement curve max steps, lower value = more false positives (5)
antihack.speedhack_protection # 0 = disabled, 1 = enabled (1)
antihack.speedhack_reject # Whether or not to reject movement when speedhack is detected (False)
antihack.speedhack_penalty # Violation penalty to hand out when speedhack is detected (50)
antihack.speedhack_forgiveness # Speed threshold to assume speedhacking, lower value = more false positives (2)
antihack.speedhack_deltatime # Time interval to calculate speed in, lower value = more false positives (0.2)
antihack.speedhack_tickets # Required number of speeding tickets to trigger a violation (15)
antihack.speedhack_history # Speeding ticket history length (20)
antihack.flyhack_protection # 0 = disabled, 1 = simple, 2 = advanced (2)
antihack.flyhack_reject # Whether or not to reject movement when flyhack is detected (False)
antihack.flyhack_penalty # Violation penalty to hand out when flyhack is detected (50)
antihack.flyhack_forgiveness # Distance threshold to assume flyhacking, lower value = more false positives (2)
antihack.projectile_protection # 0 = disabled, 1 = speed, 2 = speed + entity, 3 = speed + entity + LOS (3)
antihack.projectile_penalty # Violation penalty to hand out when projectile hack is detected (0)
antihack.projectile_forgiveness # Projectile speed forgiveness in percent, lower value = more false positives (0.5)
antihack.projectile_padding # Projectile hit distance padding in meters, lower value = more false positives (5)
antihack.projectile_serverframes # Projectile server frames to include in delay, lower value = more false positives (2)
antihack.projectile_clientframes # Projectile client frames to include in delay, lower value = more false positives (2)
antihack.projectile_tickets # Required number of projectile line of sight tickets to trigger a violation (10)
antihack.melee_protection # 0 = disabled, 1 = initiator, 2 = initiator + target, 3 = initiator + target + LOS (3)
antihack.melee_penalty # Violation penalty to hand out when melee hack is detected (0)
antihack.melee_forgiveness # Melee distance forgiveness in percent, lower value = more false positives (0.5)
antihack.melee_padding # Melee hit distance padding in meters, lower value = more false positives (2)
antihack.melee_serverframes # Melee server frames to include in delay, lower value = more false positives (2)
antihack.melee_clientframes # Melee client frames to include in delay, lower value = more false positives (2)
antihack.melee_tickets # Required number of melee line of sight tickets to trigger a violation (2)
antihack.eye_protection # 0 = disabled, 1 = distance, 2 = distance + LOS (2)
antihack.eye_penalty # violation penalty to hand out when eye hack is detected (0)
antihack.debuglevel # 0 = silent, 1 = print max violation, 2 = print every violation (1)
batching.colliders # *EXPERIMENTAL* Rust batches colliders to get around the maximum collider limit. To improve server performance you can unbatch (batching.colliders 0) colliders until they reach 250k. (True)
batching.collider_vertices # no description (10000)
batching.collider_submeshes # no description (1)
batching.verbose # no description (0)
chat.enabled # Enable or disable chat displaying (True)
chat.serverlog # Enable or disable chat logging (True)
construct.frameminutes # How many minutes before a placed frame gets destroyed (30)
craft.instant # Enable or disable instant crafting (False)
debug.checktriggers # Debug triggers (False)
decay.tick # Larger amount increases the applied decay damage to entity. (600)
decay.scale # 1 = normal decay, 0,5 = 50%, 0 = turn decay off (1)
decay.debug # Debugmode (False)
env.time # Shows in-game time. If value declared, will change the server time (values: 0 - 24)
env.day # Displays the day of the month. Pointless to change this value (12)
env.month # Displays the month. Pointless to change this value (6)
env.year # Displays the year. Pointless to change this value (2024)
fps.limit # The maximum number of frames to render per second (256)
gc.interval # Changes the interval between garbage collects. (-1)
heli.lifetimeminutes # The amount of time the helicopter is allowed to stay in minutes. (15)
heli.guns # Enables / disables the helicopters minigun. If set to 0, the helicopter will shoot rockets only. (1)
heli.bulletdamagescale # Changes the bullet damage of the helicopter. Higher value = more damage (1)
heli.bulletaccuracy # Changes the accuracy of the bullets. Higher value = less accuracy (2)
net.visdebug # Turns on debug display of network visibility (False)
physics.droppedmode # The physics mode that dropped items and corpses should use. good, tempgood or fast. fast + tempgood might cause objects to fall through other objects. (good)
physics.sendeffects # Send effects to clients when physics objects collide (True)
physics.bouncethreshold # no description (2)
physics.sleepthreshold # no description (0.005)
physics.solveriterationcount # The default solver iteration count permitted for any rigid bodies (default 7). Must be positive (3)
physics.steps # The amount of physics steps per second (16)
pool.skins # no description (False)
sentry.targetall # Target everyone regardless of authorization (False)
sentry.hostileduration # How long until something is considered hostile after it attacked (120)
server.ip # Sets the IP of the server. Should be stated in the startup parameters
server.port # Sets the IP of the server. Should be stated in the startup parameters
server.maxplayers # Changes the maximum amount of player slots.
server.hostname # Sets the Servername. example: server.hostname "My Rust Server"
server.identity # Changes path to your server data. (my_server_identity)
server.level # Sets the map of the server (Procedural Map) values: Barren, Craggy Island, Hapis, Savas Island
server.seed # Sets the the map generation seed.
server.salt # Prints the server.salt
server.worldsize # Changes the map size (3000). values: 1000 - 6000. 3000 equals 9km². (3000m^2)
server.saveinterval # Interval between the server saves the map. (300)
server.secure # Enables / disables Valve Anti Cheat security. (True)
server.tickrate # Changes the server tickrate. Going higher than 30 is not recommended. (30)
server.entityrate # Tickrate. Recommended to leave it at 16. (16)
server.cycletime # no description (500)
server.official # Only whitelisted server by Facepunch can use this command (False)
server.globalchat # If set to false, only people within voice range can read each others messages. (True)
server.stability # If set to false, building blocks will have 100% stability no matter how high you build. (True)
server.radiation # Disables / enables server radioation (True)
server.itemdespawn # Time until an item despawn (180)
server.pve # Enables / disables PvE mode (False)
server.description # Command used to write a server description. Make \n to make a new line
server.headerimage # Sets the serverbanner - picture must be 500x256
server.logoimage # Sets the servers logo image - Image is shown in the server browser and rust+ app
server.url # Sets the server 'Webpage'
server.branch # no description ()
server.eac # Enables / disables Easy Anti Cheat (1)
server.queriespersecond # no description (2000)
server.ipqueriespermin # no description (30)
server.meleedamage # Changes the melee damage in percent - 1 = 100, 0.5 = 50%, 0 = 0% (1)
server.arrowdamage # Changes the arrow damage in percent - 1 = 100, 0.5 = 50%, 0 = 0% (1)
server.bulletdamage # Changes the bullet damage in percent - 1 = 100, 0.5 = 50%, 0 = 0% (1)
server.bleedingdamage # Changes the bleeding damage in percent - 1 = 100, 0.5 = 50%, 0 = 0% (1)
server.meleearmor # Changes the scale of protection against melee damage from clothing and armor in percent - 1 = 100, 0.5 = 50%, 0 = 0% (1)
server.arrowarmor # Changes the scale of protection against arrow damage from clothing and armor in percent - 1 = 100, 0.5 = 50%, 0 = 0% (1)
server.bulletarmor # Changes the scale of protection against bullet damage from clothing and armor in percent - 1 = 100, 0.5 = 50%, 0 = 0% (1)
server.bleedingarmor # Changes the scale of protection against bleeding damage from clothing and armor in percent - 1 = 100, 0.5 = 50%, 0 = 0% (1)
server.updatebatch # How many entity updates should we send per loop. Setting this > 1000 might cause lag when a player first joins your server. (128)
server.planttick # Plants tick every x seconds. This is how many seconds between ticks. (60)
server.planttickscale # Setting this to 2 will make plants grow, fruit and die two times faster than normal. (1)
server.respawnresetrange # Distance from sleeping bag to reset other sleeping bags/beds. (50)
server.maxunack # Max amount of unacknowledged messages before we assume we're congested (4)
server.maxflood # Max amount of ticks to receive per second before we assume a client is flooding us (1000)
server.netcache # Use network caching (True)
server.netcachesize # Informational, the size of the network cache (in bytes) (2214666)
server.savecachesize # Informational, the size of the save cache (in bytes) (2264944)
server.combatlogsize # The size of the combat log (100)
server.idlekick # Number of minutes until idle players are kicked (30)
server.idlekickmode # 0 = no idle kick, 1 = kick if server full, 2 = always kick (1)
server.idlekickadmins # 1 = admins can get idle kicked (0)
server.maxreceivetime # no description (20)
server.compression # no description (False)
server.netlog # no description (False)
spawn.min_rate # no description (0,2)
spawn.max_rate # no description (2)
spawn.min_density # no description (0,2)
spawn.max_density # no description (2)
stability.verbose # no description (0)
stability.strikes # no description (10)
stability.collapse # no description (0.05)
stability.accuracy # no description (0.001)
time.fixeddelta # Fixed delta time in seconds (0.0625)
time.maxdelta # The minimum amount of times to tick per frame (0.33)
vis.damage # Turns on debug display of damages (False)
vis.attack # Turns on debug display of attacks (False)
vis.protection # Turns on debug display of protection (False)
vis.weakspots # Turns on debug display of weakspots (False)
vis.triggers # Show trigger entries (False)
vis.hitboxes # Turns on debug display of hitboxes (False)
vis.lineofsight # Turns on debug display of line of sight checks (False)
xmas.enabled # no description (True)
xmas.spawnrange # no description (50)
xmas.giftsperplayer # no description (2)